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Purple Phoenix Games (2266 KP) rated Fantasy Ranch in Tabletop Games
Jun 12, 2019 (Updated Jun 12, 2019)
Little known fact: my family used to be involved with local harness racing and horse training. Not much actually rubbed off on me, personally, but I do remember going to the stables to visit with the horses, and I was even allowed to ride the stable goat since I wasn’t yet big enough to get on the horses. Ahh, memories. So when I heard that a game existed with a horse ranching theme, I just HAD to get it to the table. Is it a good game though? Let’s find out! (spoilers: IT’S EXCELLENT!)
DISCLAIMER: The game comes with three modes of difficulty AND an included children’s game that also can be played on three modes of difficulty. For this review we are concentrating only on adult mode two. We felt mode one was too introductory, but we did not want to go all in right away on mode three. -T
As with most board games, you are trying to amass trophies (VP) and the winner at the end of five rounds is the rancher with the most trophies. On your turn you can take one Limited (standard) Action and as many Free Actions as you would like. Limited Actions include: buy a horse, buy a location on your ranch board, or farm your ranch for goods. Free Actions include: sell a horse, move horses to/from your home area to/from a different area on your ranch board, or trade goods at a 2:1 ratio. Once every player has taken their turn, you enter a show using the horses you have collected.
Buying a horse requires different amounts of food (in carrots) that you gain from different actions (farming your ranch, selling a horse). Luckily, spending food is a one-time action and you don’t have to feed your horses every turn. A great improvement over other “feed your villagers” games, in my opinion – yeah, I said it. Buying a location on your ranch board/playmat requires “tack,” which is symbolized by boot tokens (as seen below). You can always get more food and tack by farming your ranch, and you receive six goods of any combination, but that’s a Limited Action and prevents you from doing the other actions.
Selling a horse is easy, yet the separation anxiety is real, as you simply discard the horse for the amount of food it costs to purchase. Moving horses is easy too – your Home area of your ranch/playmat can only hold so many horses, so you will need to move horses of certain types to unlocked (purchased) matching areas on your ranch. This is important, as you cannot keep buying red horses or you will certainly run out of room for them, even if you unlock the red area on your ranch board. Plus unlocking sections of your ranch provides you with trophies at game end. The last free action is trading goods, which you do at a 2:1 ratio. So trade in two food for a tack or vice versa.
At shows you use horses for their specific specialty skills plus a die roll. Each horse has specialty in one area, and some skill in other areas. The number associated with a skill icon indicates the starting skill “strength” that you will add to your die roll. You roll all three dice of your color, take the highest result from the roll, and add the skill strength of the horse skill. That’s your score for the show. The highest number is awarded 1st place and the rewards printed, and so on and so forth for the other placing horses. This could result in more food or tack, or even your choice of horses for free from the sales barn.
On the very last turn of the game you will compete in three shows (instead of the normal two shows at the end of each turn) and can only use World Class horses, or buy your way into the show with food. The show process is the same, but it is the final push to earn as many trophies as possible before game end. And that’s it!
Components: This game is FULL of components. It’s a pretty stocked and heavy box, but still only the size of a Ticket to Ride box. The playmats, game boards, and cardboard chits are all of really great quality. The cards are great quality as well with photos of real existing horses (as well as the photos of real existing ranches on the giant ranch cards that are essentially beautiful player reference cards and resource holders). The best components of the game are the super cute little horeeples (oh no, that can’t possibly be correct). Horse-meeples. They come in different colors to match the areas on your ranch that you need to unlock and move them into so you don’t overcrowd your Home area. Even though my copy came with a green horse who lost his front legs, we know that he competes hard and lives his best life. The art is really really great and, though busy on the board at times, the game looks really good on the table. No qualms with the components on this one at all.
Here’s what I really like about this one. It’s a euro through and through, but it’s a euro that is actually exciting, with a unique theme, and one that I genuinely cannot wait to play again. I want to try mode three as soon as I can, and I really want to introduce my son to the game as soon as he is able to handle it. I am finding it really really hard to think of a game that comes ready to play three ways for adults, has components included to play the game three ways with children, and is actually super fun. I can’t think of any. This game is truly in a class by itself.
I love that no matter how tactical you play or how strategic you want to make it, sometimes the dice love/hate you and it could make all the difference. As you can see in the scores, we all love it (with the exception of my cousin Tony who rated it a three because of the dice – WHICH is odd because it is his father that was the harness racing jockey of the family). This review would have been live a week ago, but immediately after playing last weekend Josh said he would like to bring it home to play with his family. His wife is from Kentucky, and they kinda like horses and horse racing there. Well, his wife and son also rated this game out of 6. His wife gave Fantasy Ranch a 15 and his son rated it a 16. As that completely throws off my rating scale I did not add them, but as you can see we at Purple Phoenix Games give this one a very boot-kickin’ 19 / 24. If only we hadn’t invited Tony over to destroy the scores… We highly recommend you check this winner out. Seriously, it’s great.
https://purplephoenixgames.wordpress.com/2019/06/04/fantasy-ranch-review/
DISCLAIMER: The game comes with three modes of difficulty AND an included children’s game that also can be played on three modes of difficulty. For this review we are concentrating only on adult mode two. We felt mode one was too introductory, but we did not want to go all in right away on mode three. -T
As with most board games, you are trying to amass trophies (VP) and the winner at the end of five rounds is the rancher with the most trophies. On your turn you can take one Limited (standard) Action and as many Free Actions as you would like. Limited Actions include: buy a horse, buy a location on your ranch board, or farm your ranch for goods. Free Actions include: sell a horse, move horses to/from your home area to/from a different area on your ranch board, or trade goods at a 2:1 ratio. Once every player has taken their turn, you enter a show using the horses you have collected.
Buying a horse requires different amounts of food (in carrots) that you gain from different actions (farming your ranch, selling a horse). Luckily, spending food is a one-time action and you don’t have to feed your horses every turn. A great improvement over other “feed your villagers” games, in my opinion – yeah, I said it. Buying a location on your ranch board/playmat requires “tack,” which is symbolized by boot tokens (as seen below). You can always get more food and tack by farming your ranch, and you receive six goods of any combination, but that’s a Limited Action and prevents you from doing the other actions.
