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Purple Phoenix Games (2266 KP) rated Proving Grounds in Tabletop Games
Aug 23, 2021
Maia Strongheart sees the eight opponents surrounding her and knows exactly how to handle each one. She makes a dash for #4, a simpleton Warrior in Training, and whoosh – misses. “Huh, that’s never happened to me before,” she thinks. Performing a daring backflip whilst targeting the Clan Elder in the #6 position with a well-placed finishing blow and whoosh – her armor seems to part like the Red Sea as the Clan Elder finds its weakness and delivers a wound to our heroine. “WHO IS PLAYING ME?” Maia wonders. It’s me. Travis. The worst player of Proving Grounds. Poor Maia.
Proving Grounds is a solo fighting dice game with real-time phases. Players will win by defeating eight opponents in battle and will lose (often, in my case) if the heroine suffers too many wounds. The game is played over several rounds, and Renegade has provided an app to act as a timer during the rolling dice phase. Obviously I am terrible at the game, but how does it play and do I feel like continuing to suffer subsequent losses?
To setup a basic game, place the Encounter Board in the middle of the table. Shuffle the enemy cards (with swords & board backs) and deal one per slot around the Encounter Board. These are the first set of enemies Maia will be fighting. Place Battle Markers (silver ninja stars that track wounds inflicted to enemies) in the outlined spaces of the enemy cards. Place Maia’s health token (a heart) on the tracker and one each of the green, yellow, and blue dice on the health area in the space with a rainbow surround. Fill the exhaustion track with one white die per space (on the right side of the Encounter Board), and take the rest of the dice into hand to use as the dice pool. For this review I also used the Dragonling Die module.
As mentioned, Proving Grounds is played solo over a series of rounds. Each round consists of three phases: Roll Dice, Resolve Attacks, and Recover. The first phase of the game, Roll Dice, is also the most chaotic. During this phase the app timer (or your phone or sand timer or sun dial) will allow 60 seconds to roll the dice and arrive at a final result. The interesting aspect of this mechanic at play here is that only sets of dice may be rerolled, not singles. So players may only roll that set of four 3s and not the solitary 1 sitting there all alone. This causes some brain freeze because many games utilize this in reverse, where only singles may be rerolled. Factor that into a 60 second frenzy to get the greatest results and brains will smoke.
Once the timer is up or players are satisfied with the rolled results, they move to the next phase: Resolve Attacks. Each number rolled on the dice correspond to the enemy’s position around the Encounter Board. So that solitary 1 that was rolled earlier is assigned to the enemy in position #1. Here’s the kick in the rear though: any single dice assigned to an enemy will result in a wound dealt to Maia, and would require the player to sacrifice one of the dice to the exhaustion track! Should an enemy require three or more dice but only two are assigned, or if zero dice are assigned, nothing happens to Maia nor the enemy. But those dang single dice will come back to haunt the player. A lot, if they play like I do. Some enemies will require at least one of the dice to be the blue/green/yellow die in order to be successful while others are just straight number of dice. Calculating everything that is needed during the Roll Dice phase is something that I have yet to master.
After attacks are resolved, players enter the Recover phase. During this phase players will gather all assigned dice from the round as well as any dice on the lowest spot of the exhaustion track to be used for the next round. Any enemies that were defeated have left an empty slot on the Encounter Board, so a new enemy will now fill that void. Play continues in this fashion of three phases per round until either eight enemies have been defeated or Maia suffers too many wounds to continue.
Components. I am fascinated by how few components are needed to put a game like this together. Yes, the Encounter Board is mostly unnecessary, but a great way to organize the game and keep everything spacially relevant for those of us that need that. The cards are fine quality and the game has great art. The dice are very cool, but I am unsure how the colors pop for our colorblind gamer friends. While the game doesn’t necessarily refer to the damage markers as “ninja stars” I cannot get over the fact that they are ninja stars. They are certainly out of place in a game like this where I encountered zero ninjas in my plays. Everything else, though, is great and it comes in a nice-sized box: a little smaller than my Century: Golem Edition box.
It was Kane Klenko’s birthday recently, so I wished him a happy birthday on social media and informed him that I was celebrating by playing Proving Grounds. His response was absolutely perfect: “Good luck!” Well, Kane, I never have good luck with this one! It is certainly a combination of poor dice rolling, poor decision making whilst rolling dice, and just dumb luck (emphasis on dumb). I love playing this game but it is infuriating that I have yet to beat it! Even with just the first Dragonling Die module! Gahhhhhh!!!
However, Proving Grounds is an excellent dice game that breaks out of the Yahtzee clone mold and into something fresh and exciting. The twist of only being able to reroll sets instead of singles makes for interesting decisions when you really need to defeat enemy #5 but just cannot roll ANY 5s to save your life (in the game). I just want to beat it once with the Dragonling Die so I can start adding in other modules (oh yes, there are several other modules to add). When games force me to WANT to play them more and more, even for the sheer hope of victory, I consider that a mark of distinction and a sign of a great game.
