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Purple Phoenix Games (2266 KP) rated Quests: Heroes of Sorcado in Tabletop Games
May 26, 2021
I’ve mentioned before that we at Purple Phoenix Games are currently working our way through a DnD 5e campaign. For almost all of us, this has been our first foray into the world of role-playing games. It’s a lot of fun, although it’s quite a daunting task at first. But more often these days, you can find board games that serve as fun, cooperative, and easier to learn/manage versions of these popular role-playing giants. Enter Quests: Heroes of Sorcado. How does it fare in the lineup of campaign-driven board games? Let the demo adventure help you decide.
Disclaimer: For this preview, we were provided with a Tabletop Simulator file for the demo/prequel adventure. These are not the final components, since it is a digital file, but the artwork and rulebook are mostly finalized – so the gameplay is what you will get in the physical copies of the game. -L
Quests: Heroes of Sorcado is a cooperative, campaign-driven game in which 1-6 players will take on the roles of party members with the goal of completing all 8 of the included adventures. The game does come with a tutorial/prequel adventure to help introduce players to the mechanics and overall gameplay before diving in to the full game. To setup for this Adventure Zero, place the game board within reach of all players, set aside the Campaign and Adventure books, place the Boss card for this adventure face-down above the board, and sort and place Potion/Loot/Armor/Health tokens in their corresponding areas. Set the 6 required Adventurers for the prequel in a circle near the game board, and take the listed Health and Starting Equipment for each Adventurer. The prequel uses only a single Location, so set that Deck in one of the Location spaces of the board, and the game is now ready to begin!
Depending on the player count, everyone will take on the role of at least one of the Adventurers, and the game itself is wholly cooperative. Here is how Adventure Zero works. Each Adventurer, in clockwise order, will be dealt 1 face-down Location card. Then, starting from the first dealt Location card, the Adventurers will take turns revealing their card. Some cards are Events or Story Moments, and prompt players to read from the Adventure/Campaign books. These cards often describe a scenario and require the player to select one of several provided choices, either earning a reward or penalizing the group. Most cards are Monster cards and will begin a combat! Each of the Adventurers has varying values for the four Stats of the game: Strength, Intelligence, Dexterity, and Wisdom. Combat in the game involves rolling a d20 and adding the appropriate Stat modifiers to the roll. You can also use Potions and Equipment to buff your rolls as well. How do you determine success or failure? Every Monster has a weakness to a specific Stat, so you will use that Stat modifier to enhance your rolls. Equal or exceed the Monster’s weakness, and it is defeated! Depending on the difficulty/level of the Monster, you will either fight with 2-6 Adventurers – adding their modifiers and abilities to your roll as well. How you setup your Adventurers is important, as adjacency is what helps determine who can be in each combat. If you defeat a Monster, collect the reward (Loot tokens, Potions, or Treasure cards), and the game continues to the next player. If you lose the fight, the Monster moves to the next Adventurer and combat begins anew. Once every Location card has been revealed and resolved, the Adventurers will reveal the Boss card and the final combat begins! Even though each combat has one primary Adventurer/player at the helm, the game is cooperative, so make sure you’ve got that teamwork mentality!
I have to say that I was pleasantly surprised by Quests: Heroes of Sorcado. The gameplay may seem a bit involved at first, but it actually flows pretty seamlessly and effortlessly. As someone who has played a handful of other campaign-driven board games before, I have to say that this one was by far the easiest for me to learn and play. Resolve Location cards, beat Monsters, and (hopefully) defeat the final Boss. Pretty straight-forward, and I really appreciate that. One thing that helps make it so user-friendly is that the game is based on only 4 Stats, instead of every conceivable Stat used in other role-playing games. That helps keep the game uncomplicated, while still offering players options every turn. Another thing that I really like? The Campaign/Adventure books are pre-written stories, prompts, and scenarios that allow the game to be truly cooperative. No need for an all-knowing Game Master here, as everything is already laid out for you. I also really like these pre-written aspects because it helps deliver the role-playing feel without pressuring the players to create their own campaign. Yes, there are still some ‘choose your adventure’ elements to it, but it doesn’t give so many options to overwhelm players.
That being said, I do have to mention that this is a campaign-driven game, so you will know the main storyline after your first complete playthrough. Although you would know the Monsters/Events/Boss/etc. of each adventure, the shuffle and draw of the decks would allow for variability, and thus replayability. You know the all the twists in the story, but will be able to play with different hero combinations as well! All 8 adventures will take quite some time to complete though, so don’t let the fact that you’ll know the main storyline after one playthrough turn you off from the game completely! Normally, I like to talk about the components of a game. Since this was a Tabletop Simulator version of the game, I am unable to really do so. I will commend the artwork and style of the game though – it is very thematic, engaging, colorful, and fun to look at. The text and abilities are clear, I love the color-coded modifiers, and the cards are all pretty intuitive. I have no doubts that the physical copies of the game will be quality productions as well.
As I stated above, this preview only covers the demo/prequel adventure, and its real purpose is to introduce players to the gameplay. That being said, I know that the full adventures will offer players additional elements (Side Quests, trading Loot and Potions, ‘level up’ the Adventurers, etc.) that will just add to the experience. Yes, there is the ‘one and done’ aspect of a campaign-driven game, but there is so much content in the full game to keep you going for quite a long time. If you’re looking at getting into this genre of game, but are worried about complexity, I would highly recommend Quests: Heroes of Sorcado. The gameplay overall is simple and straight-forward, while still offering the epic campaign feel. This one hits Kickstarter today, so head on over and check it out for yourself!