Selling a horse is easy, yet the separation anxiety is real, as you simply discard the horse for the amount of food it costs to purchase. Moving horses is easy too – your Home area of your ranch/playmat can only hold so many horses, so you will need to move horses of certain types to unlocked (purchased) matching areas on your ranch. This is important, as you cannot keep buying red horses or you will certainly run out of room for them, even if you unlock the red area on your ranch board. Plus unlocking sections of your ranch provides you with trophies at game end. The last free action is trading goods, which you do at a 2:1 ratio. So trade in two food for a tack or vice versa.
At shows you use horses for their specific specialty skills plus a die roll. Each horse has specialty in one area, and some skill in other areas. The number associated with a skill icon indicates the starting skill “strength” that you will add to your die roll. You roll all three dice of your color, take the highest result from the roll, and add the skill strength of the horse skill. That’s your score for the show. The highest number is awarded 1st place and the rewards printed, and so on and so forth for the other placing horses. This could result in more food or tack, or even your choice of horses for free from the sales barn.
On the very last turn of the game you will compete in three shows (instead of the normal two shows at the end of each turn) and can only use World Class horses, or buy your way into the show with food. The show process is the same, but it is the final push to earn as many trophies as possible before game end. And that’s it!
Components: This game is FULL of components. It’s a pretty stocked and heavy box, but still only the size of a Ticket to Ride box. The playmats, game boards, and cardboard chits are all of really great quality. The cards are great quality as well with photos of real existing horses (as well as the photos of real existing ranches on the giant ranch cards that are essentially beautiful player reference cards and resource holders). The best components of the game are the super cute little horeeples (oh no, that can’t possibly be correct). Horse-meeples. They come in different colors to match the areas on your ranch that you need to unlock and move them into so you don’t overcrowd your Home area. Even though my copy came with a green horse who lost his front legs, we know that he competes hard and lives his best life. The art is really really great and, though busy on the board at times, the game looks really good on the table. No qualms with the components on this one at all.
Here’s what I really like about this one. It’s a euro through and through, but it’s a euro that is actually exciting, with a unique theme, and one that I genuinely cannot wait to play again. I want to try mode three as soon as I can, and I really want to introduce my son to the game as soon as he is able to handle it. I am finding it really really hard to think of a game that comes ready to play three ways for adults, has components included to play the game three ways with children, and is actually super fun. I can’t think of any. This game is truly in a class by itself.
I love that no matter how tactical you play or how strategic you want to make it, sometimes the dice love/hate you and it could make all the difference. As you can see in the scores, we all love it (with the exception of my cousin Tony who rated it a three because of the dice – WHICH is odd because it is his father that was the harness racing jockey of the family). This review would have been live a week ago, but immediately after playing last weekend Josh said he would like to bring it home to play with his family. His wife is from Kentucky, and they kinda like horses and horse racing there. Well, his wife and son also rated this game out of 6. His wife gave Fantasy Ranch a 15 and his son rated it a 16. As that completely throws off my rating scale I did not add them, but as you can see we at Purple Phoenix Games give this one a very boot-kickin’ 19 / 24. If only we hadn’t invited Tony over to destroy the scores… We highly recommend you check this winner out. Seriously, it’s great.
https://purplephoenixgames.wordpress.com/2019/06/04/fantasy-ranch-review/
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Sophia (Bookwyrming Thoughts) (530 KP) rated The Leveller (The Leveller, #1) in Books
Jan 23, 2020
<b>I really enjoyed <i>The Leveller</i> on two things: the concept and the writing.</b> But of course, the concept is why I actually read many books. Whether it's good or bad, I have no clue until I actually crack open the book and actually read it.
In a virtual reality gaming world called MEEP, Nixy Bauer helps parents get their wayward kids back from spending too much time in the MEEP quickly and efficiently. Soon enough, she gets a job from the developer and founder of MEEP himself, whose only son has disappeared in the gaming world for several days, leaving behind a suicide note and world filled with horrifying challenges.
I will fully admit <b>I'm a huge fan of technology and cool gadgets</b>, and I honestly loved the technology <i>The Leveller</i> uses. It's <b>quite similar to <i><a title="Grid Seekers by Logan Byrne" href="https://bookwyrmingthoughts.com/2015/07/dnf-review-grid-seekers-by-logan-byrne/" target="_blank" rel="noopener">Grid Seekers</a></i> but in a gaming direction rather than an everyday-use direction.</b> Durango explains MEEP simply and straightforward: it's a virtual reality where players can create their own worlds with their minds. Like any game, there are little cheats and codes. <b>Durango's explanation of how MEEP works isn't <a title="A Thousand Pieces of You by Claudia Gray" href="http://www.bookwyrmingthoughts.com/audiobook-review-a-thousand-pieces-of-you-by-claudia-gray" target="_blank" rel="noopener">written in a complicated and really scientific way</a></b> helpful for all of us who haven't actually taken physics (or ever will/did).
I am, however, still confused. <b>What is the Black, and what is levelling? I have an idea, but I think I want an official definition of what the Black is, and what levelling is.</b> Especially on levelling, because <b>if I formulate my own definition, I'm pretty sure I'll butcher it</b> and Durango will facepalm.
<b>Her writing is also quite entertaining</b> it's fun, but it has puns in there that are sometimes so bad (read: common), it's good. There's <b>not really a dull moment</b> in <i>The Leveller</i>. It's not completely action, action, action, but I just like Durango's writing (then again, <a title="Released by Megan Duncan" href="https://bookwyrmingthoughts.com/dnf-review-released-by-megan-duncan/" target="_blank" rel="noopener">nonstop action can totally backfire</a> unless you have breathers. You'll have to be like <a title="Killer of Enemies by Joseph Bruchac" href="https://bookwyrmingthoughts.com/review-killer-of-enemies-by-joseph-bruchac/" target="_blank" rel="noopener">Joseph Bruchac</a>.).
