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Purple Phoenix Games (2266 KP) rated Divinus in Tabletop Games
Aug 10, 2021
Bragi. Hercules. Percy Jackson. All excellent examples of successful demigods. As you well know, demigods are offspring of a god and a mortal. Of all the things I have conjured in my lifetime to answer the old, “What do you want to be when you grow up?” question, I never really answered, “a demigod.” Well, that’s because I KNOW my parents and have a hard time believing I could be a son of a god or goddess. Unless it was some weird NPCs (novel series by Drew Hayes) universe with Grumble as my patron/parent. In any case, my new dream of becoming the greatest demigod alive must be played out in today’s preview: Divinus.
Divinus is a competitive tile placement, campaign, drafting, dice game in which players assume the roles of upcoming demigods fighting over the one last spot at the table. By appeasing the gods of the warring ancient Roman and Norse cultures players will earn their place among them. This game uses some interesting hybrid app-driven story mechanics along with legacy-style component alterations to create this world that is constantly under refurbishment and ripe for the claiming of the future Divinus.
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 Gamefound campaign, or through any retailers stocking it after fulfillment. -T
To setup, place the main board on the table, sort out the Map tiles by player count, and populate the board per the rulebook. Each player chooses their Demigod box and takes all components contained within. As Divinus is intended to be played either as a scenario session or its Eternal Mode, which is infinitely replayable using the board and components already altered by previously-played scenarios, open the chosen Scenario Box to be played and allow the app to instruct on how to setup with these components. All players roll their dice and place them in the “ready” pile to be used on their first turn. The first player takes the token (a black meeple in the prototype version) and the game is ready to be played!
Divinus is played in turns starting with the first player and continuing around the table until one player places their final Map tile signaling the end of the game. On a turn, players will have a choice of using an Explore action or a Rest action. More actions may be available in future scenarios, but for the prototype scenarios, these are the two available choices. During an Explore action, the active player will choose any number of their rolled dice in order to create a mathematical equation that matches with one of the Map tiles on the main board. These spaces range from 1-12 in value, so an appropriate dice combination could be 5 + 4 – 1 = 8 in order to claim the Map tile on the 8 spot. Any number of dice can be used to claim tiles, and once a tile is claimed, it must be placed within the player’s personal play area map. In order to add these tiles, the edges will need to match up by terrain type with tiles already presently in play (see below), or may also be placed atop an existing tile. Map tiles may or may not contain symbols for factions, locations, and also Sacred Places. These will all be used in scenarios for different purposes.
Once a player decides they do not wish to (or cannot) take more Explore actions, they must Rest. To Rest, the active player reclaims all spent (and unspent ready) dice and rerolls them for the next turn, replacing empty spaces on the board with new Map tiles.
Play continues in this fashion of Exploring and Resting until one player places their 16th tile, thus completing their 4×4 personal map. Players will consult the app for scoring instructions and the winner will be announced. Should the players wish to play another scenario (or many, as we would have liked), they simply use the same Demigods and open a new Scenario Box. Inside these boxes are different gods to appease, new quests to fulfill (more on these later), and stickers to be applied to game components to improve their usefulness.
Components. Again, this is a prototype version of the game, and it includes two introductory scenarios, a bunch of sticker sheets, and a developmental app. That said, I really enjoyed my plays of the scenarios and they felt like great first steps to lure me into what I just know is going to be somewhat of a lifestyle game (assuming more and more expansions are in the plans). The sticker sheets are all fine, and as I understand it, the stickers that are placed on the Map tiles will have non-removable glue, but the stickers placed on the dice faces will have removable glue. As I am not a glue expert, I can’t really vouch for either. The app is somewhat similar to those that are used in the Chronicles of Crime series, but Divinus promises to deliver an app that can scan the components WITHOUT the use of QR codes. For those gamers who think the QRs are an eye-sore, then Divinus is taking a promising first step for you! I haven’t even touched on the artwork yet, and that’s usually my favorite aspect of a game’s components. The visual style and art on Divinus really make the game pop on the table, and just draw you into the lore and setting. I love it!
So while initially Divinus is a simple roll-and-draft game of building a 4×4 grid akin to Kingdomino, the addition and usage of the Quests and, later, the Charge Actions, morph this into something quite a bit meatier. Each Scenario Box (at least in this version) contains two god cards (that affect how the end of the scenario is scored) and some Quest cards (that are side-quests players can follow to earn some extra VP and other goodies). I imagine as the game progresses through Scenario Boxes that Quests will get more difficult and the god cards more interesting as well.
All in all Divinus has roped me in, and I am very much looking forward to all the other great things that Lucky Duck Games has planned for it. I can foresee soooooo many expansions being built on this excellent chassis, and I am very eager to finish the entire legacy aspect in order to play through the Eternal Mode a bunch of times. Can I divulge a little dirty secret of mine here? I have never before played any type of legacy board game, and if this is what they are like, then I will be breaking out my copy of Betrayal Legacy way sooner than I originally planned.
I believe that the theming here is great, the gameplay is relatively simple to grasp, and the hybrid app-driven story really adds to the entire experience. If you are someone who, like me, has yet to delve into legacy-style games where the components are constantly changing due to choices made at the table, and you have a penchant for dice games with a splash of ACTUAL math skills used, I urge you to take a look at backing Divinus on Gamefound ASAP. With just the initial two scenarios included, I am already addicted to the game and cannot wait to sink my teeth into more scenarios and more crucial decisions that will alter the landscape of my copy of the game. I know that as of the publish date of this preview, the campaign is already about 1000% funded and so many stretch goals have already been unlocked. It is a great time to hop on board and grab a big ol’ chunk of goodies for this one. You may have a preference for Roman or Norse mythology before playing, but be warned: your loyalties may change as a result of playing Divinus… or maybe you will learn to accept both at the harmonious center of activity in your own little section of the world.
Divinus is a competitive tile placement, campaign, drafting, dice game in which players assume the roles of upcoming demigods fighting over the one last spot at the table. By appeasing the gods of the warring ancient Roman and Norse cultures players will earn their place among them. This game uses some interesting hybrid app-driven story mechanics along with legacy-style component alterations to create this world that is constantly under refurbishment and ripe for the claiming of the future Divinus.
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 Gamefound campaign, or through any retailers stocking it after fulfillment. -T
To setup, place the main board on the table, sort out the Map tiles by player count, and populate the board per the rulebook. Each player chooses their Demigod box and takes all components contained within. As Divinus is intended to be played either as a scenario session or its Eternal Mode, which is infinitely replayable using the board and components already altered by previously-played scenarios, open the chosen Scenario Box to be played and allow the app to instruct on how to setup with these components. All players roll their dice and place them in the “ready” pile to be used on their first turn. The first player takes the token (a black meeple in the prototype version) and the game is ready to be played!
Divinus is played in turns starting with the first player and continuing around the table until one player places their final Map tile signaling the end of the game. On a turn, players will have a choice of using an Explore action or a Rest action. More actions may be available in future scenarios, but for the prototype scenarios, these are the two available choices. During an Explore action, the active player will choose any number of their rolled dice in order to create a mathematical equation that matches with one of the Map tiles on the main board. These spaces range from 1-12 in value, so an appropriate dice combination could be 5 + 4 – 1 = 8 in order to claim the Map tile on the 8 spot. Any number of dice can be used to claim tiles, and once a tile is claimed, it must be placed within the player’s personal play area map. In order to add these tiles, the edges will need to match up by terrain type with tiles already presently in play (see below), or may also be placed atop an existing tile. Map tiles may or may not contain symbols for factions, locations, and also Sacred Places. These will all be used in scenarios for different purposes.
Once a player decides they do not wish to (or cannot) take more Explore actions, they must Rest. To Rest, the active player reclaims all spent (and unspent ready) dice and rerolls them for the next turn, replacing empty spaces on the board with new Map tiles.
Play continues in this fashion of Exploring and Resting until one player places their 16th tile, thus completing their 4×4 personal map. Players will consult the app for scoring instructions and the winner will be announced. Should the players wish to play another scenario (or many, as we would have liked), they simply use the same Demigods and open a new Scenario Box. Inside these boxes are different gods to appease, new quests to fulfill (more on these later), and stickers to be applied to game components to improve their usefulness.
Components. Again, this is a prototype version of the game, and it includes two introductory scenarios, a bunch of sticker sheets, and a developmental app. That said, I really enjoyed my plays of the scenarios and they felt like great first steps to lure me into what I just know is going to be somewhat of a lifestyle game (assuming more and more expansions are in the plans). The sticker sheets are all fine, and as I understand it, the stickers that are placed on the Map tiles will have non-removable glue, but the stickers placed on the dice faces will have removable glue. As I am not a glue expert, I can’t really vouch for either. The app is somewhat similar to those that are used in the Chronicles of Crime series, but Divinus promises to deliver an app that can scan the components WITHOUT the use of QR codes. For those gamers who think the QRs are an eye-sore, then Divinus is taking a promising first step for you! I haven’t even touched on the artwork yet, and that’s usually my favorite aspect of a game’s components. The visual style and art on Divinus really make the game pop on the table, and just draw you into the lore and setting. I love it!
So while initially Divinus is a simple roll-and-draft game of building a 4×4 grid akin to Kingdomino, the addition and usage of the Quests and, later, the Charge Actions, morph this into something quite a bit meatier. Each Scenario Box (at least in this version) contains two god cards (that affect how the end of the scenario is scored) and some Quest cards (that are side-quests players can follow to earn some extra VP and other goodies). I imagine as the game progresses through Scenario Boxes that Quests will get more difficult and the god cards more interesting as well.
All in all Divinus has roped me in, and I am very much looking forward to all the other great things that Lucky Duck Games has planned for it. I can foresee soooooo many expansions being built on this excellent chassis, and I am very eager to finish the entire legacy aspect in order to play through the Eternal Mode a bunch of times. Can I divulge a little dirty secret of mine here? I have never before played any type of legacy board game, and if this is what they are like, then I will be breaking out my copy of Betrayal Legacy way sooner than I originally planned.
I believe that the theming here is great, the gameplay is relatively simple to grasp, and the hybrid app-driven story really adds to the entire experience. If you are someone who, like me, has yet to delve into legacy-style games where the components are constantly changing due to choices made at the table, and you have a penchant for dice games with a splash of ACTUAL math skills used, I urge you to take a look at backing Divinus on Gamefound ASAP. With just the initial two scenarios included, I am already addicted to the game and cannot wait to sink my teeth into more scenarios and more crucial decisions that will alter the landscape of my copy of the game. I know that as of the publish date of this preview, the campaign is already about 1000% funded and so many stretch goals have already been unlocked. It is a great time to hop on board and grab a big ol’ chunk of goodies for this one. You may have a preference for Roman or Norse mythology before playing, but be warned: your loyalties may change as a result of playing Divinus… or maybe you will learn to accept both at the harmonious center of activity in your own little section of the world.
KittyMiku (138 KP) rated Shadow of Night in Books
May 23, 2019
Shadow of Night is the second book of Deborah Harkness’ All Souls Trilogy. As with the first one, Harkness takes you on adventure with her two protagonists, a witch named Diana and a vampire named Mathew. However, unlike the first one, this book is placed in Elizabethan England. Though the characters remain the same at heart, they change to better suit each other and the time period, as it is needed. With the imminent danger around every corner, the two are still not able to find piece, but Diana is able to learn more about her powers while she learns about her vampire lover in the process.