Disclaimer: For this preview, we were provided with a Tabletop Simulator file for the demo/prequel adventure. These are not the final components, since it is a digital file, but the artwork and rulebook are mostly finalized – so the gameplay is what you will get in the physical copies of the game. -L
Quests: Heroes of Sorcado is a cooperative, campaign-driven game in which 1-6 players will take on the roles of party members with the goal of completing all 8 of the included adventures. The game does come with a tutorial/prequel adventure to help introduce players to the mechanics and overall gameplay before diving in to the full game. To setup for this Adventure Zero, place the game board within reach of all players, set aside the Campaign and Adventure books, place the Boss card for this adventure face-down above the board, and sort and place Potion/Loot/Armor/Health tokens in their corresponding areas. Set the 6 required Adventurers for the prequel in a circle near the game board, and take the listed Health and Starting Equipment for each Adventurer. The prequel uses only a single Location, so set that Deck in one of the Location spaces of the board, and the game is now ready to begin!
Depending on the player count, everyone will take on the role of at least one of the Adventurers, and the game itself is wholly cooperative. Here is how Adventure Zero works. Each Adventurer, in clockwise order, will be dealt 1 face-down Location card. Then, starting from the first dealt Location card, the Adventurers will take turns revealing their card. Some cards are Events or Story Moments, and prompt players to read from the Adventure/Campaign books. These cards often describe a scenario and require the player to select one of several provided choices, either earning a reward or penalizing the group. Most cards are Monster cards and will begin a combat! Each of the Adventurers has varying values for the four Stats of the game: Strength, Intelligence, Dexterity, and Wisdom. Combat in the game involves rolling a d20 and adding the appropriate Stat modifiers to the roll. You can also use Potions and Equipment to buff your rolls as well. How do you determine success or failure? Every Monster has a weakness to a specific Stat, so you will use that Stat modifier to enhance your rolls. Equal or exceed the Monster’s weakness, and it is defeated! Depending on the difficulty/level of the Monster, you will either fight with 2-6 Adventurers – adding their modifiers and abilities to your roll as well. How you setup your Adventurers is important, as adjacency is what helps determine who can be in each combat. If you defeat a Monster, collect the reward (Loot tokens, Potions, or Treasure cards), and the game continues to the next player. If you lose the fight, the Monster moves to the next Adventurer and combat begins anew. Once every Location card has been revealed and resolved, the Adventurers will reveal the Boss card and the final combat begins! Even though each combat has one primary Adventurer/player at the helm, the game is cooperative, so make sure you’ve got that teamwork mentality!
I have to say that I was pleasantly surprised by Quests: Heroes of Sorcado. The gameplay may seem a bit involved at first, but it actually flows pretty seamlessly and effortlessly. As someone who has played a handful of other campaign-driven board games before, I have to say that this one was by far the easiest for me to learn and play. Resolve Location cards, beat Monsters, and (hopefully) defeat the final Boss. Pretty straight-forward, and I really appreciate that. One thing that helps make it so user-friendly is that the game is based on only 4 Stats, instead of every conceivable Stat used in other role-playing games. That helps keep the game uncomplicated, while still offering players options every turn. Another thing that I really like? The Campaign/Adventure books are pre-written stories, prompts, and scenarios that allow the game to be truly cooperative. No need for an all-knowing Game Master here, as everything is already laid out for you. I also really like these pre-written aspects because it helps deliver the role-playing feel without pressuring the players to create their own campaign. Yes, there are still some ‘choose your adventure’ elements to it, but it doesn’t give so many options to overwhelm players.
That being said, I do have to mention that this is a campaign-driven game, so you will know the main storyline after your first complete playthrough. Although you would know the Monsters/Events/Boss/etc. of each adventure, the shuffle and draw of the decks would allow for variability, and thus replayability. You know the all the twists in the story, but will be able to play with different hero combinations as well! All 8 adventures will take quite some time to complete though, so don’t let the fact that you’ll know the main storyline after one playthrough turn you off from the game completely! Normally, I like to talk about the components of a game. Since this was a Tabletop Simulator version of the game, I am unable to really do so. I will commend the artwork and style of the game though – it is very thematic, engaging, colorful, and fun to look at. The text and abilities are clear, I love the color-coded modifiers, and the cards are all pretty intuitive. I have no doubts that the physical copies of the game will be quality productions as well.
As I stated above, this preview only covers the demo/prequel adventure, and its real purpose is to introduce players to the gameplay. That being said, I know that the full adventures will offer players additional elements (Side Quests, trading Loot and Potions, ‘level up’ the Adventurers, etc.) that will just add to the experience. Yes, there is the ‘one and done’ aspect of a campaign-driven game, but there is so much content in the full game to keep you going for quite a long time. If you’re looking at getting into this genre of game, but are worried about complexity, I would highly recommend Quests: Heroes of Sorcado. The gameplay overall is simple and straight-forward, while still offering the epic campaign feel. This one hits Kickstarter today, so head on over and check it out for yourself!

Lottie disney bookworm (1056 KP) rated Fairest of All: A Tale of the Wicked Queen (Villains #1) in Books
Aug 16, 2019
Review by Disney Bookworm
This is my first foray into the villain’s series so I thought I should read them in order. The collection has been on my “to read” list forever but the twisted tales series kept multiplying and skipping the queue! As I am a good girl and never break the rules, I started with book one: Fairest of All.
I will say that this series of books are quite thin and are an easy read. This may be due to them falling into the Young Adult category but I can safely add them into the “busy working mum” category too. (P.S. Booksirens, NetGalley and Goodreads: this should definitely become a category!)