<div class="separator" style="clear: both; text-align: center;"><img src="http://bookwyrmingthoughts.bookblog.io/wp-content/uploads/sites/317/2015/07/giphy28129.gif" border="0" /></div>
<b>But the names. I'm quite horrified.</b> It might be as bad as making <a title="Princess of Thorns by Stacey Jay" href="https://bookwyrmingthoughts.com/review-princess-of-thorns-by-stacey-jay/" target="_blank" rel="noopener">a sad effort of being creative by drawing out letters</a> (except that one you could literally tell it was a sad effort).
<b>What kind of name is MEEP?</b> MeaParadisus isn't exactly complicated (though it's a mouthful), but <b>while MEEP sounds all adorable, it just... doesn't sound like something you would name a virtual reality gaming world unless there's a really cute world. I'm expecting chibi people now.</b>
<b>Nixy. Why Nixy?</b> <a href="https://www.goodreads.com/review/show/1251670967?book_show_action=false&from_review_page=1" target="_blank" rel="nofollow noopener">Contrary to what Ella thinks (she thinks it's lizard-like)</a>, <b>Nixy sounds like Trixie.</b> What does Trixie sound like? A cute dog name that does cute tricks. Oh, and that dog had better be oozing in cuteness.
<div class="separator" style="clear: both; text-align: center;"><img src="http://bookwyrmingthoughts.bookblog.io/wp-content/uploads/sites/317/2015/07/giphy.gif" width="320" height="179" border="0" /></div>
There are <b>so many nicknames used here by Durango I swear I need a notebook to keep track of who's who at this rate.</b> I mean, there's Nixy, Moose, Chang, Mama Beti, etc. Since <i>The Leveller</i> is the first in a series, <b>there are bound to be more nicknames in the future</b> as Durango introduces us to more characters. I'll have to <b>keep track what's not a nickname, what's a nickname and who it belongs to, blah blah blah.</b>
<b>The ending was a bit of a downfall.</b> It wouldn't be a downfall if I didn't read this in one day, but <b>Durango throws in hints early on in the book that she uses in the end.</b> Everything was going pretty well, but how the story plays out in the very end is <b>predictable if you pay an ounce of attention.</b> How the second book will play out, on the other hand, isn't too predictable yet. <i>The Leveller</i> ends on a solid note, so I'm looking forward to what Durango actually comes up with in the sequel.
<a href="https://bookwyrmingthoughts.com/review-the-leveller-by-julia-durango/" target="_blank">This review was originally posted on Bookwyrming Thoughts</a>
In a virtual reality gaming world called MEEP, Nixy Bauer helps parents get their wayward kids back from spending too much time in the MEEP quickly and efficiently. Soon enough, she gets a job from the developer and founder of MEEP himself, whose only son has disappeared in the gaming world for several days, leaving behind a suicide note and world filled with horrifying challenges.
I will fully admit <b>I'm a huge fan of technology and cool gadgets</b>, and I honestly loved the technology <i>The Leveller</i> uses. It's <b>quite similar to <i><a title="Grid Seekers by Logan Byrne" href="https://bookwyrmingthoughts.com/2015/07/dnf-review-grid-seekers-by-logan-byrne/" target="_blank" rel="noopener">Grid Seekers</a></i> but in a gaming direction rather than an everyday-use direction.</b> Durango explains MEEP simply and straightforward: it's a virtual reality where players can create their own worlds with their minds. Like any game, there are little cheats and codes. <b>Durango's explanation of how MEEP works isn't <a title="A Thousand Pieces of You by Claudia Gray" href="http://www.bookwyrmingthoughts.com/audiobook-review-a-thousand-pieces-of-you-by-claudia-gray" target="_blank" rel="noopener">written in a complicated and really scientific way</a></b> helpful for all of us who haven't actually taken physics (or ever will/did).
I am, however, still confused. <b>What is the Black, and what is levelling? I have an idea, but I think I want an official definition of what the Black is, and what levelling is.</b> Especially on levelling, because <b>if I formulate my own definition, I'm pretty sure I'll butcher it</b> and Durango will facepalm.
<b>Her writing is also quite entertaining</b> it's fun, but it has puns in there that are sometimes so bad (read: common), it's good. There's <b>not really a dull moment</b> in <i>The Leveller</i>. It's not completely action, action, action, but I just like Durango's writing (then again, <a title="Released by Megan Duncan" href="https://bookwyrmingthoughts.com/dnf-review-released-by-megan-duncan/" target="_blank" rel="noopener">nonstop action can totally backfire</a> unless you have breathers. You'll have to be like <a title="Killer of Enemies by Joseph Bruchac" href="https://bookwyrmingthoughts.com/review-killer-of-enemies-by-joseph-bruchac/" target="_blank" rel="noopener">Joseph Bruchac</a>.).
<div class="separator" style="clear: both; text-align: center;"><img src="http://bookwyrmingthoughts.bookblog.io/wp-content/uploads/sites/317/2015/07/giphy28129.gif" border="0" /></div>
<b>But the names. I'm quite horrified.</b> It might be as bad as making <a title="Princess of Thorns by Stacey Jay" href="https://bookwyrmingthoughts.com/review-princess-of-thorns-by-stacey-jay/" target="_blank" rel="noopener">a sad effort of being creative by drawing out letters</a> (except that one you could literally tell it was a sad effort).
<b>What kind of name is MEEP?</b> MeaParadisus isn't exactly complicated (though it's a mouthful), but <b>while MEEP sounds all adorable, it just... doesn't sound like something you would name a virtual reality gaming world unless there's a really cute world. I'm expecting chibi people now.</b>
<b>Nixy. Why Nixy?</b> <a href="https://www.goodreads.com/review/show/1251670967?book_show_action=false&from_review_page=1" target="_blank" rel="nofollow noopener">Contrary to what Ella thinks (she thinks it's lizard-like)</a>, <b>Nixy sounds like Trixie.</b> What does Trixie sound like? A cute dog name that does cute tricks. Oh, and that dog had better be oozing in cuteness.