The details in the book are beautifully done and give a great visual to how it must have looked in 1590, where the main storyline is. The clothing style was accurate and there were a great many nods to our history. However, even though some of it remained factual, or close to, there was no denying that there was whole lot of fiction intertwined to help create the illusion that witches, vampires, and daemons exist. Harkness has a way with her facts and her words to create such a wonderful woven story to have the facts and the fictions mix that you could practically believe that it could all be true and we just would never know about it. I am again truly amazed by the story and how it seems to flow from the first book to the second book so flawlessly. I am hardly able to express such enthusiasm I have for Harkness and her wonderful tale. Once again, she was able to submerge me into a tale that caused emotions to wax and wane in my soul.
With all the tears, joys, and laughs this book was able to get out of me, I thought the ending felt a tad bit rushed, and though I am grateful for the speed of the final chapters and how it sort of answered more questions while leaving the conclusions of the trilogy still to come, I feel I would have liked a bit more out of the characters in their reunions. With new characters being introduces slightly at the end, it left a lot of questions on what was going on. I understand that the last book in this trilogy would be what wrapped everything up, but I can’t help but feeling a little more should have been included about some of the characters that had been introduced. I will hold my breath on this matter though and wait to see how the trilogy ends.
I did find that Harkness was able to pin point things normal couples seem to be troubled with, such as jealousy and secrets, never mind should that couple have secret abilities or be of another entire species. I was overjoyed to see that even fictional characters could do something I see normal people due in reality without all the melodramatics that most romance novels and romantic comedies would have us believe. To watch the main characters have the differences, stand their ground, and even argue about things like secrets, other people, and insecurities makes it feel more at home. Not every romance should be almost perfect with a few flaws; Couples fight and through the power of love, the stay together. Even though they have chance to fall apart, it never ceases to amaze how simple communication, even between a d vampire and a witch, can make troubles and misunderstandings cease to exist. Even with the couple at ends at times, and the world seemingly against them, it was fun to watch them explore the world and themselves, if not to just become themselves more and learn how powerful love and trust could be.
I believe this book is 3 stars out of 4 stars for it rating. It is truly an amazing book and has the potential to stand alone, it is clear that without certain prior knowledges, a reader could get lost at the end of what is happening. Shadow of Night is as beautifully written as was A Discovery of Witches and I definitely would recommend it, if the person was will to start at the beginning with A Discovery of Witches. Luckily both can be bought on Amazon and in other places that sell books.
The details in the book are beautifully done and give a great visual to how it must have looked in 1590, where the main storyline is. The clothing style was accurate and there were a great many nods to our history. However, even though some of it remained factual, or close to, there was no denying that there was whole lot of fiction intertwined to help create the illusion that witches, vampires, and daemons exist. Harkness has a way with her facts and her words to create such a wonderful woven story to have the facts and the fictions mix that you could practically believe that it could all be true and we just would never know about it. I am again truly amazed by the story and how it seems to flow from the first book to the second book so flawlessly. I am hardly able to express such enthusiasm I have for Harkness and her wonderful tale. Once again, she was able to submerge me into a tale that caused emotions to wax and wane in my soul.
With all the tears, joys, and laughs this book was able to get out of me, I thought the ending felt a tad bit rushed, and though I am grateful for the speed of the final chapters and how it sort of answered more questions while leaving the conclusions of the trilogy still to come, I feel I would have liked a bit more out of the characters in their reunions. With new characters being introduces slightly at the end, it left a lot of questions on what was going on. I understand that the last book in this trilogy would be what wrapped everything up, but I can’t help but feeling a little more should have been included about some of the characters that had been introduced. I will hold my breath on this matter though and wait to see how the trilogy ends.
I did find that Harkness was able to pin point things normal couples seem to be troubled with, such as jealousy and secrets, never mind should that couple have secret abilities or be of another entire species. I was overjoyed to see that even fictional characters could do something I see normal people due in reality without all the melodramatics that most romance novels and romantic comedies would have us believe. To watch the main characters have the differences, stand their ground, and even argue about things like secrets, other people, and insecurities makes it feel more at home. Not every romance should be almost perfect with a few flaws; Couples fight and through the power of love, the stay together. Even though they have chance to fall apart, it never ceases to amaze how simple communication, even between a d vampire and a witch, can make troubles and misunderstandings cease to exist. Even with the couple at ends at times, and the world seemingly against them, it was fun to watch them explore the world and themselves, if not to just become themselves more and learn how powerful love and trust could be.
I believe this book is 3 stars out of 4 stars for it rating. It is truly an amazing book and has the potential to stand alone, it is clear that without certain prior knowledges, a reader could get lost at the end of what is happening. Shadow of Night is as beautifully written as was A Discovery of Witches and I definitely would recommend it, if the person was will to start at the beginning with A Discovery of Witches. Luckily both can be bought on Amazon and in other places that sell books.
Purple Phoenix Games (2266 KP) rated Pirate's Mark in Tabletop Games
Mar 29, 2021
I simply cannot get enough of pirate games! I know some gamers are tired of pirates and zombies and Mediterranean trading, and I most certainly understand that. However, I’m just a sucker for some themes, and pirates are one. I am also growing to love press-your-luck style games for that giant helping of luck. I mean, how different is it from rolling a die and basing turns on those results? In this case it is flipping over cards instead of flipping the number of cards rolled. Similar, but different. In any case, today I take a look at Pirate’s Mark from first-time designers, artist, and publisher. Let’s see if I have found a treasure or contracted scurvy from the ordeal.
Pirate’s Mark is a bluffing, bidding, press-your-luck card game about finding treasure in the sea and avoiding contracting the Pirate’s Mark: the mark of death. In it players are pirates searching the seas by boasting about how many treasures they expect they will find, flipping over cards, and dealing with any consequences of their pulls. The last pirate to remain unmarked at the end of the game will be the winner and richest of all pirates on the vast seas.
DISCLAIMER: We were provided a copy of this game for the purposes of this review. This is a retail copy of the game, so what you see in these photos is exactly what would be received in your box. I do not intend to cover every single rule included in the rulebook, 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 online or from your FLGS. -T
To setup, include the correct number of cards as described in the rulebook for the number of players. Once the cards are shuffled they will be laid out in a 10 x 15 grid on the table, face-down. The Compass Rose card and die are placed near the card grid and the game is ready to begin!
On a turn a short bidding round commences with players announcing how many cards they believe they can pull from the grid without uncovering a Pirate’s Mark card. This bidding goes around the table with bids increasing with each player until one player calls the bluff and forces the last player to bid to take their turn. That player then pulls a number of cards face-up from the sea and resolves any cards that are immediate, stashes cards that are treasures, and holds cards that contain the phrase, “Play this card,” to be used at a later time.
If the turn is uneventful, by not revealing any Pirate’s Mark cards, then the game continues with bidding and pulling. However, once a pirate reveals a Pirate’s Mark card, they are marked and cannot participate in the bidding any longer (unless they find a way to unmark themselves, which IS possible). Marked players can get back in the game by calling another player’s bluff correctly. There is indeed risk here as a marked player that incorrectly calls a bluff is permanently dead and out of the game.
There are some more rules for the end of the game phase called, “Duel Mode,” but I will let you discover those on your own. Play continues in this fashion until one player is standing and unmarked. This player wins the game and the others need to pack up the 130 cards that were setup. Okay, I added that last part.
Components. This game is a ton of square cards and a fantastic d12 that is only used for the two-player variant. The cards are all glossy, but good quality, and feature photos (akin to screencaps from movies) instead of illustrations. I find the theme to be very present in not only the press-your-luck and bidding/bluffing mechanics, but also in the design of the cards and the photos used. It feels like a piratey game and plays like a piratey game. Like I said, the d12 is fabulous, and I actually happen to own a set of dice that I use for my RPG campaigns… sometimes. All in all the game has some good components and looks great on the table.
So I have some good AND bad news to deliver. First the bad. Some cards that are pulled are way too overpowered. One is called “Blackbeard’s Sword.” It allows the player to “peek under the number of cards left in your bid.” I used this card on a bid of 22 cards and was able to pull all safe cards because this allowed me to see 22 cards and avoid any Pirate’s Marks. Super OP if you ask me. The only other bad I have here is setup. There are 130 cards to be sorted, shuffled, and laid out in a nice-looking grid before the game can be played. For those of us with slight or full-blown OCD that is a nightmare. Luckily, I only stress if the cards are way out of whack instead of just slightly askew.
Now for all the good. I like this game quite a bit. To offset some of the OP of the aforementioned card, the game comes with some pretty great Lucky and Curse cards to be pulled. A couple Lucky cards are, “Drop Anchor,” which ends the player’s turn when revealed, thus negating any Mark pulls, and “Flying Dutchman,” which can be played on a marked player to instantly kill them. Now, I do not condone murder normally, but when playing a pirate game, it is to be expected. The Curses pulled are equally unlucky. “Winds of Fate” allows the person who called the bluff to choose the rest of the cards to be pulled for your turn. OUCH! Especially if they had used “Blackbeard’s Sword” and know where one or more Pirate’s Marks are hidden. Similarly unlucky is “Isla Muerta” which penalizes the player if they have 10 or more treasure cards and pull a Pirate’s Mark – they die instantly from the curse! These are just a few examples of some cards that can be encountered during play, and there are a whole lot more of them included.
I do so enjoy bluffing and luck-based games more and more, and Pirate’s Mark certainly gives it to me on those fronts. Being able to just whisk away 20 or more cards because you happen to have that coveted card you used is devilishly fun. Watching the other players seethe with envy as you pull treasure after treasure and avoid Marks is like winning $20 on a scratch-off. It won’t change your life, but it will give a shot of adrenaline and euphoria for a few minutes. I think Pirate’s Mark fills a void of straight bidding, bluffing, and luck that certainly matches the theme perfectly, and remains a good game as well.
Also, if you happen across one of the expansions, “Parrghty Mode,” it adds another five players to the game and bumps up the count of cards in play from 130 to a whopping 168! This is not for the small of table. I wish there was room inside the base game’s box to fit these extra cards, but alas, there is not.
So if you are like me and enjoy games on the lighter side that perfectly match game to theme, then you have to check out Pirate’s Mark. Purple Phoenix Games gives this one a haunting 8 / 12. I certainly recommend it and will now be finding a place in my main shelf unit for it. Hmm, which game do I make walk the plank…?
Pirate’s Mark is a bluffing, bidding, press-your-luck card game about finding treasure in the sea and avoiding contracting the Pirate’s Mark: the mark of death. In it players are pirates searching the seas by boasting about how many treasures they expect they will find, flipping over cards, and dealing with any consequences of their pulls. The last pirate to remain unmarked at the end of the game will be the winner and richest of all pirates on the vast seas.
DISCLAIMER: We were provided a copy of this game for the purposes of this review. This is a retail copy of the game, so what you see in these photos is exactly what would be received in your box. I do not intend to cover every single rule included in the rulebook, 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 online or from your FLGS. -T
To setup, include the correct number of cards as described in the rulebook for the number of players. Once the cards are shuffled they will be laid out in a 10 x 15 grid on the table, face-down. The Compass Rose card and die are placed near the card grid and the game is ready to begin!