Personally, I didn’t have high hopes for these books due to some of the reviews that I read beforehand, particularly those that refer to the series as “fan fiction”. However, in these cases, I believe the reviewers in question have missed the point of these novels: these are not to be compared with twisted tales as they are not retellings. These novels provide a backstory to our villains: a different perspective that explores the circumstances around their evil actions.
Fairest of All tells the tale of the Wicked Queen from Snow White before she became wicked. The reader is introduced to a new bride who loves her husband, the king, and adores her new stepdaughter Snow White. Snow returns her stepmother’s love, referring to her as “momma”, and the little family are perfectly happy and content, attending celebrations in the kingdom and having cosy dinners in the castle. Their life truly is idyllic, that is, until the call of battle draws the king away.
Initially little is said of the Queen’s life before she met the king. We know her father was a renowned mirror maker and her mother was considered extraordinarily beautiful before her untimely death.
However, the Queen’s former life is slowly revealed: a heartbreaking tale that exposes the vulnerability of the monarch and endears her to the reader. Suddenly, it seems almost natural that a person so deprived of love could possess such vanity and unthinkable that this character could descend into madness: committing the evil deeds that we know lie in the upcoming pages.
Despite her flaws, I found I never identified with the Queen fully as a human character. I suspect this is because the Queen is only referred to by her title throughout the novel; a curious method by Valentino. Is Valentino keeping us focused on her fate as the Wicked Queen? Perhaps she is suggesting that the Queen has never been her own woman: merely a tortured mirror maker’s daughter who became a figurehead and a mother in one fell swoop?
The Queen is such a complex character that all the other characters in the book seem quite flat in comparison. Again, I suspect this is intentional: the tale is from the Queen’s perspective after all. Nevertheless, the reader is reunited with old characters such as Snow, the huntsman and the mirror as well as being introduced to new characters, the most notable of which are the three cousins of the King.
The Odd Sisters are described as such from the beginning: a titbit I greatly enjoyed as their novel has recently been released. They are fascinating characters, always keeping the reader on their toes and causing us to never quite know whether they are pure evil or simply insane. Their transparent disappointment that the Queen is not an evil stepmother and their candid conversations about magic cause worry for characters and readers alike: it is clear that they have more than a passing impact on the Queen’s demise.
The names of the characters within this novel possess a clear imagery of light and darkness. Snow and Verona (Latin for a true/honest image) bring out a side to the Queen that is the polar opposite of that of the odd sisters and the magic mirror; who is often referred to as “the Slave”. I’m sure this is how the Queen sees the relationship but the reader sees this from an entirely different perspective. Although the face appears to do her bidding, it becomes more apparent that the power within the relationship does not lie with the Queen.
Overall, I really enjoyed this novel. In my opinion it stayed true to the fairytale without purely repeating the story. Valentino humanised the Queen for the reader before promptly showing how hiding your vulnerabilities and not accepting help can lead you down a dangerous path. The Queen is not evil from the beginning: in fact, she shows her capacity for love throughout, but her depression, grief and madness gradually consume her.
For me, the twist in the final few pages make this book a must read. I still can’t decide whether Valentino has made the docile, simple character of Snow into a strong heroine or whether she has upturned all of our childhoods and is hinting at a darker side. Needless to say, I can’t wait to see what comes next.
I will say that this series of books are quite thin and are an easy read. This may be due to them falling into the Young Adult category but I can safely add them into the “busy working mum” category too. (P.S. Booksirens, NetGalley and Goodreads: this should definitely become a category!)
Personally, I didn’t have high hopes for these books due to some of the reviews that I read beforehand, particularly those that refer to the series as “fan fiction”. However, in these cases, I believe the reviewers in question have missed the point of these novels: these are not to be compared with twisted tales as they are not retellings. These novels provide a backstory to our villains: a different perspective that explores the circumstances around their evil actions.
Fairest of All tells the tale of the Wicked Queen from Snow White before she became wicked. The reader is introduced to a new bride who loves her husband, the king, and adores her new stepdaughter Snow White. Snow returns her stepmother’s love, referring to her as “momma”, and the little family are perfectly happy and content, attending celebrations in the kingdom and having cosy dinners in the castle. Their life truly is idyllic, that is, until the call of battle draws the king away.
Initially little is said of the Queen’s life before she met the king. We know her father was a renowned mirror maker and her mother was considered extraordinarily beautiful before her untimely death.
However, the Queen’s former life is slowly revealed: a heartbreaking tale that exposes the vulnerability of the monarch and endears her to the reader. Suddenly, it seems almost natural that a person so deprived of love could possess such vanity and unthinkable that this character could descend into madness: committing the evil deeds that we know lie in the upcoming pages.
Despite her flaws, I found I never identified with the Queen fully as a human character. I suspect this is because the Queen is only referred to by her title throughout the novel; a curious method by Valentino. Is Valentino keeping us focused on her fate as the Wicked Queen? Perhaps she is suggesting that the Queen has never been her own woman: merely a tortured mirror maker’s daughter who became a figurehead and a mother in one fell swoop?
The Queen is such a complex character that all the other characters in the book seem quite flat in comparison. Again, I suspect this is intentional: the tale is from the Queen’s perspective after all. Nevertheless, the reader is reunited with old characters such as Snow, the huntsman and the mirror as well as being introduced to new characters, the most notable of which are the three cousins of the King.
The Odd Sisters are described as such from the beginning: a titbit I greatly enjoyed as their novel has recently been released. They are fascinating characters, always keeping the reader on their toes and causing us to never quite know whether they are pure evil or simply insane. Their transparent disappointment that the Queen is not an evil stepmother and their candid conversations about magic cause worry for characters and readers alike: it is clear that they have more than a passing impact on the Queen’s demise.