<div class="separator" style="clear: both; text-align: center;"><img src="http://bookwyrmingthoughts.bookblog.io/wp-content/uploads/sites/317/2015/07/giphy.gif" width="320" height="179" border="0" /></div>
There are <b>so many nicknames used here by Durango I swear I need a notebook to keep track of who's who at this rate.</b> I mean, there's Nixy, Moose, Chang, Mama Beti, etc. Since <i>The Leveller</i> is the first in a series, <b>there are bound to be more nicknames in the future</b> as Durango introduces us to more characters. I'll have to <b>keep track what's not a nickname, what's a nickname and who it belongs to, blah blah blah.</b>
<b>The ending was a bit of a downfall.</b> It wouldn't be a downfall if I didn't read this in one day, but <b>Durango throws in hints early on in the book that she uses in the end.</b> Everything was going pretty well, but how the story plays out in the very end is <b>predictable if you pay an ounce of attention.</b> How the second book will play out, on the other hand, isn't too predictable yet. <i>The Leveller</i> ends on a solid note, so I'm looking forward to what Durango actually comes up with in the sequel.
<a href="https://bookwyrmingthoughts.com/review-the-leveller-by-julia-durango/" target="_blank">This review was originally posted on Bookwyrming Thoughts</a>
Purple Phoenix Games (2266 KP) rated Deep Blue in Tabletop Games
Mar 17, 2022
A couple of months ago, Travis was in town, so he and I went over to Josh’s place to get a day of gaming in. It was an awesome time to play together, and to get to experience some new games for each of us. While we were there, we got to talking about some of the games in Josh’s collection, and he pulled out Deep Blue. He’d had it for a while, but had since gotten another game that he felt did the same things but better. So he asked if either of us wanted to take it off his hands. I said sure, as I’d never played the game before. Now that it’s a part of my collection, is it going to stay there? Or will my feelings mirror Josh’s with regards to the gameplay?
Deep Blue is a nautical game for 2-5 players of deck building, hand management, and a bit of push your luck. In it, players take on the roles ship Captains who are racing to collect treasures from undersea wrecks. Players will be hiring Crew members, sailing across the sea, and sending divers down to wrecks to salvage any valuables. The race is on, though, because you are not the only Captain on this treasure hunt… Throughout the game, players will stumble across 4 Wrecks that make up a Sunken City. Once all 4 areas of the Sunken City have been discovered and searched, the game ends. The player who earns the most VP from their collected treasures by the end of the game is declared the winner!
To setup for a game, follow the instructions in the rulebook – there are simply too many to detail here. The basic gist of setup is to create a market of Crew cards, shuffle and randomly distribute Wreck tiles across the board, and create a Gem pool. Each player will receive a player mat and starting cards in their chosen color, as well as 2 ships to be placed on the starting space of the board. Players will also get a treasure chest, in which they will keep their VP throughout the game. Set the Dive Site board, Gem bag, and VP tokens off to the side. Select a starting player, deal out starting tokens accordingly, and the game is ready to begin! Pictured below is the setup for a 3-player game.
On your turn, you will take one of four possible actions: Recruit a Crew Member, Sail, Rest, or Dive. Throughout the game you will be building your personal deck by Recruiting Crew Members. These new Crew offer unique abilities and scoring powers to be used during Dives. In order to recruit a Crew Member, you must pay the corresponding cost listed by its location in the market. To do so, you will play cards from your hand with $ symbols that equal the required cost. Once you play a card from your hand, it goes facedown onto the Rest area of your player mat. Take the Crew Member you just hired directly into your hand, and move the Market cards down to fill in the empty space, drawing a new card for the final slot. If you choose to Sail, you will play a number of cards from your hand with the Propeller icon. The number of icons dictates how many spaces you may sail. You can use all of your movement on one of your ships, or you can break movement across both ships. If you end a move on a face-up Wreck tile, you will ‘anchor’ your boat to one of the open scouting spots. These scouting spots offer special scoring benefits during the Dive on this tile. If you end movement on a face-down Wreck tile, first you will flip it face-up, and then anchor your boat. When landing on a buoy or an empty dive site, nothing happens.
On any turn, you may instead choose to Rest. To perform this action, you will shuffle all cards that reside on the Rest area of your player mat, and then draw only the 3 topmost cards into your hand. This is the action that allows you to refresh your hand, as you play more cards and your hand starts to dwindle. The final action choice is to Dive. This action is the crux of the game. When you have a boat on a Wreck tile, you may choose to start a Dive. The first step is to declare your Dive – decide which Wreck to Dive if your boats are on different Wreck tiles. Before the Dive begins, any opponents who have boats on adjacent Wreck tiles may move their boats to your Wreck in hopes of also profiting from the Dive. When all eligible boats have been moved to the Wreck, you will then officially begin the Dive. Take the Gem bag and Dive Site board. You will then draw Gems out of the bag, one-by-one, resolving them as necessary. Red, Gold, Silver, Green, and Purple gems are treasures, and can earn you VP. Blue and Black gems are Hazards that must be defended against in order to continue the Dive.
After a Gem is drawn and placed on the Dive Site board, players may choose to play a Crew Member to increase their VP earned. For example, one card allows you to earn 8 VP for a Green gem, instead of 0. To defend against hazards, players may play Crew from their hands who have the ability to negate the hazard, or may use the special ability of their scouting spot on the Wreck tile. If you are unable to defend against a hazard, you are forced to resurface and leave the Dive. The Dive continues in this fashion, until either the active player decides to end the Dive, or when they no longer have the ability to defend against hazards. Any players who still have boats at the Dive Site will collect VP from Crew cards they played, as well as a base amount of VP for the different Gems that were drawn. Once a Dive has been performed at a Wreck, that tile is removed from the game, leaving an empty dive site behind. If players have performed a Dive at one of the 4 Sunken City tiles, it is removed from the board, but placed on its corresponding space in the corner of the board. After all 4 Sunken City tiles have been moved to the corner of the board, the game immediately ends. Players will count up all the VP collected throughout the game, and the player with the highest score is declared the winner!