On a turn a short bidding round commences with players announcing how many cards they believe they can pull from the grid without uncovering a Pirate’s Mark card. This bidding goes around the table with bids increasing with each player until one player calls the bluff and forces the last player to bid to take their turn. That player then pulls a number of cards face-up from the sea and resolves any cards that are immediate, stashes cards that are treasures, and holds cards that contain the phrase, “Play this card,” to be used at a later time.
If the turn is uneventful, by not revealing any Pirate’s Mark cards, then the game continues with bidding and pulling. However, once a pirate reveals a Pirate’s Mark card, they are marked and cannot participate in the bidding any longer (unless they find a way to unmark themselves, which IS possible). Marked players can get back in the game by calling another player’s bluff correctly. There is indeed risk here as a marked player that incorrectly calls a bluff is permanently dead and out of the game.
There are some more rules for the end of the game phase called, “Duel Mode,” but I will let you discover those on your own. Play continues in this fashion until one player is standing and unmarked. This player wins the game and the others need to pack up the 130 cards that were setup. Okay, I added that last part.
Components. This game is a ton of square cards and a fantastic d12 that is only used for the two-player variant. The cards are all glossy, but good quality, and feature photos (akin to screencaps from movies) instead of illustrations. I find the theme to be very present in not only the press-your-luck and bidding/bluffing mechanics, but also in the design of the cards and the photos used. It feels like a piratey game and plays like a piratey game. Like I said, the d12 is fabulous, and I actually happen to own a set of dice that I use for my RPG campaigns… sometimes. All in all the game has some good components and looks great on the table.
So I have some good AND bad news to deliver. First the bad. Some cards that are pulled are way too overpowered. One is called “Blackbeard’s Sword.” It allows the player to “peek under the number of cards left in your bid.” I used this card on a bid of 22 cards and was able to pull all safe cards because this allowed me to see 22 cards and avoid any Pirate’s Marks. Super OP if you ask me. The only other bad I have here is setup. There are 130 cards to be sorted, shuffled, and laid out in a nice-looking grid before the game can be played. For those of us with slight or full-blown OCD that is a nightmare. Luckily, I only stress if the cards are way out of whack instead of just slightly askew.
Now for all the good. I like this game quite a bit. To offset some of the OP of the aforementioned card, the game comes with some pretty great Lucky and Curse cards to be pulled. A couple Lucky cards are, “Drop Anchor,” which ends the player’s turn when revealed, thus negating any Mark pulls, and “Flying Dutchman,” which can be played on a marked player to instantly kill them. Now, I do not condone murder normally, but when playing a pirate game, it is to be expected. The Curses pulled are equally unlucky. “Winds of Fate” allows the person who called the bluff to choose the rest of the cards to be pulled for your turn. OUCH! Especially if they had used “Blackbeard’s Sword” and know where one or more Pirate’s Marks are hidden. Similarly unlucky is “Isla Muerta” which penalizes the player if they have 10 or more treasure cards and pull a Pirate’s Mark – they die instantly from the curse! These are just a few examples of some cards that can be encountered during play, and there are a whole lot more of them included.
I do so enjoy bluffing and luck-based games more and more, and Pirate’s Mark certainly gives it to me on those fronts. Being able to just whisk away 20 or more cards because you happen to have that coveted card you used is devilishly fun. Watching the other players seethe with envy as you pull treasure after treasure and avoid Marks is like winning $20 on a scratch-off. It won’t change your life, but it will give a shot of adrenaline and euphoria for a few minutes. I think Pirate’s Mark fills a void of straight bidding, bluffing, and luck that certainly matches the theme perfectly, and remains a good game as well.
Also, if you happen across one of the expansions, “Parrghty Mode,” it adds another five players to the game and bumps up the count of cards in play from 130 to a whopping 168! This is not for the small of table. I wish there was room inside the base game’s box to fit these extra cards, but alas, there is not.
So if you are like me and enjoy games on the lighter side that perfectly match game to theme, then you have to check out Pirate’s Mark. Purple Phoenix Games gives this one a haunting 8 / 12. I certainly recommend it and will now be finding a place in my main shelf unit for it. Hmm, which game do I make walk the plank…?
Chris Sawin (602 KP) rated A Nightmare on Elm Street (2010) in Movies
Jun 22, 2019 (Updated Jun 23, 2019)
Nancy (Rooney Mara) thinks she's suffering from an average case of nightmares that are causing her to lose sleep. A burned man with blades on his fingers haunts her dreams. She doesn't think much of it until her friends start getting picked off one by one while they sleep and are dreaming of the same man. Something happened during their childhood that connects them to this man that their parents are trying to cover up. As far as anyone else is concerned, Freddy Krueger (Jackie Earle Haley) never existed. What their parents refuse to believe is that Freddy exists in the dreams of their children causing them to remember their past and kill them. Now it's up to Nancy and her friend Quentin (Kyle Gallner) to figure out how the pieces of the puzzle fit before they become Freddy's next victims.
A Nightmare on Elm Street is one of the most beloved horror classics of all time. The original introduced us to Fred Krueger who would later be known as "Freddy" and evolve into one of the most popular icons in the horror genre. 26 years later, the film has been remade and Jackie Earle Haley has replaced Robert Englund as the dream-stalking child killer. Fans of the original franchise were left wondering if there was a slight chance of this being somewhat decent and if Haley's version of Freddy wouldn't be cringeworthy. Truth be told, the film may not be as bad as you're expecting.
This remake rests on the shoulders of Haley's portrayal of Freddy. If die hard horror fans can get past constantly comparing him to Englund, then they'll realize that Haley doesn't do a bad job. His Rorschach voice was actually a great choice for the role as it seemed to reverberate off the walls of the theater throughout the entire film. His stalking methods were a bit different than expected. Haley's Freddy doesn't talk as much as Englund's and seems to be off-screen just as often as he is on. The wisecracking has been toned way down, as well, but he does manage to squeeze in, "How's this for a wet dream?" Haley's version of Freddy is angry. He is PISSED that these kids squealed on him and he wants them to pay, but wants to dish out his revenge in a way that lets him have fun at the same time. His body language speaks volumes, too. His bladed fingers itch in anticipation of the kill. In fact, it seems like his fingers talk more than he does. The realistic burn victim route with the make-up seems like it's just as much a blessing as it is a curse. Freddy's eyes look really weird. They're too small and beady. He looks like kind of like a monkey when you do catch a full glimpse of his face. That's a shame, too. Since everything else looks pretty fantastic.
The storyline seems to basically follow the same path as the original film, but it probably should have skipped some of the new detours it makes along the way. Kris dreams of herself as a child with bloody claw marks across her torso and then finds the same dress with four gashes in her attic, but she doesn't have any scars from this rather severe injury she obtained when she was five? Even if the explanation was she had some sort of cosmetic surgery, wouldn't that be just as traumatic for a child? The CG version of the scene where we see Freddy coming out of the wall in the remake is probably the weakest in the entire film. The scene in the original is one of its most memorable visuals. In the remake, it's botched thanks to crummy CG. Even in comparison to the rest of the CG in the film, it doesn't measure up. It's the one scene that I wasn't able to look past. However, the micronaps idea is truly fantastic for the film. That was one thing I highly approved of going into it. The way that is pulled off is one of the highlights of the remake. It's one of those ideas that fits so perfectly, you're surprised it wasn't in the original film. Fred Krueger's background is where the film really goes into its own territory though. Fred was a gardener who lived in the basement of Badham Pre-School and the children were his life. He apparently took them to his "cave" where they emerged with scratches on their bodies. The parents of Elm Street don't bother trying to inform the police. They just burn Krueger alive as retribution to what he did to their children. While the original franchise never really came right out and said that Freddy was a child molester, it always strongly hinted at it. The remake seems to basically come right out and say that he is one without actually saying it. The evidence they find in his "cave" solidifies that fact. Maybe they felt like they needed to do that since this is such a "serious" version of Freddy...? Certain things just don't add up in the long run. Quentin and Nancy are driving in a car at one point and Quentin has a micronap where he sees Freddy in front of the car. He swerves out of the way to avoid hitting him and winds up in this boggy marsh off the side of the road. The question is WHY would you swerve out of the way of a man who was trying to kill you?
The kills seem to get more gruesome as the film goes on. It's a nice route to go, really. The last kill of the film is probably the one you'll remember most. I wasn't too incredibly attached to Nancy in the original film, but Rooney Mara's version was really boring. You don't care about what happens to her at all. You're more interested in what happens to her friends. She's an art student that can't sleep and is connected to Freddy somehow. That's pretty much all that's revealed. Why should we care that she may die?
A Nightmare on Elm Street certainly has its misfires when it comes to special effects and its storyline, but the problems it has aren't really any different than the problems most modern day horror movies have. At least the acting wasn't terrible like in an 80s slasher and the CG effects aren't incredibly outdated or anything. The film was designed to appeal to the demographic going to movie theaters to see a horror movie in 2010 and it seems to do that very well. Sure, it probably doesn't live up to the original film, but not many remakes do. If people see this without seeing the original film first, they'll probably love the remake. For original Freddy fans though, it'll probably come down to Haley's portrayal of Freddy. If you can see the film without any expectations or with finally accepting the fact that Robert Englund is no longer Freddy, it actually isn't quite as terrible as you may have originally thought. Strangely enough, it's even entertaining at times. Go figure.
A Nightmare on Elm Street is one of the most beloved horror classics of all time. The original introduced us to Fred Krueger who would later be known as "Freddy" and evolve into one of the most popular icons in the horror genre. 26 years later, the film has been remade and Jackie Earle Haley has replaced Robert Englund as the dream-stalking child killer. Fans of the original franchise were left wondering if there was a slight chance of this being somewhat decent and if Haley's version of Freddy wouldn't be cringeworthy. Truth be told, the film may not be as bad as you're expecting.
This remake rests on the shoulders of Haley's portrayal of Freddy. If die hard horror fans can get past constantly comparing him to Englund, then they'll realize that Haley doesn't do a bad job. His Rorschach voice was actually a great choice for the role as it seemed to reverberate off the walls of the theater throughout the entire film. His stalking methods were a bit different than expected. Haley's Freddy doesn't talk as much as Englund's and seems to be off-screen just as often as he is on. The wisecracking has been toned way down, as well, but he does manage to squeeze in, "How's this for a wet dream?" Haley's version of Freddy is angry. He is PISSED that these kids squealed on him and he wants them to pay, but wants to dish out his revenge in a way that lets him have fun at the same time. His body language speaks volumes, too. His bladed fingers itch in anticipation of the kill. In fact, it seems like his fingers talk more than he does. The realistic burn victim route with the make-up seems like it's just as much a blessing as it is a curse. Freddy's eyes look really weird. They're too small and beady. He looks like kind of like a monkey when you do catch a full glimpse of his face. That's a shame, too. Since everything else looks pretty fantastic.