The names of the characters within this novel possess a clear imagery of light and darkness. Snow and Verona (Latin for a true/honest image) bring out a side to the Queen that is the polar opposite of that of the odd sisters and the magic mirror; who is often referred to as “the Slave”. I’m sure this is how the Queen sees the relationship but the reader sees this from an entirely different perspective. Although the face appears to do her bidding, it becomes more apparent that the power within the relationship does not lie with the Queen.
Overall, I really enjoyed this novel. In my opinion it stayed true to the fairytale without purely repeating the story. Valentino humanised the Queen for the reader before promptly showing how hiding your vulnerabilities and not accepting help can lead you down a dangerous path. The Queen is not evil from the beginning: in fact, she shows her capacity for love throughout, but her depression, grief and madness gradually consume her.
For me, the twist in the final few pages make this book a must read. I still can’t decide whether Valentino has made the docile, simple character of Snow into a strong heroine or whether she has upturned all of our childhoods and is hinting at a darker side. Needless to say, I can’t wait to see what comes next.

Becs (244 KP) rated Siege and Storm in Books
Aug 25, 2019
Nikolai (2 more)
the Darkling
THAT ENDING
has major middle book syndrome (3 more)
main character is still annoying
mal is still a horrible character
there wasn't a lot of the Darkling when the books are supposed to be about him as a villain
Has middle book syndrome B A D but the last half of the book is great!
You can also find this review on my blog: bookingwayreads.wordpress.com
TRIGGER WARNINGS: torture, murder, war themes, hallucinations, death, blood, manipulation, violence
Review:
I originally rated this 4 out of 5 stars but I am dropping it down to 3.5 out of 5 stars as I’ve had a lot of time to think about my review and have realized that Siege and Storm has middle book syndrome.
My one problem with Siege and Storm, is that it needed more of the Darkling in it. The Shadow and Bone Trilogy is about the Darkling being the villain and Siege and Storm did not deliver. You’d think there would have been more of a prescense, but there was just not enough of him! Please take Mal away and replace him with the Darkling!! Also, what in the good lordy fucks was that ending Leigh?! ARE YOU TRYING TO KILL US!? I. AM. DEAD.
I still have an ever growing dislike for Mal. He doesn’t have one bit of empathy in his body and it’s so frustrating! Like he’s supposed to be that rock that Alina can fall back onto for support and he’s just being a douche about her having powers. Can we just replace all of Mal’s scenes with more of my BB’s Nikolai and the Darkling plz?! Nikolai had the best character development and was the most relatable in the entire series thus far.
I’ve not really grown to like Alina as much like others do, as she’s still the same annoying girl that I wish wasn’t as special as she is. One thing I do like about her though, is the whole anti hero darkness she has brewing along with the inner turmoil she’s dealing with. With her new found power enhancements, but I just wish her powers weren’t vaguely talked about.
Another thing I wasn’t entirely a fan of was the love triangle *cough cough* love SQUARE *cough cough* trope that took place throughout the novel. Don’t get me wrong, it was extremely well-written and really filled in some (read: a lot of the) boring parts. BUT, this trope is extremely overrated and can really ruin a novel. It was rather annoying that Alina had all of these men to choose from and she couldn’t make up her mind about any of them. Plus, I don’t think she deserves any of them. So… yea.
Okay, onto the story itself. The first half was… such… a… bore… It was so freaking slow and I wanted to give up on it so much. It also kind of put me into a slump on picking up Ruin and Rising. I just didn’t want to be disappointed like I was with Siege and Storm. The second half of the story on the other hand, was packed to the max with intense scenes and action. I honestly thought my wittle heart would crack into a million pieces.
Leigh’s writing style is extremely unique and well-done. She’s able to write scenes that not only grip your attention, but will also pluck each heart string until that breaking point. Then it will rip your heart out of your chest with one swift moment.
Other than a few bumps, Siege and Storm was captivating to a point, but not as much as Shadow and Bone. It’s a soul sucker of a book and I’m enamored with it. The world-building is some of the best I’ve ever seen, especially for a series. The tensions in scenes is extremely palpable – making this a great sequel to an amazing series.
“You know the problem with heroes and saints Nikolai? They always end up dead.
TRIGGER WARNINGS: torture, murder, war themes, hallucinations, death, blood, manipulation, violence
Review:
I originally rated this 4 out of 5 stars but I am dropping it down to 3.5 out of 5 stars as I’ve had a lot of time to think about my review and have realized that Siege and Storm has middle book syndrome.
My one problem with Siege and Storm, is that it needed more of the Darkling in it. The Shadow and Bone Trilogy is about the Darkling being the villain and Siege and Storm did not deliver. You’d think there would have been more of a prescense, but there was just not enough of him! Please take Mal away and replace him with the Darkling!! Also, what in the good lordy fucks was that ending Leigh?! ARE YOU TRYING TO KILL US!? I. AM. DEAD.
I still have an ever growing dislike for Mal. He doesn’t have one bit of empathy in his body and it’s so frustrating! Like he’s supposed to be that rock that Alina can fall back onto for support and he’s just being a douche about her having powers. Can we just replace all of Mal’s scenes with more of my BB’s Nikolai and the Darkling plz?! Nikolai had the best character development and was the most relatable in the entire series thus far.
I’ve not really grown to like Alina as much like others do, as she’s still the same annoying girl that I wish wasn’t as special as she is. One thing I do like about her though, is the whole anti hero darkness she has brewing along with the inner turmoil she’s dealing with. With her new found power enhancements, but I just wish her powers weren’t vaguely talked about.