So how do I feel about Deep Blue overall? I would have to say that it’s fine. Just fine. There are some elements that I really enjoy, but others that kind of frustrate me. What I enjoy – the bits of strategy involved, and the awesome components. What I don’t enjoy – the pacing of the game and the imbalance of actions. To touch on the pros first, this game does require some strategy. You have to decide where to Sail, which Crew to recruit, which Crew to play and when to play them, etc. VP are earned by participating in Dives, so you want to make sure you can be at as many Dives as possible. That means keeping ships close to opponents to profit from any dives they may choose to initiate. Another interesting strategic element is the Rest action. You shuffle your discard pile, but then only draw the 3 topmost cards into your hand. You might not always draw what you were wanting, but you are always allowed to take a Rest action, regardless of how many cards are in your discard. There is no hand limit in this game, so do you rest every other turn to ensure you have almost all cards in your hand? Or do you dwindle your hand down in order to perform other actions instead? It’s all about your strategy, and you never quite know what your opponents are trying to do.
Now for the cons. The pacing of the gameplay feels really slow to me. You are only allowed to perform 1 action per turn, so it seems like the game takes a while to really get going. At first, everyone is going to be wanting to Sail, as all players start in the same starting area of the board. You want to get your ships out there ASAP. But then you run out of cards, so you have to take a turn to Rest and get those cards back. You’re taking a bunch of little turns to accomplish any one bigger thing, and that bogs down the gameplay for me. If you were able to perform 2 actions per turn, that would probably alleviate some of this frustration, as it would allow you to progress more quickly than by taking only a single action. Another aspect I mentioned is the imbalance of actions. The Recruit, Sail, and Rest actions all feel to me like they are on the same level, but the Dive action is different. Which in and of itself isn’t necessarily a bad thing. But the process of the Dive action is vastly different than any of the other actions, to the point that it kind of feels like a different game to me. For half of the game, you’re playing this game of strategy, deck building, and optimizing placement across the board. But for the other half, it turns into a push-your-luck frenzy that seems disjointed from the rest of the game to me. No matter how strategic and careful you are with your actions, it ultimately comes down to the luck of the draw.
To touch on components for a minute – the production quality of this game is awesome. The board, Dive Site board, and VP tokens are nice chunky cardboard. The cards are colorful, have cool artwork, and are sturdy. And the treasure chests are awesome little plastic chests that definitely are holding up well. The Wreck tiles are big and thick, the Gems are cute, and the ships are fun to play with. So overall, this game is made very well.
You can probably tell by now that I have mixed feelings about Deep Blue. There are aspects that I like, but other aspects that negate some of those positive attributes. I was psyched for a cool nautical deck builder where I could really flex my strategy, but got more push-your-luck than I was anticipating. Deep Blue will probably stick around in my collection for the time being. But, like Josh, I will probably find something that gives me the same vibes but done better. It’s a game that I’ll pull out from time to time, but definitely not one that’s going to break into my Top 10. With that said, Purple Phoenix Games gives it a sunken 4 / 6.
Deep Blue is a nautical game for 2-5 players of deck building, hand management, and a bit of push your luck. In it, players take on the roles ship Captains who are racing to collect treasures from undersea wrecks. Players will be hiring Crew members, sailing across the sea, and sending divers down to wrecks to salvage any valuables. The race is on, though, because you are not the only Captain on this treasure hunt… Throughout the game, players will stumble across 4 Wrecks that make up a Sunken City. Once all 4 areas of the Sunken City have been discovered and searched, the game ends. The player who earns the most VP from their collected treasures by the end of the game is declared the winner!
To setup for a game, follow the instructions in the rulebook – there are simply too many to detail here. The basic gist of setup is to create a market of Crew cards, shuffle and randomly distribute Wreck tiles across the board, and create a Gem pool. Each player will receive a player mat and starting cards in their chosen color, as well as 2 ships to be placed on the starting space of the board. Players will also get a treasure chest, in which they will keep their VP throughout the game. Set the Dive Site board, Gem bag, and VP tokens off to the side. Select a starting player, deal out starting tokens accordingly, and the game is ready to begin! Pictured below is the setup for a 3-player game.
On your turn, you will take one of four possible actions: Recruit a Crew Member, Sail, Rest, or Dive. Throughout the game you will be building your personal deck by Recruiting Crew Members. These new Crew offer unique abilities and scoring powers to be used during Dives. In order to recruit a Crew Member, you must pay the corresponding cost listed by its location in the market. To do so, you will play cards from your hand with $ symbols that equal the required cost. Once you play a card from your hand, it goes facedown onto the Rest area of your player mat. Take the Crew Member you just hired directly into your hand, and move the Market cards down to fill in the empty space, drawing a new card for the final slot. If you choose to Sail, you will play a number of cards from your hand with the Propeller icon. The number of icons dictates how many spaces you may sail. You can use all of your movement on one of your ships, or you can break movement across both ships. If you end a move on a face-up Wreck tile, you will ‘anchor’ your boat to one of the open scouting spots. These scouting spots offer special scoring benefits during the Dive on this tile. If you end movement on a face-down Wreck tile, first you will flip it face-up, and then anchor your boat. When landing on a buoy or an empty dive site, nothing happens.
On any turn, you may instead choose to Rest. To perform this action, you will shuffle all cards that reside on the Rest area of your player mat, and then draw only the 3 topmost cards into your hand. This is the action that allows you to refresh your hand, as you play more cards and your hand starts to dwindle. The final action choice is to Dive. This action is the crux of the game. When you have a boat on a Wreck tile, you may choose to start a Dive. The first step is to declare your Dive – decide which Wreck to Dive if your boats are on different Wreck tiles. Before the Dive begins, any opponents who have boats on adjacent Wreck tiles may move their boats to your Wreck in hopes of also profiting from the Dive. When all eligible boats have been moved to the Wreck, you will then officially begin the Dive. Take the Gem bag and Dive Site board. You will then draw Gems out of the bag, one-by-one, resolving them as necessary. Red, Gold, Silver, Green, and Purple gems are treasures, and can earn you VP. Blue and Black gems are Hazards that must be defended against in order to continue the Dive.