The storyline seems to basically follow the same path as the original film, but it probably should have skipped some of the new detours it makes along the way. Kris dreams of herself as a child with bloody claw marks across her torso and then finds the same dress with four gashes in her attic, but she doesn't have any scars from this rather severe injury she obtained when she was five? Even if the explanation was she had some sort of cosmetic surgery, wouldn't that be just as traumatic for a child? The CG version of the scene where we see Freddy coming out of the wall in the remake is probably the weakest in the entire film. The scene in the original is one of its most memorable visuals. In the remake, it's botched thanks to crummy CG. Even in comparison to the rest of the CG in the film, it doesn't measure up. It's the one scene that I wasn't able to look past. However, the micronaps idea is truly fantastic for the film. That was one thing I highly approved of going into it. The way that is pulled off is one of the highlights of the remake. It's one of those ideas that fits so perfectly, you're surprised it wasn't in the original film. Fred Krueger's background is where the film really goes into its own territory though. Fred was a gardener who lived in the basement of Badham Pre-School and the children were his life. He apparently took them to his "cave" where they emerged with scratches on their bodies. The parents of Elm Street don't bother trying to inform the police. They just burn Krueger alive as retribution to what he did to their children. While the original franchise never really came right out and said that Freddy was a child molester, it always strongly hinted at it. The remake seems to basically come right out and say that he is one without actually saying it. The evidence they find in his "cave" solidifies that fact. Maybe they felt like they needed to do that since this is such a "serious" version of Freddy...? Certain things just don't add up in the long run. Quentin and Nancy are driving in a car at one point and Quentin has a micronap where he sees Freddy in front of the car. He swerves out of the way to avoid hitting him and winds up in this boggy marsh off the side of the road. The question is WHY would you swerve out of the way of a man who was trying to kill you?
The kills seem to get more gruesome as the film goes on. It's a nice route to go, really. The last kill of the film is probably the one you'll remember most. I wasn't too incredibly attached to Nancy in the original film, but Rooney Mara's version was really boring. You don't care about what happens to her at all. You're more interested in what happens to her friends. She's an art student that can't sleep and is connected to Freddy somehow. That's pretty much all that's revealed. Why should we care that she may die?
A Nightmare on Elm Street certainly has its misfires when it comes to special effects and its storyline, but the problems it has aren't really any different than the problems most modern day horror movies have. At least the acting wasn't terrible like in an 80s slasher and the CG effects aren't incredibly outdated or anything. The film was designed to appeal to the demographic going to movie theaters to see a horror movie in 2010 and it seems to do that very well. Sure, it probably doesn't live up to the original film, but not many remakes do. If people see this without seeing the original film first, they'll probably love the remake. For original Freddy fans though, it'll probably come down to Haley's portrayal of Freddy. If you can see the film without any expectations or with finally accepting the fact that Robert Englund is no longer Freddy, it actually isn't quite as terrible as you may have originally thought. Strangely enough, it's even entertaining at times. Go figure.
Zuky the BookBum (15 KP) rated American Psycho in Books
Mar 15, 2018
http://bookbum.weebly.com/book-reviews/american-psycho-by-bret-easton-ellis
<b><i>...there is an idea of a Patrick Bateman, some kind of abstraction, but there is no real me, only an entity, something illusory, and though I can hide my cold gaze and you can shake my hand and feel flesh gripping yours and maybe you can even sense our lifestyles are probably comparable: I am simply not there.</b></i>
I have no idea how to verbalise the fact that this has become a new favourite book of mine, because I absolutely <i>love</i> it, but I dont want people to think Im a maniac I wasnt expecting to not love this, I mean the film is one of my favourites, so I was really looking forward to giving this a read, but I didnt expect to love it as much as I do! I feel all kinds of wrong being so amazed by this book but I cant help it. Its funny, its dark, its brutal, its shocking and its eye opening.
<img src="https://media.giphy.com/media/KYNywoibU1PQ4/giphy.gif" width="500" height="210" alt="leo dicaprio shrug"/>
So, Patrick Bateman, our one and only POV of this story. Batemen is a young, middle class, good looking, sophisticated and intelligent stockbroker. Hes charming and arrogant, but hes also an ax and knife and nail gun wielding mad man.
<img src="http://media0.giphy.com/media/YfdumeFM14CGc/giphy.gif" width="500" height="213" alt="americanppsychogif"/>
But hes also a total <b>goofy dork!</b> <i><b>Im clam, I mean calm, I say, breathing in hard, trying to smile</b></i> Bateman cant get a grip on himself <i>at all.</i> Not only does he have moments where hes running around Manhattan screaming like a banshee, sweating profusely, and having, what can only be described as, a mental breakdown, but hes also just a mess at all times. Hes constantly getting himself in a tizz, experiencing panic attacks all over the place. I mean he started talking about the ozone layer and then instantly told a couple of knock knock jokes, thats not smooth Bateman. This constant goofiness of Bateman is what makes this book so funny for me. Ellis is excellent at adding this clumsy human characteristic to an otherwise robotic man.
Bateman is troubled, in more ways than one. Not only is he a serial killer but hes also an outsider and he knows it. <b><i>Because, I say, staring directly at her, I want to fit.... in.</b></i> This is why hes always trying so hard to impress people, and why hes obsessed with being the best.
Normally I hate when there are long paragraphs in books that simply list things about what a person is doing or wearing, for example in Maestra I couldnt care less, but this excessive listing of things, unimportant materialist things, is such an important element of this book. These tiresome, obsessive lists give us such a clear insight, right from the start of the novel, into the incredibly paranoid, jealous and demented mind of Bateman. When we near the end of the novel Ellis does something absolutely mind blowing; he changes to third person. This sudden change on narrative has such a strong impact on the reader and is the perfect, <i>perfect</i> way of representing Patricks detachment to life.
Please, please, please do not read this book if youre faint hearted or youve gone through some terrible things in your life. I dont think this book needs specific trigger warnings, but in case you havent already guessed it, this book includes some very, <i>very</i> graphic and grotesque descriptions of torture, murder and rape. I think its quite hard to shock me, but this book made me wince and gasp quite often. I even had to put the book down briefly after reading some of the descriptions, breathe, and then get back to reading. It can be really tough on your imagination, thats for sure. <b>The rat scene </b> <spoiler>I mean I thought the scene with Bethany was bad but I had a whole other thing coming! It seriously worries me how well Ellis can describe this brutal torture. I could actually feel the bile rising in my throat when I was reading about the things Bateman did to Tiffany.</spoiler>
<img src="http://gifrific.com/wp-content/uploads/2012/06/Jim-From-Office-Shiver.gif" width="300" height="169" alt="jim from office shudder"/>
Im not going to go in depth on the claim that this is a misogynistic book, all you need to know is that I dont agree with that statement in the slightest. If you want to read some more on why that notion is ridiculous please look at <a href="https://www.goodreads.com/review/show/109385399?book_show_action=false&from_review_page=1">karens review.</a>
This book is definitely a new favourite of mine and I can feel it becoming one of those books I read over and over again. Im so happy I finally sat down and read this, I dont regret a moment of it, plus I got it for only £2.99. Thank you Ellis for this wonderful piece of literature, I hope your other novels brings me the same joy as this did.
<i>P.S. Isnt it funny how Donald Trump is mentioned in this book over and over and over because Trump is the greatest example of everything this book represents.</i>
<b><i>...there is an idea of a Patrick Bateman, some kind of abstraction, but there is no real me, only an entity, something illusory, and though I can hide my cold gaze and you can shake my hand and feel flesh gripping yours and maybe you can even sense our lifestyles are probably comparable: I am simply not there.</b></i>
I have no idea how to verbalise the fact that this has become a new favourite book of mine, because I absolutely <i>love</i> it, but I dont want people to think Im a maniac I wasnt expecting to not love this, I mean the film is one of my favourites, so I was really looking forward to giving this a read, but I didnt expect to love it as much as I do! I feel all kinds of wrong being so amazed by this book but I cant help it. Its funny, its dark, its brutal, its shocking and its eye opening.
<img src="https://media.giphy.com/media/KYNywoibU1PQ4/giphy.gif" width="500" height="210" alt="leo dicaprio shrug"/>
So, Patrick Bateman, our one and only POV of this story. Batemen is a young, middle class, good looking, sophisticated and intelligent stockbroker. Hes charming and arrogant, but hes also an ax and knife and nail gun wielding mad man.
<img src="http://media0.giphy.com/media/YfdumeFM14CGc/giphy.gif" width="500" height="213" alt="americanppsychogif"/>
But hes also a total <b>goofy dork!</b> <i><b>Im clam, I mean calm, I say, breathing in hard, trying to smile</b></i> Bateman cant get a grip on himself <i>at all.</i> Not only does he have moments where hes running around Manhattan screaming like a banshee, sweating profusely, and having, what can only be described as, a mental breakdown, but hes also just a mess at all times. Hes constantly getting himself in a tizz, experiencing panic attacks all over the place. I mean he started talking about the ozone layer and then instantly told a couple of knock knock jokes, thats not smooth Bateman. This constant goofiness of Bateman is what makes this book so funny for me. Ellis is excellent at adding this clumsy human characteristic to an otherwise robotic man.
Bateman is troubled, in more ways than one. Not only is he a serial killer but hes also an outsider and he knows it. <b><i>Because, I say, staring directly at her, I want to fit.... in.</b></i> This is why hes always trying so hard to impress people, and why hes obsessed with being the best.
Normally I hate when there are long paragraphs in books that simply list things about what a person is doing or wearing, for example in Maestra I couldnt care less, but this excessive listing of things, unimportant materialist things, is such an important element of this book. These tiresome, obsessive lists give us such a clear insight, right from the start of the novel, into the incredibly paranoid, jealous and demented mind of Bateman. When we near the end of the novel Ellis does something absolutely mind blowing; he changes to third person. This sudden change on narrative has such a strong impact on the reader and is the perfect, <i>perfect</i> way of representing Patricks detachment to life.
Please, please, please do not read this book if youre faint hearted or youve gone through some terrible things in your life. I dont think this book needs specific trigger warnings, but in case you havent already guessed it, this book includes some very, <i>very</i> graphic and grotesque descriptions of torture, murder and rape. I think its quite hard to shock me, but this book made me wince and gasp quite often. I even had to put the book down briefly after reading some of the descriptions, breathe, and then get back to reading. It can be really tough on your imagination, thats for sure. <b>The rat scene </b> <spoiler>I mean I thought the scene with Bethany was bad but I had a whole other thing coming! It seriously worries me how well Ellis can describe this brutal torture. I could actually feel the bile rising in my throat when I was reading about the things Bateman did to Tiffany.</spoiler>
<img src="http://gifrific.com/wp-content/uploads/2012/06/Jim-From-Office-Shiver.gif" width="300" height="169" alt="jim from office shudder"/>
Im not going to go in depth on the claim that this is a misogynistic book, all you need to know is that I dont agree with that statement in the slightest. If you want to read some more on why that notion is ridiculous please look at <a href="https://www.goodreads.com/review/show/109385399?book_show_action=false&from_review_page=1">karens review.</a>
This book is definitely a new favourite of mine and I can feel it becoming one of those books I read over and over again. Im so happy I finally sat down and read this, I dont regret a moment of it, plus I got it for only £2.99. Thank you Ellis for this wonderful piece of literature, I hope your other novels brings me the same joy as this did.