Another thing I wasn’t entirely a fan of was the love triangle *cough cough* love SQUARE *cough cough* trope that took place throughout the novel. Don’t get me wrong, it was extremely well-written and really filled in some (read: a lot of the) boring parts. BUT, this trope is extremely overrated and can really ruin a novel. It was rather annoying that Alina had all of these men to choose from and she couldn’t make up her mind about any of them. Plus, I don’t think she deserves any of them. So… yea.
Okay, onto the story itself. The first half was… such… a… bore… It was so freaking slow and I wanted to give up on it so much. It also kind of put me into a slump on picking up Ruin and Rising. I just didn’t want to be disappointed like I was with Siege and Storm. The second half of the story on the other hand, was packed to the max with intense scenes and action. I honestly thought my wittle heart would crack into a million pieces.
Leigh’s writing style is extremely unique and well-done. She’s able to write scenes that not only grip your attention, but will also pluck each heart string until that breaking point. Then it will rip your heart out of your chest with one swift moment.
Other than a few bumps, Siege and Storm was captivating to a point, but not as much as Shadow and Bone. It’s a soul sucker of a book and I’m enamored with it. The world-building is some of the best I’ve ever seen, especially for a series. The tensions in scenes is extremely palpable – making this a great sequel to an amazing series.
“You know the problem with heroes and saints Nikolai? They always end up dead.

Purple Phoenix Games (2266 KP) rated Coconuts in Tabletop Games
Jun 12, 2019
I usually like to create some fanciful intro to my reviews to get you in the setting of the game and in the mood to be entertained and educated about the game in question. I have failed this time.
You’re a monkey trying to throw coconuts into cups.
This is not a very theme-heavy role-playing game where you need to get into the heads of the characters and base your actions on what they would do. Instead, you are grabbing a monkey shooter action figure, placing a rubber Milk Dud (not a sponsor) in its hands and making the figure fling said forbidden delicious treat into yellow and red plastic cups. Should you make a basket into a yellow cup, you take that cup and place it in front of you in a vertical bowling pin assembly. Make a red cup shot and you not only get the cup to add to your collection, but you take another turn. The first player to amass six cups in front of them is the winner!
This sounds so stupid. Why am I reviewing this?? This is a kid’s “game.” You are right. This is incredibly childish. But it’s also INCREDIBLY fun. Have you read our review of Happy Salmon? This fills a similar role in that you break this bad boy out when you need a mental break between heavier games, or when you want the children to be involved in your game night. There is no real thinking involved. Player interaction? Sure. Some. Whether you choose to shoot your coconuts into the middle area of unclaimed cups, or into your opponents’ collections and take their hard-earned cups is up to you (I approve and encourage this cutthroat behavior).
Let’s go back to the children playing this with you thought. The box says ages 6+. I wholeheartedly disagree, but it may just be my situation. I have played this with my 2-year-old son and he had an absolute blast just flinging the coconuts everywhere while we adults were trying to play the game correctly. But the final score doesn’t matter. In a game like this I rarely care about winning or losing. My kid “wins” every time. It’s just plain fun to fling coconuts. I also rarely play with the included disadvantage cards to screw with my opponents because honestly, it’s hard enough to get those things in the cups.
Yes, he also shot one into my water cup so I let him score it on his mat. It’s only fair…
Components. I have good news and bad news. Good news: the monkeys, coconuts, and cups are of amazing quality. Amazing, I say! Bad news: the cards and the player mats. They are just of entry level acceptable quality. But like I said, I really don’t care much about using the cards, and the player mats are really just there to create a solid surface to put your score cups on anyway. So I’m ultimately good with that.
Now, I Kickstarted this game (as well as the Coconuts Duo project that was made for 2 player games or as a 6 player expansion for Coconuts). I got all the fancy pink and green coconuts too. They officially add nothing mechanically to the game (but you can home-brew house rules for them), but they are easier to find on the floor when you inevitably fling too far. That is, if you can find them before your dogs decide that you have given them little brown treats…
There is really not much else to say about this game except that it is super fun, takes literally 10 seconds to explain, and kids can play with you as well. We love it, and so our rating reflects that. Purple Phoenix Games gives this little game a Whopper (see what I did there?) of 18 / 24.
https://purplephoenixgames.wordpress.com/2019/05/07/coconuts-review/
You’re a monkey trying to throw coconuts into cups.
This is not a very theme-heavy role-playing game where you need to get into the heads of the characters and base your actions on what they would do. Instead, you are grabbing a monkey shooter action figure, placing a rubber Milk Dud (not a sponsor) in its hands and making the figure fling said forbidden delicious treat into yellow and red plastic cups. Should you make a basket into a yellow cup, you take that cup and place it in front of you in a vertical bowling pin assembly. Make a red cup shot and you not only get the cup to add to your collection, but you take another turn. The first player to amass six cups in front of them is the winner!
This sounds so stupid. Why am I reviewing this?? This is a kid’s “game.” You are right. This is incredibly childish. But it’s also INCREDIBLY fun. Have you read our review of Happy Salmon? This fills a similar role in that you break this bad boy out when you need a mental break between heavier games, or when you want the children to be involved in your game night. There is no real thinking involved. Player interaction? Sure. Some. Whether you choose to shoot your coconuts into the middle area of unclaimed cups, or into your opponents’ collections and take their hard-earned cups is up to you (I approve and encourage this cutthroat behavior).
Let’s go back to the children playing this with you thought. The box says ages 6+. I wholeheartedly disagree, but it may just be my situation. I have played this with my 2-year-old son and he had an absolute blast just flinging the coconuts everywhere while we adults were trying to play the game correctly. But the final score doesn’t matter. In a game like this I rarely care about winning or losing. My kid “wins” every time. It’s just plain fun to fling coconuts. I also rarely play with the included disadvantage cards to screw with my opponents because honestly, it’s hard enough to get those things in the cups.