After a Gem is drawn and placed on the Dive Site board, players may choose to play a Crew Member to increase their VP earned. For example, one card allows you to earn 8 VP for a Green gem, instead of 0. To defend against hazards, players may play Crew from their hands who have the ability to negate the hazard, or may use the special ability of their scouting spot on the Wreck tile. If you are unable to defend against a hazard, you are forced to resurface and leave the Dive. The Dive continues in this fashion, until either the active player decides to end the Dive, or when they no longer have the ability to defend against hazards. Any players who still have boats at the Dive Site will collect VP from Crew cards they played, as well as a base amount of VP for the different Gems that were drawn. Once a Dive has been performed at a Wreck, that tile is removed from the game, leaving an empty dive site behind. If players have performed a Dive at one of the 4 Sunken City tiles, it is removed from the board, but placed on its corresponding space in the corner of the board. After all 4 Sunken City tiles have been moved to the corner of the board, the game immediately ends. Players will count up all the VP collected throughout the game, and the player with the highest score is declared the winner!
So how do I feel about Deep Blue overall? I would have to say that it’s fine. Just fine. There are some elements that I really enjoy, but others that kind of frustrate me. What I enjoy – the bits of strategy involved, and the awesome components. What I don’t enjoy – the pacing of the game and the imbalance of actions. To touch on the pros first, this game does require some strategy. You have to decide where to Sail, which Crew to recruit, which Crew to play and when to play them, etc. VP are earned by participating in Dives, so you want to make sure you can be at as many Dives as possible. That means keeping ships close to opponents to profit from any dives they may choose to initiate. Another interesting strategic element is the Rest action. You shuffle your discard pile, but then only draw the 3 topmost cards into your hand. You might not always draw what you were wanting, but you are always allowed to take a Rest action, regardless of how many cards are in your discard. There is no hand limit in this game, so do you rest every other turn to ensure you have almost all cards in your hand? Or do you dwindle your hand down in order to perform other actions instead? It’s all about your strategy, and you never quite know what your opponents are trying to do.
Now for the cons. The pacing of the gameplay feels really slow to me. You are only allowed to perform 1 action per turn, so it seems like the game takes a while to really get going. At first, everyone is going to be wanting to Sail, as all players start in the same starting area of the board. You want to get your ships out there ASAP. But then you run out of cards, so you have to take a turn to Rest and get those cards back. You’re taking a bunch of little turns to accomplish any one bigger thing, and that bogs down the gameplay for me. If you were able to perform 2 actions per turn, that would probably alleviate some of this frustration, as it would allow you to progress more quickly than by taking only a single action. Another aspect I mentioned is the imbalance of actions. The Recruit, Sail, and Rest actions all feel to me like they are on the same level, but the Dive action is different. Which in and of itself isn’t necessarily a bad thing. But the process of the Dive action is vastly different than any of the other actions, to the point that it kind of feels like a different game to me. For half of the game, you’re playing this game of strategy, deck building, and optimizing placement across the board. But for the other half, it turns into a push-your-luck frenzy that seems disjointed from the rest of the game to me. No matter how strategic and careful you are with your actions, it ultimately comes down to the luck of the draw.
To touch on components for a minute – the production quality of this game is awesome. The board, Dive Site board, and VP tokens are nice chunky cardboard. The cards are colorful, have cool artwork, and are sturdy. And the treasure chests are awesome little plastic chests that definitely are holding up well. The Wreck tiles are big and thick, the Gems are cute, and the ships are fun to play with. So overall, this game is made very well.
You can probably tell by now that I have mixed feelings about Deep Blue. There are aspects that I like, but other aspects that negate some of those positive attributes. I was psyched for a cool nautical deck builder where I could really flex my strategy, but got more push-your-luck than I was anticipating. Deep Blue will probably stick around in my collection for the time being. But, like Josh, I will probably find something that gives me the same vibes but done better. It’s a game that I’ll pull out from time to time, but definitely not one that’s going to break into my Top 10. With that said, Purple Phoenix Games gives it a sunken 4 / 6.
Mark @ Carstairs Considers (2623 KP) rated Death Waits in the Dark in Books
Apr 3, 2019
Don’t Wait in the Dark, Start Reading This Book
Summer has come to Blue Lake, Indiana, and with it the heat. Lena London and her mentor, bestselling author Camilla Graham, are trying to finish their latest manuscript, but the heat is making it hard to concentrate. However, a visit from Jane Wyland doesn’t prove to be a welcome distraction. Jane and Camilla were acquainted when Camilla first moved to the United States from England, but the two haven’t spoken in decades. Jane arrives to tell Camilla that she knows the secret the Graham family has been hiding, and Jane is going to share it with the world if Camilla doesn’t step up and acknowledge it first.
The trouble is, Camilla doesn’t know what secret Jane is talking about even when Jane implies that it is something from Camilla’s husband’s past. The next day, Camilla and Lena go to try to get more information from Jane so they can figure out what has the woman so upset. However, when they arrive, they discover that Jane has been murdered. What was this secret from the past, and did it get Jane killed?
As much as I enjoyed the first three books in this series, it was nice to see the plot move away from Lena’s boyfriend and focus on another character. This change also allowed the book to have even more of a gothic feel to it than the first three. While I’m not super familiar with that genre, I was definitely able to recognize elements of it as the book unfolded, and I enjoyed seeing how it was combined seamlessly with elements of a cozy mystery. The result works and we get a story that drew me in each time I picked up the book and made it hard to put down. The usual cast of characters are still here, and it was great to see them. The suspects didn’t get much page time, but they work perfectly for the story as it is told here since the main drive was to figure out what secret from the past upset Jane so much. This is a fun twist on the cozy mystery, and if you are looking for something slightly different, be sure to pick it up.
The trouble is, Camilla doesn’t know what secret Jane is talking about even when Jane implies that it is something from Camilla’s husband’s past. The next day, Camilla and Lena go to try to get more information from Jane so they can figure out what has the woman so upset. However, when they arrive, they discover that Jane has been murdered. What was this secret from the past, and did it get Jane killed?
As much as I enjoyed the first three books in this series, it was nice to see the plot move away from Lena’s boyfriend and focus on another character. This change also allowed the book to have even more of a gothic feel to it than the first three. While I’m not super familiar with that genre, I was definitely able to recognize elements of it as the book unfolded, and I enjoyed seeing how it was combined seamlessly with elements of a cozy mystery. The result works and we get a story that drew me in each time I picked up the book and made it hard to put down. The usual cast of characters are still here, and it was great to see them. The suspects didn’t get much page time, but they work perfectly for the story as it is told here since the main drive was to figure out what secret from the past upset Jane so much. This is a fun twist on the cozy mystery, and if you are looking for something slightly different, be sure to pick it up.