<i>P.S. Isnt it funny how Donald Trump is mentioned in this book over and over and over because Trump is the greatest example of everything this book represents.</i>
Heather Cranmer (2721 KP) rated Promenade (The Dark Nocturne #3) in Books
Aug 30, 2022
After reading and loving the first two books in the Dark Nocturne series by Morgan Shamy, Serenade and Etude, I jumped right into reading the final book in the trilogy, Promenade. Promenade was the best book in the series which is saying a lot since I loved the first two! I was just sad that the trilogy was ending.
In Promenade, November and Vincent are in two separate eras in time. After an attack on November's life that lives others she cares about dead, she enlists the help of the Fae to help her get back in time to help stop Vincent's death in the present time. However, there's the shadow wraith that keeps coming after her to send her back to her time. November must convince Vincent, who's a totally different person than his present self, to somehow change the future to prevent his death in her time. However, things don't go as planned. More lives are lost, and November's plan is left in shambles.
I very much loved the plot of Promenade! I was hooked right from the start. Yes, the first two books in the series are fantastic, but Promenade really blew me away! There's so much action and adventure packed in each and every page throughout this book. It's hard not to get sucked right back into November's world. There was a few time where the pacing took off without me, and I was left confused, but that was not very often. Other than those few times, the pacing was perfect, and I found myself fully immersed in the story. I loved the setting of early 20th century London, England. With Shamy's great descriptions of everything that was around, I was easily transported back with November. It was easy to imagine everything going on around November. The world building was so good! The time travel aspect was written superbly, and it was done in a way that wasn't extremely confusing. In Promenade, we still had some mentions of blood walkers, shifters, and witches, but now November was also dealing with the Fae, the Shadow Fae, and a shadow wraith. I loved all the new types of fantasy beings in this book. There were a few plot twist throughout the book, and I loved how the whole trilogy was tied up nicely by the end of the book.
Where do I start with the characters in Promenade? Just like in the previous two books in the trilogy, Shamy does an amazing job at breathing life into each and every one of her characters no matter how big or small of a role they play. November redeemed herself in Promenade after annoying me in Etude. I admired her love and strong bond with Vincent. I loved how she'd risk everything just to try to make sure he and her friends would be alright (even if it would sometimes have the opposite effect). The depth of November's emotions felt very realistic, and I felt myself having the same feelings as November. I enjoyed reading about the Vincent of 1901. He was much different from the present day Vincent, and it was interesting to read how different they were. I liked how we got to know Quincey a little better in this book as well. I enjoyed learning more about him. Cam was also heavily featured, and I was thrilled! I've always had a soft spot for Cam after the first book in the trilogy when he turns over a new leaf. We are also introduced to the characters of Rowan and Hazel. Although they weren't featured a lot, they were still awesome characters. We also get to meet Vincent's father. Let's just say he is definitely a piece of work! Shamy does a fantastic job of making us kind of sympathize with him for wanting to protect his land and people but at the same time, hating him for what he's done to the people he thinks disobey him.
Trigger warnings for Promenade include murder, attempted murder, torture, violence, and blackmail.
Overall, Promenade is one of the best books I've read in awhile. With it's exciting plot and well developed characters, you'd be hard pressed not to like this book. I would definitely recommend Promenade by Morgan Shamy to those aged 14+ who are willing to stay up all night to finish a book due to how great it is!
In Promenade, November and Vincent are in two separate eras in time. After an attack on November's life that lives others she cares about dead, she enlists the help of the Fae to help her get back in time to help stop Vincent's death in the present time. However, there's the shadow wraith that keeps coming after her to send her back to her time. November must convince Vincent, who's a totally different person than his present self, to somehow change the future to prevent his death in her time. However, things don't go as planned. More lives are lost, and November's plan is left in shambles.
I very much loved the plot of Promenade! I was hooked right from the start. Yes, the first two books in the series are fantastic, but Promenade really blew me away! There's so much action and adventure packed in each and every page throughout this book. It's hard not to get sucked right back into November's world. There was a few time where the pacing took off without me, and I was left confused, but that was not very often. Other than those few times, the pacing was perfect, and I found myself fully immersed in the story. I loved the setting of early 20th century London, England. With Shamy's great descriptions of everything that was around, I was easily transported back with November. It was easy to imagine everything going on around November. The world building was so good! The time travel aspect was written superbly, and it was done in a way that wasn't extremely confusing. In Promenade, we still had some mentions of blood walkers, shifters, and witches, but now November was also dealing with the Fae, the Shadow Fae, and a shadow wraith. I loved all the new types of fantasy beings in this book. There were a few plot twist throughout the book, and I loved how the whole trilogy was tied up nicely by the end of the book.
Where do I start with the characters in Promenade? Just like in the previous two books in the trilogy, Shamy does an amazing job at breathing life into each and every one of her characters no matter how big or small of a role they play. November redeemed herself in Promenade after annoying me in Etude. I admired her love and strong bond with Vincent. I loved how she'd risk everything just to try to make sure he and her friends would be alright (even if it would sometimes have the opposite effect). The depth of November's emotions felt very realistic, and I felt myself having the same feelings as November. I enjoyed reading about the Vincent of 1901. He was much different from the present day Vincent, and it was interesting to read how different they were. I liked how we got to know Quincey a little better in this book as well. I enjoyed learning more about him. Cam was also heavily featured, and I was thrilled! I've always had a soft spot for Cam after the first book in the trilogy when he turns over a new leaf. We are also introduced to the characters of Rowan and Hazel. Although they weren't featured a lot, they were still awesome characters. We also get to meet Vincent's father. Let's just say he is definitely a piece of work! Shamy does a fantastic job of making us kind of sympathize with him for wanting to protect his land and people but at the same time, hating him for what he's done to the people he thinks disobey him.
Trigger warnings for Promenade include murder, attempted murder, torture, violence, and blackmail.
Overall, Promenade is one of the best books I've read in awhile. With it's exciting plot and well developed characters, you'd be hard pressed not to like this book. I would definitely recommend Promenade by Morgan Shamy to those aged 14+ who are willing to stay up all night to finish a book due to how great it is!
Purple Phoenix Games (2266 KP) rated On the Rocks in Tabletop Games
Sep 7, 2021
I have to come clean right at the top of this one. I have not really tried a whole lot of different cocktails in my life. I have been mostly a beer kind of guy. Not that I am opposed to cocktails at all – in fact, I have really enjoyed most of the drinks I have tried. That said, I wish I was more hip so I would know all the drink lingo and really know why someone would want their concoction shaken and not stirred. So, I went into this one thinking I would learn the secret finally. But I didn’t. I did have a good time playing it though.
“On the Rocks is a marble drafting, cocktail recipe fulfillment game for 1-4 players. It is NOT a drinking game.” – straight from the game’s BGG page. So what does that mean? Well, this one is a variation of the “I cut, you choose” style game, but HEAVILY themed around bartending and enhanced with additional fun mechanics. The winner is the player who amasses the most amount of money by the end of their shift.
DISCLAIMER: We were provided a copy of this game for the purposes of this review. This is a retail copy of the game, so what you see in these photos is exactly what would be received in your box. I do not intend to cover every single rule included in the rulebook, 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 online or from your FLGS. -T
To setup, consult the rulebook, as there are many steps. However, once setup, the game should look similar to the photo below. Choose the starting player and the mixology competition can begin!
On the Rocks is played over several rounds with each player completing specific steps. The first step is optional, and is Tip Cards. Players will accumulate Tip Cards throughout the game, and each one features a special ability that may be used at this time. The next step may also be optional, depending on if the active player had received a Complaint card previously. Complaints must be completed on this step and is pretty much a wrench thrown in the plans by competitors.
Once these (possibly) optional steps have been completed the active player then takes the 2d6 and Rolls them. This number determines how many ingredient marbles are to be pulled from the bag and added into play. For the cost of one ingredient marble, the active player may manipulate the rolled dice by flipping it to its opposite face. Next, the player will Draft the number of marbles from the bag they rolled in the previous step. From these drafted marbles the player will Mix them into the blue Jigger Bowls in the middle of the table one at a time, a la Mancala (oh that’s fun to say: A LA MANCALA!). Then the player will Select & Place a jigger of marbles from the table onto their player board. Placing the corresponding marbles onto the drinks is how recipes can be completed. If any ingredients were selected from the jigger but not placed, the player must then place the ingredients into the Extra Ingredients shot glasses on the top portion of the player board, to Save for later use.
When the ingredient marbles have been placed and saved, the player must then complete the Resolve step. Several ingredient marbles are “Premium” or “Spill” marbles. Premium marbles (golden) allow the player to select ANY two ingredients from the draw bag and the Premium marble is then discarded to the coaster in the middle of the table. The black Spill marble forces the active player to draw a Spill card from the deck and complete its action. It also during the Resolve step that the player may complete a recipe card by discarding the drink’s ingredients to the bag and flipping its recipe card face-down. If the entire order (all of the face-up recipe cards) is completed, the active player’s round ends and they notate this by placing one of the three lemon tokens on their player board. Some round end cleanup is performed, like drawing another set of 3 or 4 drink recipes for an order, and the player’s turn is over.
Once a player has completed their third order of drinks, they must indicate “Last Call” to the other players at the table. This informs the other players that they have one last turn to earn any extra money before the game ends. When the game has been finished, final scoring is performed and the winner is they who earned the most money throughout the night. The other players must immediately fix the winner a drink, or buy the winner a shot. Okay, those aren’t in the rulebook, but merely suggestions for the revised second edition…
Components. For those that follow our reviews, you know I am a sucker for games with great components, and this one definitely delivers for me. The aesthetics and art style are just perfect, the double-layer boards are always lovely, and the rubber jiggers are excellent. I cannot see anything that can be improved in terms of components, and I completely expected that because this was published by Pentree Games and 25th Century Games (one of my favorite publishers in the business). The game looks and feels deluxe, which is VERY satisfying.
I think that the Pittre duo of Michael and Christina really knocked it out of the park with this one. Wait, this is their first game design?? And it’s incredible? Okay okay, I’ll be keeping my eye on you two. On the Rocks is a light game with excellent table presence and some difficult choices presented. Now, the choices may be TOOOOOO difficult for some gamers, especially our AP-prone players. Carefully planning out each ingredient’s distribution into the jigger bowls can send them into a frenzy, so I have advised to choose one or two bowls they wish to buff and concentrate on hitting those with the marbles they want, and just randomly place the other ingredients. I know that is a big ask, but this game is supposed to take 45-90 minutes, not 45-90 hours. My other gripe about the game is the color-dependence of the ingredient marbles. I am sorry to all my colorblind friends out there, but I am unable to see how you might keep a possible 12 different marbles straight in your heads while simultaneously remembering the state of marbles in each jigger bowl. I hope I am completely wrong, as I do not suffer from colorblindness, and please do let me know if this is still playable for those gamers.
These gripes aside, everything else about the game is fabulous. I love being able to manipulate my dice rolls (yes, with a cost) to have ultimate control of the number of marbles pulled from the bag. That bag, however, takes control away immediately unless I draft a bunch of clear (wild) or golden marbles to affect my final placements. I also adore struggling to choose which recipes to concentrate on first, and weighing the possibilities of completing the higher value recipes, or blitzing the smaller ones first.