So if you are like me and enjoy the pain of defeat over and over again then I invite you to try Proving Grounds. It will not be easy. But if you happen to beat it, especially on your first try, please let me know. I need all the cheat codes I can get here. It will stay in my collection probably forever because I just need to overcome it, and then once I figure it out completely, I will just need to wallop it over and over to teach it a lesson. Enjoy Proving Grounds everyone!
Proving Grounds is a solo fighting dice game with real-time phases. Players will win by defeating eight opponents in battle and will lose (often, in my case) if the heroine suffers too many wounds. The game is played over several rounds, and Renegade has provided an app to act as a timer during the rolling dice phase. Obviously I am terrible at the game, but how does it play and do I feel like continuing to suffer subsequent losses?
To setup a basic game, place the Encounter Board in the middle of the table. Shuffle the enemy cards (with swords & board backs) and deal one per slot around the Encounter Board. These are the first set of enemies Maia will be fighting. Place Battle Markers (silver ninja stars that track wounds inflicted to enemies) in the outlined spaces of the enemy cards. Place Maia’s health token (a heart) on the tracker and one each of the green, yellow, and blue dice on the health area in the space with a rainbow surround. Fill the exhaustion track with one white die per space (on the right side of the Encounter Board), and take the rest of the dice into hand to use as the dice pool. For this review I also used the Dragonling Die module.
As mentioned, Proving Grounds is played solo over a series of rounds. Each round consists of three phases: Roll Dice, Resolve Attacks, and Recover. The first phase of the game, Roll Dice, is also the most chaotic. During this phase the app timer (or your phone or sand timer or sun dial) will allow 60 seconds to roll the dice and arrive at a final result. The interesting aspect of this mechanic at play here is that only sets of dice may be rerolled, not singles. So players may only roll that set of four 3s and not the solitary 1 sitting there all alone. This causes some brain freeze because many games utilize this in reverse, where only singles may be rerolled. Factor that into a 60 second frenzy to get the greatest results and brains will smoke.
Once the timer is up or players are satisfied with the rolled results, they move to the next phase: Resolve Attacks. Each number rolled on the dice correspond to the enemy’s position around the Encounter Board. So that solitary 1 that was rolled earlier is assigned to the enemy in position #1. Here’s the kick in the rear though: any single dice assigned to an enemy will result in a wound dealt to Maia, and would require the player to sacrifice one of the dice to the exhaustion track! Should an enemy require three or more dice but only two are assigned, or if zero dice are assigned, nothing happens to Maia nor the enemy. But those dang single dice will come back to haunt the player. A lot, if they play like I do. Some enemies will require at least one of the dice to be the blue/green/yellow die in order to be successful while others are just straight number of dice. Calculating everything that is needed during the Roll Dice phase is something that I have yet to master.
After attacks are resolved, players enter the Recover phase. During this phase players will gather all assigned dice from the round as well as any dice on the lowest spot of the exhaustion track to be used for the next round. Any enemies that were defeated have left an empty slot on the Encounter Board, so a new enemy will now fill that void. Play continues in this fashion of three phases per round until either eight enemies have been defeated or Maia suffers too many wounds to continue.
Components. I am fascinated by how few components are needed to put a game like this together. Yes, the Encounter Board is mostly unnecessary, but a great way to organize the game and keep everything spacially relevant for those of us that need that. The cards are fine quality and the game has great art. The dice are very cool, but I am unsure how the colors pop for our colorblind gamer friends. While the game doesn’t necessarily refer to the damage markers as “ninja stars” I cannot get over the fact that they are ninja stars. They are certainly out of place in a game like this where I encountered zero ninjas in my plays. Everything else, though, is great and it comes in a nice-sized box: a little smaller than my Century: Golem Edition box.
It was Kane Klenko’s birthday recently, so I wished him a happy birthday on social media and informed him that I was celebrating by playing Proving Grounds. His response was absolutely perfect: “Good luck!” Well, Kane, I never have good luck with this one! It is certainly a combination of poor dice rolling, poor decision making whilst rolling dice, and just dumb luck (emphasis on dumb). I love playing this game but it is infuriating that I have yet to beat it! Even with just the first Dragonling Die module! Gahhhhhh!!!
However, Proving Grounds is an excellent dice game that breaks out of the Yahtzee clone mold and into something fresh and exciting. The twist of only being able to reroll sets instead of singles makes for interesting decisions when you really need to defeat enemy #5 but just cannot roll ANY 5s to save your life (in the game). I just want to beat it once with the Dragonling Die so I can start adding in other modules (oh yes, there are several other modules to add). When games force me to WANT to play them more and more, even for the sheer hope of victory, I consider that a mark of distinction and a sign of a great game.
So if you are like me and enjoy the pain of defeat over and over again then I invite you to try Proving Grounds. It will not be easy. But if you happen to beat it, especially on your first try, please let me know. I need all the cheat codes I can get here. It will stay in my collection probably forever because I just need to overcome it, and then once I figure it out completely, I will just need to wallop it over and over to teach it a lesson. Enjoy Proving Grounds everyone!