Yes, he also shot one into my water cup so I let him score it on his mat. It’s only fair…
Components. I have good news and bad news. Good news: the monkeys, coconuts, and cups are of amazing quality. Amazing, I say! Bad news: the cards and the player mats. They are just of entry level acceptable quality. But like I said, I really don’t care much about using the cards, and the player mats are really just there to create a solid surface to put your score cups on anyway. So I’m ultimately good with that.
Now, I Kickstarted this game (as well as the Coconuts Duo project that was made for 2 player games or as a 6 player expansion for Coconuts). I got all the fancy pink and green coconuts too. They officially add nothing mechanically to the game (but you can home-brew house rules for them), but they are easier to find on the floor when you inevitably fling too far. That is, if you can find them before your dogs decide that you have given them little brown treats…
There is really not much else to say about this game except that it is super fun, takes literally 10 seconds to explain, and kids can play with you as well. We love it, and so our rating reflects that. Purple Phoenix Games gives this little game a Whopper (see what I did there?) of 18 / 24.
https://purplephoenixgames.wordpress.com/2019/05/07/coconuts-review/

Ivana A. | Diary of Difference (1171 KP) rated Alfonso in Books
Aug 3, 2020
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Alfonso is a young man that has moved to Australia to find a better life. Through his story, we follow his feelings and search for purpose.
As a person that moved to another country to find a better life, I can understand Alfonso and I can relate to what he feels and thinks. Coming into another country can be extremely difficult, leaving your family and friends behind, knowing those relationships will never be the same again. Coming to terms with the fact that you will always be a foreigner and have trouble with people accepting you. Trying to make friends and get inside inner circles of people that have been together since high-school – yeah, good luck with that…
Given how I can relate to Alfonso’s situation, and the similarities I have with this character, I thought I would love this book. But I didn’t. Even though I could relate with him, I couldn’t agree with his perceptions and beliefs. Alfonso was always trying to find a girl to spend his life with. Which is normal and expected. However, instead of being his true and authentic self, he desperately tries to be as “less foreign” as possible and adapt to his audience. This is something that seemed to push the potential women away. Not to mention that he was being quite creepy at times (following a girl’s bus schedule and being there before she departs etc.)
Living in a new environment shouldn’t mean that people should stop being who they are and stop believing in what they do, or respecting and practicing the customs from the country they were born and raised from.
All my friends know that in my country we boil and colour actual eggs for Easter, rather than eat chocolate ones. In our home, me and my boyfriend celebrate two Christmases; one on the 25th December, where he does everything by his tradition, and one on 7th January, where I prepare everything in my tradition. And it works. And it’s double the fun and jolly spirit.
I couldn’t relate with the fact that Alfonso feels that he needs to change and adapt, and leave behind his culture. I also couldn’t comprehend the fact that he needs to have a woman to be happy. He couldn’t seem to find happiness with just himself. And maybe, this is again, part of the tradition. In my country, marriages and forming a family are very important, and this may have influenced Alfonso’s behaviour perhaps.
The most upsetting part about this book was that the book ended, and everything remained the same. No earnings, no character development, no closure. Just a bad vibe of negativity, that was lingering in the air and stayed with me for days, like a bad taste in my mouth that you cannot wash with brushing your teeth.
I am not sure how to properly rate “Alfonso”. It was relatable, but conflicting. Very understandable, but unsatisfactory. And I will be honest, I read books that will either make me feel good, or teach me something new (or both), but this book didn’t provide either…
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<img src="https://i0.wp.com/diaryofdifference.com/wp-content/uploads/2020/04/Book-Review-Banner-35.png?w=663&ssl=1"/>
Alfonso is a young man that has moved to Australia to find a better life. Through his story, we follow his feelings and search for purpose.
As a person that moved to another country to find a better life, I can understand Alfonso and I can relate to what he feels and thinks. Coming into another country can be extremely difficult, leaving your family and friends behind, knowing those relationships will never be the same again. Coming to terms with the fact that you will always be a foreigner and have trouble with people accepting you. Trying to make friends and get inside inner circles of people that have been together since high-school – yeah, good luck with that…
Given how I can relate to Alfonso’s situation, and the similarities I have with this character, I thought I would love this book. But I didn’t. Even though I could relate with him, I couldn’t agree with his perceptions and beliefs. Alfonso was always trying to find a girl to spend his life with. Which is normal and expected. However, instead of being his true and authentic self, he desperately tries to be as “less foreign” as possible and adapt to his audience. This is something that seemed to push the potential women away. Not to mention that he was being quite creepy at times (following a girl’s bus schedule and being there before she departs etc.)
Living in a new environment shouldn’t mean that people should stop being who they are and stop believing in what they do, or respecting and practicing the customs from the country they were born and raised from.
All my friends know that in my country we boil and colour actual eggs for Easter, rather than eat chocolate ones. In our home, me and my boyfriend celebrate two Christmases; one on the 25th December, where he does everything by his tradition, and one on 7th January, where I prepare everything in my tradition. And it works. And it’s double the fun and jolly spirit.
I couldn’t relate with the fact that Alfonso feels that he needs to change and adapt, and leave behind his culture. I also couldn’t comprehend the fact that he needs to have a woman to be happy. He couldn’t seem to find happiness with just himself. And maybe, this is again, part of the tradition. In my country, marriages and forming a family are very important, and this may have influenced Alfonso’s behaviour perhaps.
The most upsetting part about this book was that the book ended, and everything remained the same. No earnings, no character development, no closure. Just a bad vibe of negativity, that was lingering in the air and stayed with me for days, like a bad taste in my mouth that you cannot wash with brushing your teeth.