Oh, and the Spills cards? They can be real pains in the booty. These effectively give the active player the ability to completely botch another players’ plans by discarding their ingredient marbles from their player board. Not enough player interaction? How about negative Tip cards, which are earned by completing a recipe, that impede a competitor’s progress by making them complete the Tip card before being able to move on with their plans, or by limiting their marble selection to two instead of the entire bowl? Yeah, this has player interaction for sure.
Again, I like a good drink now and then, just as much as the next person. However, I have never been a bartender, and I do not plan on ever becoming one. I could not ever imagine having to compete with other bartenders for tip money either, especially if it is as brutally cutthroat as On the Rocks portrays it to be. I will, however, play a game where all that “fun” is diluted to dice, cards, and marbles. I was looking through my collection recently and noticed have embarrassingly few games with an adult beverage theme. If you are like me and require more games depicting fun with alcohol, then I strongly urge you to check out On the Rocks. I feel like I can finally graduate from Fuzzy Navels and Stone Sours just by playing this game and really upping my liquor acumen. Purple Phoenix Games gives this one a delicious 5 / 6. It seems readily available for consumption, but please do not try to go drink for drink with this game. It’s not designed to be a drinking game… or is it?
“On the Rocks is a marble drafting, cocktail recipe fulfillment game for 1-4 players. It is NOT a drinking game.” – straight from the game’s BGG page. So what does that mean? Well, this one is a variation of the “I cut, you choose” style game, but HEAVILY themed around bartending and enhanced with additional fun mechanics. The winner is the player who amasses the most amount of money by the end of their shift.
DISCLAIMER: We were provided a copy of this game for the purposes of this review. This is a retail copy of the game, so what you see in these photos is exactly what would be received in your box. I do not intend to cover every single rule included in the rulebook, 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 online or from your FLGS. -T
To setup, consult the rulebook, as there are many steps. However, once setup, the game should look similar to the photo below. Choose the starting player and the mixology competition can begin!
On the Rocks is played over several rounds with each player completing specific steps. The first step is optional, and is Tip Cards. Players will accumulate Tip Cards throughout the game, and each one features a special ability that may be used at this time. The next step may also be optional, depending on if the active player had received a Complaint card previously. Complaints must be completed on this step and is pretty much a wrench thrown in the plans by competitors.
Once these (possibly) optional steps have been completed the active player then takes the 2d6 and Rolls them. This number determines how many ingredient marbles are to be pulled from the bag and added into play. For the cost of one ingredient marble, the active player may manipulate the rolled dice by flipping it to its opposite face. Next, the player will Draft the number of marbles from the bag they rolled in the previous step. From these drafted marbles the player will Mix them into the blue Jigger Bowls in the middle of the table one at a time, a la Mancala (oh that’s fun to say: A LA MANCALA!). Then the player will Select & Place a jigger of marbles from the table onto their player board. Placing the corresponding marbles onto the drinks is how recipes can be completed. If any ingredients were selected from the jigger but not placed, the player must then place the ingredients into the Extra Ingredients shot glasses on the top portion of the player board, to Save for later use.
When the ingredient marbles have been placed and saved, the player must then complete the Resolve step. Several ingredient marbles are “Premium” or “Spill” marbles. Premium marbles (golden) allow the player to select ANY two ingredients from the draw bag and the Premium marble is then discarded to the coaster in the middle of the table. The black Spill marble forces the active player to draw a Spill card from the deck and complete its action. It also during the Resolve step that the player may complete a recipe card by discarding the drink’s ingredients to the bag and flipping its recipe card face-down. If the entire order (all of the face-up recipe cards) is completed, the active player’s round ends and they notate this by placing one of the three lemon tokens on their player board. Some round end cleanup is performed, like drawing another set of 3 or 4 drink recipes for an order, and the player’s turn is over.
Once a player has completed their third order of drinks, they must indicate “Last Call” to the other players at the table. This informs the other players that they have one last turn to earn any extra money before the game ends. When the game has been finished, final scoring is performed and the winner is they who earned the most money throughout the night. The other players must immediately fix the winner a drink, or buy the winner a shot. Okay, those aren’t in the rulebook, but merely suggestions for the revised second edition…
Components. For those that follow our reviews, you know I am a sucker for games with great components, and this one definitely delivers for me. The aesthetics and art style are just perfect, the double-layer boards are always lovely, and the rubber jiggers are excellent. I cannot see anything that can be improved in terms of components, and I completely expected that because this was published by Pentree Games and 25th Century Games (one of my favorite publishers in the business). The game looks and feels deluxe, which is VERY satisfying.
I think that the Pittre duo of Michael and Christina really knocked it out of the park with this one. Wait, this is their first game design?? And it’s incredible? Okay okay, I’ll be keeping my eye on you two. On the Rocks is a light game with excellent table presence and some difficult choices presented. Now, the choices may be TOOOOOO difficult for some gamers, especially our AP-prone players. Carefully planning out each ingredient’s distribution into the jigger bowls can send them into a frenzy, so I have advised to choose one or two bowls they wish to buff and concentrate on hitting those with the marbles they want, and just randomly place the other ingredients. I know that is a big ask, but this game is supposed to take 45-90 minutes, not 45-90 hours. My other gripe about the game is the color-dependence of the ingredient marbles. I am sorry to all my colorblind friends out there, but I am unable to see how you might keep a possible 12 different marbles straight in your heads while simultaneously remembering the state of marbles in each jigger bowl. I hope I am completely wrong, as I do not suffer from colorblindness, and please do let me know if this is still playable for those gamers.
These gripes aside, everything else about the game is fabulous. I love being able to manipulate my dice rolls (yes, with a cost) to have ultimate control of the number of marbles pulled from the bag. That bag, however, takes control away immediately unless I draft a bunch of clear (wild) or golden marbles to affect my final placements. I also adore struggling to choose which recipes to concentrate on first, and weighing the possibilities of completing the higher value recipes, or blitzing the smaller ones first.
Oh, and the Spills cards? They can be real pains in the booty. These effectively give the active player the ability to completely botch another players’ plans by discarding their ingredient marbles from their player board. Not enough player interaction? How about negative Tip cards, which are earned by completing a recipe, that impede a competitor’s progress by making them complete the Tip card before being able to move on with their plans, or by limiting their marble selection to two instead of the entire bowl? Yeah, this has player interaction for sure.
Again, I like a good drink now and then, just as much as the next person. However, I have never been a bartender, and I do not plan on ever becoming one. I could not ever imagine having to compete with other bartenders for tip money either, especially if it is as brutally cutthroat as On the Rocks portrays it to be. I will, however, play a game where all that “fun” is diluted to dice, cards, and marbles. I was looking through my collection recently and noticed have embarrassingly few games with an adult beverage theme. If you are like me and require more games depicting fun with alcohol, then I strongly urge you to check out On the Rocks. I feel like I can finally graduate from Fuzzy Navels and Stone Sours just by playing this game and really upping my liquor acumen. Purple Phoenix Games gives this one a delicious 5 / 6. It seems readily available for consumption, but please do not try to go drink for drink with this game. It’s not designed to be a drinking game… or is it?
Purple Phoenix Games (2266 KP) rated 13 Monsters Armed to the Teeth in Tabletop Games
Sep 22, 2020 (Updated Sep 22, 2020)
Let’s talk expansions. Some expansions are absolutely worth everything to have in with the base game, and some expansions just take up space on your shelves because either you A) love the base game so much that you can’t imagine anything adding to the experience, or B) just can’t seem to pull the trigger to try them out. What about when expansions completely change the game? And those that merely give you more of the same? And where does this expansion for 13 Monsters land? So many questions!
13 Monsters Armed to the Teeth (which I will call “the expansion” from here) is a big expansion to the successful 13 Monsters that recently fulfilled their Kickstarter campaign rewards. I was lucky enough to be able to preview OG 13 Monsters, and I suggest you take a look there before continuing on if you aren’t familiar with the base game. 13 Monsters can be summed up as, “a game of Memory where you use the pieces you’ve matched to battle your opponents.” Once you add in the expansion, though, the description takes on new veribiage, “a game of Memory where you use the pieces you matched along with enhancement items like weapons, shields, new abilities, and a new elemental species to decimate your opponents.” Intrigued?
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
Setup will be the same as base 13 Monsters but with added components to lay on the table. These include a big mini (is that a thing?) of a new character named Trall, new black dice, weapon tiles, shield tiles, Metal monster tiles, and durability counters for the weapons and shields. Once all these items are added the base tile grid the game may begin!
Now, I won’t go into detail how to play base 13 Monsters, but rather give an idea of what the expansion adds. Trall is a smithy who is intrigued by new monstersets matched and added to a player’s tableau, so he will come visit that player once a match is made. On one’s turn, if Trall is visiting, he will allow the player to Forge an item (weapon, shield, or Metal monster tile) by rolling the black dice and taking a tile from the specific pile, or Steal an item from another player by winning a roll-off of the new black dice.
The new abilities given to players are numerous and include names like All Seeing Eye and Oopsie Poopsie. I will leave you to the rulebook to discover all the new abilities.
Obviously, when players attach weapons to a monster they will be able to increase their attack power, but will also have to account for hits in durability using the small counters. Similarly, durability counters are included for the shield tiles that assist in deflecting portions of attacks from opponents.
The Metal monsters are part of a new elemental species of monster and are helpful, but worth less VP at the end of the game.
Components. If you have or know of the component quality in base 13 Monsters, then you will be glad to know that the components in the expansion are just as good if not better. When I opened the box the first thing I grabbed for was the Trall mini. He’s a big guy and while the prototype version is a 3D printed mini, I have seen photos of a cardboard standee in a box (however, my money is on a resin mini of Trall as a stretch goal). The weapon, shield, and Metal monster tiles are the same quality as the base tiles so it’s a match there. The new dice are black with white print, which contrast nicely with the base game’s pink dice and white pips. All in all the production quality is great, even in the prototype!
So is this expansion good or necessary or bad or what? Well, let me state the obvious first: if you are happy with how base 13 Monsters plays, then you do not need this expansion. If you want a lot more meat from your game, then this expansion is absolutely necessary. It adds so many more layers of complexity onto a somewhat harmless base game. Yes, there is battle in the base game and stealing of monstersets, but to me it seems it hurts way more using the expansion because you can spend lots more time buffing up your monsters with the extra battle accessories and such to have them just pilfered away.
That still doesn’t answer if I think 13 Monsters Armed to the Teeth is good. Here are my negative points off first. Adding in the expansion content will most certainly add length to the gameplay as well, especially with higher play counts. Players have a ton of options available on a turn now and though some events will be triggered via dice rolls, the new abilities will adjust how players play this versus just the base. A game can now be well over two hours depending on how players play and which type of players are playing. To help combat this, the rulebook advises ways of reducing game time by 50% and I highly suggest you take that advice. I did and games are still around 90 minutes with players who know how to play.
On the positive side, though, there’s more 13 Monsters goodness in this box! And while I do not classify this as “more of the same,” I enjoy more 13 Monsters goodies. This definitely amps up the pressure for each turn and players are involved at all times. Now, I will not be using the expansion when pulling out the game with new players or when I might use 13 Monsters as a gateway game. The expansion just adds too much complexity. But, after a couple plays of the base game, go ahead. Throw it in and watch the eyes widen in anticipation.