Whatchareadin (174 KP) rated First Comes Love in Books
Apr 9, 2019
First Comes Love is the story of a family. A family that is devastated by an extremely tragic event, the death of a child and brother. The story takes place 15 years after this event, and is told through the eyes of the two remaining children, Josie and Meredith. Each sister has a different personality and they definitely see the world from opposing perspectives. When secrets that have been plaguing the sisters for so long come to the surface, the only thing that will keep their relationship together is the love that brought them into this world.
I am a big fan of Emily Giffin. Her books always bring out a host of emotions in me. Happiness, sadness, understanding, compassion. And this title did not disappoint. The newest from the author, it covers the relationship between two sisters in the aftermath of their older brother's tragic death fifteen years earlier. Both still haunted by the events of that night and the outcomes that came from it, will they be able to find the love they have for each other to sort out what is going on.
Josie is the oldest of the two and she is single and a first grade teacher. Starting out her new school year,she finds out that her ex-boyfriend's daughter is going to be in her class. This brings back a whole host of memories from when we they were together and the reason they broke up. Determined not to let this get her down, she makes a very important decision that will change her life forever, the only problem, she's not getting the support she wants, especially from her sister Meredith.
Meredith is the youngest child. She is married to Nolan and has a young daughter named Harper. From the outside, Meredith looks as though she has her life together. She is a lawyer and her and Nolan are living in her childhood home that they bought from her parents. But something is clearly missing from Meredith's life, she's just not sure what it is and how to find it. Hating to be overshadowed by Josie's need for things to be all about her, she takes some time for herself to recognize what is going on in her life and what she can do to fix it.
Thank you to NetGalley and the publishers for giving me this advance copy of First Comes Love
I am a big fan of Emily Giffin. Her books always bring out a host of emotions in me. Happiness, sadness, understanding, compassion. And this title did not disappoint. The newest from the author, it covers the relationship between two sisters in the aftermath of their older brother's tragic death fifteen years earlier. Both still haunted by the events of that night and the outcomes that came from it, will they be able to find the love they have for each other to sort out what is going on.
Josie is the oldest of the two and she is single and a first grade teacher. Starting out her new school year,she finds out that her ex-boyfriend's daughter is going to be in her class. This brings back a whole host of memories from when we they were together and the reason they broke up. Determined not to let this get her down, she makes a very important decision that will change her life forever, the only problem, she's not getting the support she wants, especially from her sister Meredith.
Meredith is the youngest child. She is married to Nolan and has a young daughter named Harper. From the outside, Meredith looks as though she has her life together. She is a lawyer and her and Nolan are living in her childhood home that they bought from her parents. But something is clearly missing from Meredith's life, she's just not sure what it is and how to find it. Hating to be overshadowed by Josie's need for things to be all about her, she takes some time for herself to recognize what is going on in her life and what she can do to fix it.
Thank you to NetGalley and the publishers for giving me this advance copy of First Comes Love
Kristy H (1252 KP) rated Bunny Finds a Friend in Books
Feb 13, 2018
Cara Jong is working as a process server when she delivers a summons to a Santa. Except this Santa is a gorgeous woman, who immediately strikes a chord with Cara. The two share a "moment," which stays with Cara for some time. She eventually tracks down said Santa, who turns out to be Jude Donovan, a well-known children's book author. The two "meet cute," so to speak, at a reading of Jude's and sparks fly. They begin dating, but it seems like things just aren't meant to be. Will Cara's flighty nature and lack of commitment (all well-documented by her older sisters) doom the relationship? What about Jude's ex and her young daughter Zoe, who doesn't seem happy to have her Mom dating again? Can Cara and Jude overcome these obstacles and find happiness?
This was a cute book, with fairly realistic characters leading a fairly realistic life--something that's harder to find than one would think in lesbian literature. Cara's a regular gal, with a typical lack of commitment found in a myriad characters in literature, gay and straight. Perhaps the biggest issue with this book is that it sort of seems like a sketch of what could have been an even more fully-developed and even more enjoyable novel. We don't get to see a lot of Cara and Jude's actual relationship development, for instance. Their courtship and issues are quickly glossed over. I would have liked to have seen more of what led them to fall for each other--and fall apart. After all, those sorts of things (falling in love, struggling to maintain a relationship while juggling exes and children and jobs) are what we all have in common.
Cara's sisters are also supposed to add a bit of comic relief, perhaps, to the novel, but they sometimes come across as harpy and annoying. While several of them are dealing with complex issues, they don't get the full attention they truly deserve.
Still, this was a fun, quick read. It's always refreshing to read lesbian fiction with normal characters navigating life. I liked Cara, sympathized with her on a multitude of levels, and did enjoy reading about her journey. Overall, 3.5 stars.
I received an ARC of this novel from Netgalley - thank you!
This was a cute book, with fairly realistic characters leading a fairly realistic life--something that's harder to find than one would think in lesbian literature. Cara's a regular gal, with a typical lack of commitment found in a myriad characters in literature, gay and straight. Perhaps the biggest issue with this book is that it sort of seems like a sketch of what could have been an even more fully-developed and even more enjoyable novel. We don't get to see a lot of Cara and Jude's actual relationship development, for instance. Their courtship and issues are quickly glossed over. I would have liked to have seen more of what led them to fall for each other--and fall apart. After all, those sorts of things (falling in love, struggling to maintain a relationship while juggling exes and children and jobs) are what we all have in common.
Cara's sisters are also supposed to add a bit of comic relief, perhaps, to the novel, but they sometimes come across as harpy and annoying. While several of them are dealing with complex issues, they don't get the full attention they truly deserve.
Still, this was a fun, quick read. It's always refreshing to read lesbian fiction with normal characters navigating life. I liked Cara, sympathized with her on a multitude of levels, and did enjoy reading about her journey. Overall, 3.5 stars.
I received an ARC of this novel from Netgalley - thank you!
Zuky the BookBum (15 KP) rated Dead Mountain: The Untold True Story of the Dyatlov Pas in Books
Mar 15, 2018
Id been wanting to read this nonfiction for ages but never really felt in the mood for it. Just before Christmas I picked it up, and it did take me a couple of weeks to read, but it was worth it! An emotional and insightful look at the mysterious Dyatlov Pass Incident.