I am not sure how to properly rate “Alfonso”. It was relatable, but conflicting. Very understandable, but unsatisfactory. And I will be honest, I read books that will either make me feel good, or teach me something new (or both), but this book didn’t provide either…
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Purple Phoenix Games (2266 KP) rated Small World in Tabletop Games
Aug 13, 2019
A neat thing about this hobby is getting in on all the hype of a soon-to-be-produced game. It’s exciting to follow the development, and neat to get sneak peeks and inside access to the production. But another awesome thing about this hobby is getting to discover a game long after it’s release, and still finding yourself excited about it. That’s what happened with me and Small World. That game is 10 years old at this point in time, but I was only introduced to it within the last year. I thoroughly enjoyed it, so when I saw it at a used game sale, I knew I had to have it.
The population of the world is growing, but unfortunately the world is running out of space. Many different races of creatures are vying for dominion over the land – conquering as many regions as possible to extend their empires. However, as every great civilization rises to power, it will also eventually fall and give way to a new empire. Which race can garner the most influence before it begins to fade away? And which race will be lying in wait, ready to capitalize on the vacancy left by its predecessor?
DISCLAIMER: There are several expansions for this game, but we do not have any at this time, so this review is concerning vanilla base game Small World. If we review any of the expansions in the future we will update this review or link to the new material here. -T
Small World is a game of area control/movement and variable player powers in which players are attempting to use their chosen races to gain control over as much territory as possible. Once your chosen race has reached its limit, you can push it into a decline and pick another race to start fresh and conquer more land. Each race is coupled with a different power that could give you added benefit when used. On a typical turn, you will place tiles representing your race onto the game board. If you want to conquer a territory that is already inhabited by an opponent, you must play a specified number of tiles that will subsequently drive the opposing race from the territory, leaving it available for you to claim. Once you have played all the tiles you wish to play, you can re-distribute your race tiles – perhaps moving more to a territory near an opponent so they will not be able to overtake you easily on their turn. To end your turn, you receive one Victory Coin for each region of the world that you occupy. When you decide that your chosen race is no longer earning you enough points, you may push it into a decline and select a new race (with its own race tiles) to start a new conquest. The game ends after a finite number of turns, and the player with the most Victory Coins is the winner.
One thing that I really love about Small World is the variability of the game. There are 14 different races available each game, as well as 20 different powers. And the neat thing about the powers is that they are not tied to a specific race. Each game could yield a different combination of races/powers. So maybe in one game you get an awesome combination of a race and power, and the next game, the same race coupled with a different power turns out to be a dud. The only way to find out if a combination works is to try it! There are so many possibilities here, and that keeps the game engaging.
Another thing that I really like about Small World is that each player can go at their own pace. If I decided to push my race into decline, that does not mean that everyone else has to as well. It all depends on your specific strategy/race/power. This is also a cool part of the game because it makes it harder to determine your opponents’ strategies. You’re trying to maximize your own race/power while trying to figure out what everyone else is planning. There’s no hidden information – everyone knows all races/powers in play, as well as the races/powers available for purchase. The tricky part is trying to keep your opponents oblivious to your long-term plans. That keeps this game captivating and way more strategic than meets the eye.
The only negative thing I have to say about Small World is that there is a learning curve to this game. There are a lot of moving parts, and many things to keep track of each turn. Not to mention figuring out how the different races and powers work in conjunction with each other. It’s kind of a daunting game at first, but after a couple of plays it becomes a lot easier.
Small World is a strategic game with lots of variability and replayability. You may need to keep the rulebook on hand the first few plays, but once you get the hang of the gameplay and learn how the powers work, the game flows easily. If you haven’t yet had the opportunity to play Small World, I recommend you do. Just because it’s an ‘older’ game doesn’t necessarily mean it’s not a good game anymore! Purple Phoenix Games give Small World a big 22 / 24.
The population of the world is growing, but unfortunately the world is running out of space. Many different races of creatures are vying for dominion over the land – conquering as many regions as possible to extend their empires. However, as every great civilization rises to power, it will also eventually fall and give way to a new empire. Which race can garner the most influence before it begins to fade away? And which race will be lying in wait, ready to capitalize on the vacancy left by its predecessor?
DISCLAIMER: There are several expansions for this game, but we do not have any at this time, so this review is concerning vanilla base game Small World. If we review any of the expansions in the future we will update this review or link to the new material here. -T
Small World is a game of area control/movement and variable player powers in which players are attempting to use their chosen races to gain control over as much territory as possible. Once your chosen race has reached its limit, you can push it into a decline and pick another race to start fresh and conquer more land. Each race is coupled with a different power that could give you added benefit when used. On a typical turn, you will place tiles representing your race onto the game board. If you want to conquer a territory that is already inhabited by an opponent, you must play a specified number of tiles that will subsequently drive the opposing race from the territory, leaving it available for you to claim. Once you have played all the tiles you wish to play, you can re-distribute your race tiles – perhaps moving more to a territory near an opponent so they will not be able to overtake you easily on their turn. To end your turn, you receive one Victory Coin for each region of the world that you occupy. When you decide that your chosen race is no longer earning you enough points, you may push it into a decline and select a new race (with its own race tiles) to start a new conquest. The game ends after a finite number of turns, and the player with the most Victory Coins is the winner.
One thing that I really love about Small World is the variability of the game. There are 14 different races available each game, as well as 20 different powers. And the neat thing about the powers is that they are not tied to a specific race. Each game could yield a different combination of races/powers. So maybe in one game you get an awesome combination of a race and power, and the next game, the same race coupled with a different power turns out to be a dud. The only way to find out if a combination works is to try it! There are so many possibilities here, and that keeps the game engaging.