So yes, 13 Monsters Armed to the Teeth is a great expansion to a great game. If you like 13 Monsters and want to add more complexity and options, then definitely pick up this expansion. If you missed out on backing 13 Monsters last time, maybe the team at Twisted Stranger will offer them during the next campaign for this expansion. I am quite happy to be adding this to my collection and I know it will see lots of table time for me. Good job team! Now go obliterate your friends! I mean, their monsters.
13 Monsters Armed to the Teeth (which I will call “the expansion” from here) is a big expansion to the successful 13 Monsters that recently fulfilled their Kickstarter campaign rewards. I was lucky enough to be able to preview OG 13 Monsters, and I suggest you take a look there before continuing on if you aren’t familiar with the base game. 13 Monsters can be summed up as, “a game of Memory where you use the pieces you’ve matched to battle your opponents.” Once you add in the expansion, though, the description takes on new veribiage, “a game of Memory where you use the pieces you matched along with enhancement items like weapons, shields, new abilities, and a new elemental species to decimate your opponents.” Intrigued?
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
Setup will be the same as base 13 Monsters but with added components to lay on the table. These include a big mini (is that a thing?) of a new character named Trall, new black dice, weapon tiles, shield tiles, Metal monster tiles, and durability counters for the weapons and shields. Once all these items are added the base tile grid the game may begin!
Now, I won’t go into detail how to play base 13 Monsters, but rather give an idea of what the expansion adds. Trall is a smithy who is intrigued by new monstersets matched and added to a player’s tableau, so he will come visit that player once a match is made. On one’s turn, if Trall is visiting, he will allow the player to Forge an item (weapon, shield, or Metal monster tile) by rolling the black dice and taking a tile from the specific pile, or Steal an item from another player by winning a roll-off of the new black dice.
The new abilities given to players are numerous and include names like All Seeing Eye and Oopsie Poopsie. I will leave you to the rulebook to discover all the new abilities.
Obviously, when players attach weapons to a monster they will be able to increase their attack power, but will also have to account for hits in durability using the small counters. Similarly, durability counters are included for the shield tiles that assist in deflecting portions of attacks from opponents.
The Metal monsters are part of a new elemental species of monster and are helpful, but worth less VP at the end of the game.
Components. If you have or know of the component quality in base 13 Monsters, then you will be glad to know that the components in the expansion are just as good if not better. When I opened the box the first thing I grabbed for was the Trall mini. He’s a big guy and while the prototype version is a 3D printed mini, I have seen photos of a cardboard standee in a box (however, my money is on a resin mini of Trall as a stretch goal). The weapon, shield, and Metal monster tiles are the same quality as the base tiles so it’s a match there. The new dice are black with white print, which contrast nicely with the base game’s pink dice and white pips. All in all the production quality is great, even in the prototype!
So is this expansion good or necessary or bad or what? Well, let me state the obvious first: if you are happy with how base 13 Monsters plays, then you do not need this expansion. If you want a lot more meat from your game, then this expansion is absolutely necessary. It adds so many more layers of complexity onto a somewhat harmless base game. Yes, there is battle in the base game and stealing of monstersets, but to me it seems it hurts way more using the expansion because you can spend lots more time buffing up your monsters with the extra battle accessories and such to have them just pilfered away.
That still doesn’t answer if I think 13 Monsters Armed to the Teeth is good. Here are my negative points off first. Adding in the expansion content will most certainly add length to the gameplay as well, especially with higher play counts. Players have a ton of options available on a turn now and though some events will be triggered via dice rolls, the new abilities will adjust how players play this versus just the base. A game can now be well over two hours depending on how players play and which type of players are playing. To help combat this, the rulebook advises ways of reducing game time by 50% and I highly suggest you take that advice. I did and games are still around 90 minutes with players who know how to play.
On the positive side, though, there’s more 13 Monsters goodness in this box! And while I do not classify this as “more of the same,” I enjoy more 13 Monsters goodies. This definitely amps up the pressure for each turn and players are involved at all times. Now, I will not be using the expansion when pulling out the game with new players or when I might use 13 Monsters as a gateway game. The expansion just adds too much complexity. But, after a couple plays of the base game, go ahead. Throw it in and watch the eyes widen in anticipation.
So yes, 13 Monsters Armed to the Teeth is a great expansion to a great game. If you like 13 Monsters and want to add more complexity and options, then definitely pick up this expansion. If you missed out on backing 13 Monsters last time, maybe the team at Twisted Stranger will offer them during the next campaign for this expansion. I am quite happy to be adding this to my collection and I know it will see lots of table time for me. Good job team! Now go obliterate your friends! I mean, their monsters.
Purple Phoenix Games (2266 KP) rated The Imposter Kings in Tabletop Games
May 1, 2021
If there is one thing that I love about board gaming, it’s strategy. Planning out and executing a long-term plan, only to have your opponents throw a wrench in it, thus forcing you to re-strategize on the spot? That’s my JAM. So when I heard about The Imposter Kings, I knew it was right up my alley. After getting to play it, did it live up to my expectations? Or is it an imposter that doesn’t hold up? Keep reading to find out!
DISCLAIMER: We were provided a copy of this game for the purposes of this review. This is a retail copy of the game, so what you see in these photos is exactly what would be received in your box. I do not intend to cover every single rule included in the rulebook, 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 online or from your FLGS. -L
The Imposter Kings is a card game for 2-4 players in which players are attempting to gain and maintain control of the throne, accumulating a total of 7 points to win the game. There are some slight rules variations between 2-, 3-, and 4-player games, but the overall gameplay is the same. This review will focus on the 2-player rules. To setup for the game, assemble the deck as described in the rules for your chosen player count. In a 2-player game, the deck is comprised of 18 cards. Each player is given a King card, and one player’s will be the True King. The True King merely determines the first player for the round. Shuffle the deck and deal 8 cards to each player. There will be 2 cards leftover, and those will go into the center of the play area, one face-up and one face-down. This lets the players know which card is not in either players hand, as well as a random unknown card in neither players’ hand. Each player will select a card from their hand to be their Successor, and will place it face-down next to their King, and they will also select one card from their hand to discard face-down. The game is now ready to begin!
On your turn, you will play any card from your hand to the Court (play area) that is of an equal or higher value than the card played previously. The last-played card to the Court is considered to be on the Throne. All cards in Imposter Kings are numbered 1-9, and each card has an associated special ability. Once you play a card to the Court, you may/must use the ability (if optional/mandatory). These special abilities can alter the Court and gameplay by Disgracing cards (flipping them face-down to ‘reset’ the number line), swapping cards with other players, playing a lower-numbered card on top of a higher number etc. The round continues in this fashion, with players alternating, until one player is no longer able to play a card to the Court. That player loses the round, and the winning player receives a number of points, depending on certain aspects. The deck is reshuffled, the True King is passed to the loser of the round, and a new round commences. The first player to reach 7 points is the ultimate winner!
That details the basics of the gameplay, but there are a few special things to keep in mind. Certain cards will force players to play a card to their Antechamber – face-up in front of them. If ever you have a card in your Antechamber at the beginning of a turn, you must play it to the Court, regardless of its value. This can be a good strategic way to trap your opponent into playing a specific card on their next turn! Sometimes a card will need to be Condemned – it is then placed face-down in front of you, and then removed from play on your next turn. Another good way to eat up an opponent’s turn! If you ever get to a point in the round when you are unable to play a card to the Court, you may choose to use your King power – it allows you to flip your King over to Disgrace the card currently on the Throne, and take your Successor into your hand (hopefully giving you a chance to keep playing in the round!). However, there is an Assassin card in the game!! If you have the Assassin, you can reveal it when your opponent decides to use their King – thus assassinating them and immediately winning the round. Lots of tricksy ways to make sure you end up on the Throne!
So all in all, how does The Imposter Kings hold up? Fairly well, actually. For being a simple and relatively fast card game, there is a lot of strategy required for success. You have to decide which cards/powers to use when, while also trying to deduce what your opponent has in their hand. Can you trap them and force the round to end? Or have they kept a dark horse in hand for just this situation? There is a lot more to The Imposter Kings than meets the eye, and that makes it a fun challenge. The first time I played this game, it reminded me of a similar game by ButtonShy titled Hierarchy. The concept and gameplay are similar, but the biggest difference is that The Imposter Kings can be played with 3 and 4 players. That adds another element of strategy/chaos to the game, as there are more cards to deduce, more opportunities for the Court to change between your turns, and just more strategy in general. Hierarchy is strictly a 2-player game, but The Imposter Kings allows you to play with more people. With higher player counts, new and unique cards are added to the starting deck, offering even more abilities and strategic options for play. The gameplay scales with player count, and that keeps it engaging.
Let me touch on components for a minute. This is a retail version of the game, and the production quality is very nice! The game comes in a nice small box, and the deck of cards is sturdy in hand. The artwork is interesting, the text is clear, and the cards are color-coded based on their value. The coloring really helps with quick visual identification of what cards are in play. The game also comes with some reference cards for the various abilities, and those were much appreciated. The rulebook had a couple of areas of ambiguity, but watching the videos on the BGG page for The Imposter Kings helped answer any questions I might have had. All in all, good production quality!
So as you can probably tell from this review, I generally like The Imposter Kings. The gameplay is strategic, engaging, and its 3-4 player variants offer some unique twists that the 2-player just cannot handle. This is a game that I can see myself bringing out when I have newer gamers at my table. The gameplay is simple, yet strategic, and it is not overwhelming to learn or play. It definitely makes players think, and even now I’m thinking about what strategy I might try next game. If you are looking for something relatively simple, yet surprisingly strategic, consider checking out The Imposter Kings. Purple Phoenix Games gives it a royal 8 / 12.
DISCLAIMER: We were provided a copy of this game for the purposes of this review. This is a retail copy of the game, so what you see in these photos is exactly what would be received in your box. I do not intend to cover every single rule included in the rulebook, 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 online or from your FLGS. -L
The Imposter Kings is a card game for 2-4 players in which players are attempting to gain and maintain control of the throne, accumulating a total of 7 points to win the game. There are some slight rules variations between 2-, 3-, and 4-player games, but the overall gameplay is the same. This review will focus on the 2-player rules. To setup for the game, assemble the deck as described in the rules for your chosen player count. In a 2-player game, the deck is comprised of 18 cards. Each player is given a King card, and one player’s will be the True King. The True King merely determines the first player for the round. Shuffle the deck and deal 8 cards to each player. There will be 2 cards leftover, and those will go into the center of the play area, one face-up and one face-down. This lets the players know which card is not in either players hand, as well as a random unknown card in neither players’ hand. Each player will select a card from their hand to be their Successor, and will place it face-down next to their King, and they will also select one card from their hand to discard face-down. The game is now ready to begin!