Ive always been interested in mysterious happenings, at the ripe old age of 10 I was receiving books about poltergeists, spontaneous combustion, missing people cases and so on, so when I first heard about the Dyatlov Pass Incident, of course my interest was piqued! Then, when I found out there was actually a novel solving the case, I was even more interested in it.
I havent read any other novels on the case, but I can imagine most of them get straight to the nitty-gritty of what they think happened to the unfortunate hikers, Eichar, however, builds his conclusions very slowly. At times, I felt a little bit annoyed about this I really would just love to know what the hell you think happened! but on the other hand I loved the way he made the hikers more than just an unfortunate accident. He breathes life back into them. Eichar takes diary entries, photographs, and interviews to build an intricate and honest look into each of the hikers days that lead up to their deaths.
As for Eichars theories on what really happened to the Dyatlov hikers, I dont want to give too much away, but its a sad story, rather than a spooky serial-killer-ghost one. While I love mysteries of the unknown, when it comes to something as tragic as this incident, its nice to have an answer to what happened? I think Eichars theories seem legitimate and well researched, so when the book claims to have the true story I can believe it.
I dont want to say too much about this novel because its the sort of book that needs to be read to be appreciated, hence my almost mini review, but I think this was a very good and well written nonfiction novel. At times I found some of the goings-on a little tedious, but overall it was an interesting read.
Ive always been interested in mysterious happenings, at the ripe old age of 10 I was receiving books about poltergeists, spontaneous combustion, missing people cases and so on, so when I first heard about the Dyatlov Pass Incident, of course my interest was piqued! Then, when I found out there was actually a novel solving the case, I was even more interested in it.
I havent read any other novels on the case, but I can imagine most of them get straight to the nitty-gritty of what they think happened to the unfortunate hikers, Eichar, however, builds his conclusions very slowly. At times, I felt a little bit annoyed about this I really would just love to know what the hell you think happened! but on the other hand I loved the way he made the hikers more than just an unfortunate accident. He breathes life back into them. Eichar takes diary entries, photographs, and interviews to build an intricate and honest look into each of the hikers days that lead up to their deaths.
As for Eichars theories on what really happened to the Dyatlov hikers, I dont want to give too much away, but its a sad story, rather than a spooky serial-killer-ghost one. While I love mysteries of the unknown, when it comes to something as tragic as this incident, its nice to have an answer to what happened? I think Eichars theories seem legitimate and well researched, so when the book claims to have the true story I can believe it.
I dont want to say too much about this novel because its the sort of book that needs to be read to be appreciated, hence my almost mini review, but I think this was a very good and well written nonfiction novel. At times I found some of the goings-on a little tedious, but overall it was an interesting read.
Heather Cranmer (2721 KP) rated The Return in Books
Feb 19, 2020 (Updated Feb 21, 2020)
I had been looking forward to reading The Return by Rachel Harrison for awhile, so when I got the opportunity to review it, I jumped at the chance. Unfortunately, I was left feeling very disappointed.
The plot for The Return sounds promising. Elise's best friend Julie disappeared 2 years ago. No one had heard or seen her. Then one day, Julie showed up again claiming to have no memory of what happened. No one ever pressed her for answers. However, Julie isn't like she was before. She's acting much different, and the smell she gives off is terrible! What really happened to Julie during those two years she was missing?
The Return started out extremely slow. I kept reading thinking the pacing would pick up. However, it never did except for a tiny bit during the end where all the action happens, but even then, the pacing is still slow. This book really lacks any kind of action, in my opinion, and is instead more like watching three snobby and boring women on a vacation where they just stay in their hotel. I skimmed through a lot of this book waiting for something interesting to happen.
I couldn't connect to any of the characters. There is some backstory for each of the characters, but it feels forced and jagged and like it doesn't fit in very well with the book. The only semi-decent character is Elise. She's a tad bit relatable, but even she doesn't feel that realistic. She's too dependent on others especially when it comes to Julie. Putting her life in danger after finding out what really happened to Julie was just insane and didn't feel like something a real person would do. Mae and Molly were snobby rich women how seemed to not want to do much. Mae liked complaining all the time, and I don't really know what the point of Molly was.
Trigger warnings include profanity, drinking, violence, death, and murder.
Overall, The Return felt short of my expectations. The pacing was too slow, and the characters just felt too wooden. Unfortunately, I would not recommend The Return.
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A special thank you to the publisher for providing me with an eBook of The Return by Rachel Harrison in exchange for an honest and unbiased review.)
The plot for The Return sounds promising. Elise's best friend Julie disappeared 2 years ago. No one had heard or seen her. Then one day, Julie showed up again claiming to have no memory of what happened. No one ever pressed her for answers. However, Julie isn't like she was before. She's acting much different, and the smell she gives off is terrible! What really happened to Julie during those two years she was missing?
The Return started out extremely slow. I kept reading thinking the pacing would pick up. However, it never did except for a tiny bit during the end where all the action happens, but even then, the pacing is still slow. This book really lacks any kind of action, in my opinion, and is instead more like watching three snobby and boring women on a vacation where they just stay in their hotel. I skimmed through a lot of this book waiting for something interesting to happen.
I couldn't connect to any of the characters. There is some backstory for each of the characters, but it feels forced and jagged and like it doesn't fit in very well with the book. The only semi-decent character is Elise. She's a tad bit relatable, but even she doesn't feel that realistic. She's too dependent on others especially when it comes to Julie. Putting her life in danger after finding out what really happened to Julie was just insane and didn't feel like something a real person would do. Mae and Molly were snobby rich women how seemed to not want to do much. Mae liked complaining all the time, and I don't really know what the point of Molly was.
Trigger warnings include profanity, drinking, violence, death, and murder.
Overall, The Return felt short of my expectations. The pacing was too slow, and the characters just felt too wooden. Unfortunately, I would not recommend The Return.
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A special thank you to the publisher for providing me with an eBook of The Return by Rachel Harrison in exchange for an honest and unbiased review.)