Another thing that I really like about Small World is that each player can go at their own pace. If I decided to push my race into decline, that does not mean that everyone else has to as well. It all depends on your specific strategy/race/power. This is also a cool part of the game because it makes it harder to determine your opponents’ strategies. You’re trying to maximize your own race/power while trying to figure out what everyone else is planning. There’s no hidden information – everyone knows all races/powers in play, as well as the races/powers available for purchase. The tricky part is trying to keep your opponents oblivious to your long-term plans. That keeps this game captivating and way more strategic than meets the eye.
The only negative thing I have to say about Small World is that there is a learning curve to this game. There are a lot of moving parts, and many things to keep track of each turn. Not to mention figuring out how the different races and powers work in conjunction with each other. It’s kind of a daunting game at first, but after a couple of plays it becomes a lot easier.
Small World is a strategic game with lots of variability and replayability. You may need to keep the rulebook on hand the first few plays, but once you get the hang of the gameplay and learn how the powers work, the game flows easily. If you haven’t yet had the opportunity to play Small World, I recommend you do. Just because it’s an ‘older’ game doesn’t necessarily mean it’s not a good game anymore! Purple Phoenix Games give Small World a big 22 / 24.

Phil Leader (619 KP) rated Tails and Fixers in Books
Nov 26, 2019
This is an intriguing and interesting story that mixes a few ingredients together into a standard science fiction concept. The result is an engaging and moving story of survival and love.
The main protagonist is Floyd, an ex-military pilot. He is dying from kidney failure until he is given a lifeline - there is a new medical technique that can regenerate his kidneys using his own stem cells, but it will only work if he is put into 'hibernation' for 50 years. And oh, if you accept we will also be sending you on a 50 year trip to another solar system which has been broadcasting radio signals.
The book starts with Floyd waking at his destination and taking a crash course in the language of the alien planet's inhabitants. That is if there is anyone to speak to as 8 years before he arrived an asteroid struck the planet and left the surface desolated. Floyd must find if there any survivors and provide any assistance he can.
From the asteroid impact on, nothing goes to plan and Floyd must use his ingenuity just to survive himself, aided only by the ship's computer and whatever stores Earth thought to provide him with (the lack of beer being his main concern). Fortunately Floyd is very practical and able to improvise solutions to a number of problems as he struggles to survive in the hostile environment.
Once he has established a base he makes contact with the survivors of the asteroid impact, living in an underground bunker. There are humanoids with tails and also a genetically engineered slave race that do all the practical work - the Fixers.
Although they appear to be at least physically like Floyd their society is very alien indeed. Floyd immediately questions how their civilisation works and talks to a number of aliens - some he likes, others he dislikes enormously. Floyd must work out if he fits in and if so how.
The book certainly didn't go as I thought it would. Just as it seems the normal path will be followed in the narrative Kaluza takes a sharp turn and throws everything up in the air and sees how they land. This makes it an interesting read and stops it becoming bogged down in one mode or another. I found the end particularly - and unexpectedly - moving and it made a very suitable ending to what had gone before.
This is the best kind of science fiction. It uses the concept of the alien world to throw sharp relief on our understanding of subjects such as philosophy, genetics, engineering and sociology. There are some clever ideas (I particularly liked the way we got to see the results of Floyd's work beyond the end the novel in a very ingenious flash-forward sequence). The love story is well told and keeps the story balanced between the sometimes heavier going in the more profound themes without being too overworked.
Overall a book I enjoyed and wanted to keep coming back to. I will have to pick up another of the author's books sometime as he clearly has great ideas.
The main protagonist is Floyd, an ex-military pilot. He is dying from kidney failure until he is given a lifeline - there is a new medical technique that can regenerate his kidneys using his own stem cells, but it will only work if he is put into 'hibernation' for 50 years. And oh, if you accept we will also be sending you on a 50 year trip to another solar system which has been broadcasting radio signals.
The book starts with Floyd waking at his destination and taking a crash course in the language of the alien planet's inhabitants. That is if there is anyone to speak to as 8 years before he arrived an asteroid struck the planet and left the surface desolated. Floyd must find if there any survivors and provide any assistance he can.
From the asteroid impact on, nothing goes to plan and Floyd must use his ingenuity just to survive himself, aided only by the ship's computer and whatever stores Earth thought to provide him with (the lack of beer being his main concern). Fortunately Floyd is very practical and able to improvise solutions to a number of problems as he struggles to survive in the hostile environment.
Once he has established a base he makes contact with the survivors of the asteroid impact, living in an underground bunker. There are humanoids with tails and also a genetically engineered slave race that do all the practical work - the Fixers.
Although they appear to be at least physically like Floyd their society is very alien indeed. Floyd immediately questions how their civilisation works and talks to a number of aliens - some he likes, others he dislikes enormously. Floyd must work out if he fits in and if so how.
The book certainly didn't go as I thought it would. Just as it seems the normal path will be followed in the narrative Kaluza takes a sharp turn and throws everything up in the air and sees how they land. This makes it an interesting read and stops it becoming bogged down in one mode or another. I found the end particularly - and unexpectedly - moving and it made a very suitable ending to what had gone before.
This is the best kind of science fiction. It uses the concept of the alien world to throw sharp relief on our understanding of subjects such as philosophy, genetics, engineering and sociology. There are some clever ideas (I particularly liked the way we got to see the results of Floyd's work beyond the end the novel in a very ingenious flash-forward sequence). The love story is well told and keeps the story balanced between the sometimes heavier going in the more profound themes without being too overworked.
Overall a book I enjoyed and wanted to keep coming back to. I will have to pick up another of the author's books sometime as he clearly has great ideas.