On your turn, you will play any card from your hand to the Court (play area) that is of an equal or higher value than the card played previously. The last-played card to the Court is considered to be on the Throne. All cards in Imposter Kings are numbered 1-9, and each card has an associated special ability. Once you play a card to the Court, you may/must use the ability (if optional/mandatory). These special abilities can alter the Court and gameplay by Disgracing cards (flipping them face-down to ‘reset’ the number line), swapping cards with other players, playing a lower-numbered card on top of a higher number etc. The round continues in this fashion, with players alternating, until one player is no longer able to play a card to the Court. That player loses the round, and the winning player receives a number of points, depending on certain aspects. The deck is reshuffled, the True King is passed to the loser of the round, and a new round commences. The first player to reach 7 points is the ultimate winner!
That details the basics of the gameplay, but there are a few special things to keep in mind. Certain cards will force players to play a card to their Antechamber – face-up in front of them. If ever you have a card in your Antechamber at the beginning of a turn, you must play it to the Court, regardless of its value. This can be a good strategic way to trap your opponent into playing a specific card on their next turn! Sometimes a card will need to be Condemned – it is then placed face-down in front of you, and then removed from play on your next turn. Another good way to eat up an opponent’s turn! If you ever get to a point in the round when you are unable to play a card to the Court, you may choose to use your King power – it allows you to flip your King over to Disgrace the card currently on the Throne, and take your Successor into your hand (hopefully giving you a chance to keep playing in the round!). However, there is an Assassin card in the game!! If you have the Assassin, you can reveal it when your opponent decides to use their King – thus assassinating them and immediately winning the round. Lots of tricksy ways to make sure you end up on the Throne!
So all in all, how does The Imposter Kings hold up? Fairly well, actually. For being a simple and relatively fast card game, there is a lot of strategy required for success. You have to decide which cards/powers to use when, while also trying to deduce what your opponent has in their hand. Can you trap them and force the round to end? Or have they kept a dark horse in hand for just this situation? There is a lot more to The Imposter Kings than meets the eye, and that makes it a fun challenge. The first time I played this game, it reminded me of a similar game by ButtonShy titled Hierarchy. The concept and gameplay are similar, but the biggest difference is that The Imposter Kings can be played with 3 and 4 players. That adds another element of strategy/chaos to the game, as there are more cards to deduce, more opportunities for the Court to change between your turns, and just more strategy in general. Hierarchy is strictly a 2-player game, but The Imposter Kings allows you to play with more people. With higher player counts, new and unique cards are added to the starting deck, offering even more abilities and strategic options for play. The gameplay scales with player count, and that keeps it engaging.
Let me touch on components for a minute. This is a retail version of the game, and the production quality is very nice! The game comes in a nice small box, and the deck of cards is sturdy in hand. The artwork is interesting, the text is clear, and the cards are color-coded based on their value. The coloring really helps with quick visual identification of what cards are in play. The game also comes with some reference cards for the various abilities, and those were much appreciated. The rulebook had a couple of areas of ambiguity, but watching the videos on the BGG page for The Imposter Kings helped answer any questions I might have had. All in all, good production quality!
So as you can probably tell from this review, I generally like The Imposter Kings. The gameplay is strategic, engaging, and its 3-4 player variants offer some unique twists that the 2-player just cannot handle. This is a game that I can see myself bringing out when I have newer gamers at my table. The gameplay is simple, yet strategic, and it is not overwhelming to learn or play. It definitely makes players think, and even now I’m thinking about what strategy I might try next game. If you are looking for something relatively simple, yet surprisingly strategic, consider checking out The Imposter Kings. Purple Phoenix Games gives it a royal 8 / 12.
Purple Phoenix Games (2266 KP) rated Dodekka in Tabletop Games
Mar 3, 2021
I am eagerly growing into a big Andy Hopwood fan. He has designed family favorites like Daring Dustbunnies, Mijnlieff, and Niche. Playing one of his games is like playing an old classic with a new coat of paint and some killer new rims. Dodekka may seem familiar when playing, and I will disclose my comp at the end of this review, but again has a special twist. Obviously my family loves the game, but why?
Dodekka is loosely named after the Greek prefix for 12, Dodeca. Twelve is a big aspect of this game. In it players are attempting to score a large value of cards from one suit while keeping other suits to a minimum, as they are negative points at the end of the game. The player with the most points at the end of the game will be crowned the winner.
DISCLAIMER: We were provided a copy of this game for the purposes of this review. This is a retail copy of the game, so what you see in these photos is exactly what would be received in your box. I do not intend to cover every single rule included in the rulebook, 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 online or from your FLGS. -T
To setup shuffle the main deck of cards and reveal three near the deck. The game may now begin! Note: this may be the easiest setup of any game I have played.
Dodekka is played in turns where each player will take one of a choice of two actions: take a card or add a card. When a player decides to take a card they simply take the card closest to the deck into their hand. Should they wish to add a card the player will simply reveal a card from the deck and add it to the end of the line. Easy, right? Well that’s not much of a game, admittedly. Where’s the catch?
When players add cards to the end of the line they must take care not to increase the total value of the cards within the line past 12. Each suit contains cards numbered zero through four, so adding a card to the line can be quite a gamble if the total value of the cards in the line is already in double digits. Many times players will be forced to take the card closest to the deck out of fear of busting the line total. When a players busts they must take ALL the cards in the line and a new set of three will be revealed to form a new line.
However, there is a catch to this catch. A catch-ception! Should the line bust when adding a card, but the newly added card is of the matching value of the card already at the end of the line (for example adding a three when the last card is already a three) then the bust is delayed until another player brings the total value down by taking a card or busts on a failed gamble.
Play continues in this fashion of players collecting cards of certain suits to earn points or pressing their luck by adding cards to the line until the deck runs out of cards. At that point players will add up the values of the suit with the most points in their hand and subtract the NUMBER of non-scoring cards. Using the photo below for example, should the player choose to score blue they would have five points. However, they would need to subtract the number of cards from the non-scoring suit, which also equals five (two purple cards and three green cards). This will be a net zero score. The player with the most points wins!
Components. This game is a bunch of cards. The cards are all great quality and feature minimal art. The numbering text on the cards are ancient Greek-themed and work for me. I actually like that the art gets out of the way of the cards and allows the numbers and suit colors to shine. Although, I try to be conscious of our colorblind friends and Dodekka is also considerate here by the addition of different art for each suit to help these players be successful. I have no qualms with any of the components here.
All in all, this game is quite similar to another favorite of ours: No Thanks! In each, players are trying to keep away from gaining a bunch of cards that will negatively impact their final scores. Also in each is the element of press your luck that I find simply delicious. You try to wait as long as possible sometimes so as not to get stuck with the bad card(s) but sometimes that gamble blows up in your face. I just love it!
What I like better in Dodekka than I do in No Thanks! is that there is so little to setup that this can be taken almost anywhere and played without any real concern for losing or damaging components. Being solely cards and setup just being a deck with three exposed cards is so simple that players I have introduced to Dodekka are floored that they don’t receive any cards or have anything at setup. It is just refreshing to start a game that can be setup in 10 seconds or less, depending on shuffling skills.
I really don’t want to say this because I love No Thanks! but I may have found its replacement. Dodekka is light, fast, and gives the same level of heart-racing excitement when you need to add a card to the line when it is at 11 already and showing a three at the end. Can you risk pulling a 0, 1, or 3 to remain cool, or will a 2 or 4 be your downfall and cause you to take the lot? It’s wonderful! If you are looking for a small card game that is an excellent little filler and has interesting twists on familiar mechanics, I recommend you grab a copy of Dodekka. Purple Phoenix Games gives this one an under-the-radar 10 / 12. Go grab your trusty dodecahedrons (or borrow mine – my Monk doesn’t use it for anything) and get Dodekka to the table!
Dodekka is loosely named after the Greek prefix for 12, Dodeca. Twelve is a big aspect of this game. In it players are attempting to score a large value of cards from one suit while keeping other suits to a minimum, as they are negative points at the end of the game. The player with the most points at the end of the game will be crowned the winner.
DISCLAIMER: We were provided a copy of this game for the purposes of this review. This is a retail copy of the game, so what you see in these photos is exactly what would be received in your box. I do not intend to cover every single rule included in the rulebook, 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 online or from your FLGS. -T
To setup shuffle the main deck of cards and reveal three near the deck. The game may now begin! Note: this may be the easiest setup of any game I have played.
Dodekka is played in turns where each player will take one of a choice of two actions: take a card or add a card. When a player decides to take a card they simply take the card closest to the deck into their hand. Should they wish to add a card the player will simply reveal a card from the deck and add it to the end of the line. Easy, right? Well that’s not much of a game, admittedly. Where’s the catch?
When players add cards to the end of the line they must take care not to increase the total value of the cards within the line past 12. Each suit contains cards numbered zero through four, so adding a card to the line can be quite a gamble if the total value of the cards in the line is already in double digits. Many times players will be forced to take the card closest to the deck out of fear of busting the line total. When a players busts they must take ALL the cards in the line and a new set of three will be revealed to form a new line.
However, there is a catch to this catch. A catch-ception! Should the line bust when adding a card, but the newly added card is of the matching value of the card already at the end of the line (for example adding a three when the last card is already a three) then the bust is delayed until another player brings the total value down by taking a card or busts on a failed gamble.
Play continues in this fashion of players collecting cards of certain suits to earn points or pressing their luck by adding cards to the line until the deck runs out of cards. At that point players will add up the values of the suit with the most points in their hand and subtract the NUMBER of non-scoring cards. Using the photo below for example, should the player choose to score blue they would have five points. However, they would need to subtract the number of cards from the non-scoring suit, which also equals five (two purple cards and three green cards). This will be a net zero score. The player with the most points wins!
Components. This game is a bunch of cards. The cards are all great quality and feature minimal art. The numbering text on the cards are ancient Greek-themed and work for me. I actually like that the art gets out of the way of the cards and allows the numbers and suit colors to shine. Although, I try to be conscious of our colorblind friends and Dodekka is also considerate here by the addition of different art for each suit to help these players be successful. I have no qualms with any of the components here.
All in all, this game is quite similar to another favorite of ours: No Thanks! In each, players are trying to keep away from gaining a bunch of cards that will negatively impact their final scores. Also in each is the element of press your luck that I find simply delicious. You try to wait as long as possible sometimes so as not to get stuck with the bad card(s) but sometimes that gamble blows up in your face. I just love it!
What I like better in Dodekka than I do in No Thanks! is that there is so little to setup that this can be taken almost anywhere and played without any real concern for losing or damaging components. Being solely cards and setup just being a deck with three exposed cards is so simple that players I have introduced to Dodekka are floored that they don’t receive any cards or have anything at setup. It is just refreshing to start a game that can be setup in 10 seconds or less, depending on shuffling skills.
I really don’t want to say this because I love No Thanks! but I may have found its replacement. Dodekka is light, fast, and gives the same level of heart-racing excitement when you need to add a card to the line when it is at 11 already and showing a three at the end. Can you risk pulling a 0, 1, or 3 to remain cool, or will a 2 or 4 be your downfall and cause you to take the lot? It’s wonderful! If you are looking for a small card game that is an excellent little filler and has interesting twists on familiar mechanics, I recommend you grab a copy of Dodekka. Purple Phoenix Games gives this one an under-the-radar 10 / 12. Go grab your trusty dodecahedrons (or borrow mine – my Monk doesn’t use it for anything) and get Dodekka to the table!