Rachel King (13 KP) rated Danny The Dragon "Meets Jimmy" in Books
Feb 11, 2019
The first thing I noticed about the book when I picked it up was the gold sticker on the cover that stated "Best Books AWARD FINALIST- USA Book News," and my first thoughts were, "Wow, this book must be really something." The picture on the cover featured a detailed illustration of a dragon, a boy, and smaller creature that looked vaguely like a frog. The illustration of the dragon is quite unique in that it is covered in multi-colored spots and mismatched stripes and wears a yellow-and-blue backpack and red tennis shoes. One of the opening pages shows two quotes, one from the author and one from the illustrator, discussing briefly how they both came to put together this book. The illustrations for the story itself are large, colorful, and fill the wide two-page spread, providing plenty for my two-year-old daughter to stare at and study. I did find it strange that there was no actual title page, but I suppose that would have been redundant.
The boy's name is Jimmy, and his sister's name is Sally, and both children and the dragon are polite and well-mannered throughout the story, using "Please" and "Thankyou" and helping Mom and Dad clean up both the beach supplies at the beginning of the story and the dishes after supper. The smaller green creature from the cover pops out of the green and white seashell with Danny the Dragon, and we are informed his name is Skipper and that he is Danny's navigator, but not what kind of creature he is. Danny explains that water will make him shrink back to fit inside the shell, and a lack of water causes him to come out of the shell as he grows big, which brings to mind the small toys that expand when placed in water (only opposite). All of the characters in the story are articulate and kind to each other, and there is nothing about the story that would be considered scary or bad, which is quite appropriate for the 4 to 8 year-old age group that the book is intended for. The story even promotes healthy eating, as the family has homemade vegetable soup for supper. The book is quite obviously set up for at least one sequel, as at the ending when Jimmy asks Danny where he came from and where has he been, Danny politely answers, "I will tell you some other time. For now it is bedtime. Goodnight - pleasant dreams."
The boy's name is Jimmy, and his sister's name is Sally, and both children and the dragon are polite and well-mannered throughout the story, using "Please" and "Thankyou" and helping Mom and Dad clean up both the beach supplies at the beginning of the story and the dishes after supper. The smaller green creature from the cover pops out of the green and white seashell with Danny the Dragon, and we are informed his name is Skipper and that he is Danny's navigator, but not what kind of creature he is. Danny explains that water will make him shrink back to fit inside the shell, and a lack of water causes him to come out of the shell as he grows big, which brings to mind the small toys that expand when placed in water (only opposite). All of the characters in the story are articulate and kind to each other, and there is nothing about the story that would be considered scary or bad, which is quite appropriate for the 4 to 8 year-old age group that the book is intended for. The story even promotes healthy eating, as the family has homemade vegetable soup for supper. The book is quite obviously set up for at least one sequel, as at the ending when Jimmy asks Danny where he came from and where has he been, Danny politely answers, "I will tell you some other time. For now it is bedtime. Goodnight - pleasant dreams."

Goddess in the Stacks (553 KP) rated Future Home of the Living God in Books
Mar 25, 2018
Minority Representation (1 more)
Interesting premise
NO ANSWERS (1 more)
No resolution
Well that was a waste of time. This book spends its entire length asking one real question. Will the main character's baby survive? There are a number of smaller questions - Will the baby be born normal? Why is evolution turning backwards, or sideways? What happened to the main character's father? What happened to her friend from the hospital? What happened to her husband? Does she ever find freedom?
THE BOOK ANSWERS NONE OF THESE QUESTIONS.
I am really frustrated with this book. Why did I bother reading it if it refuses to resolve any of its plotlines?
We're going to get a little bit into writing theory here. It has been a classic recommendation to have the climax of your book 2/3 of the way through the book, and have the last third be denouement. Wrap-up. Show us how the climax affected the characters and the world. John Green does this well - all his books follow a standard plot line. Character A is introduced. A meets B. B changes A's life. B leaves A's life. (Those last two are usually incorporated in the climax of the book.) A has to learn how to live without B in a world changed by B's existence in it. It's a little formulaic, but it works for Green, and his books are great. Some books do not do this so well. Wheel of Time had 5-6 pages of denouement after the series climax, and nothing was really revealed about how the events changed the world for the better. Future Home of the Living God had TWO. TWO PAGES AFTER THE CLIMAX. AND THEY ANSWER NOTHING. The main character talks about missing winter.
I finished the book and almost threw it across the room. I probably would have, except for two things: I was at a friend's house, and it was a library book. That's all that saved it from that fate. I have stacks of books I want to read, and I feel like I just wasted a few hours on this piece of crap.
The writing was actually pretty good, and the main character is an Ojibwe Indian, so there's minority representation, but the book as a whole was just CRAP. Wrap up your plotlines. Answer the questions you ask. (At least the ones having to do with your plot - you can leave unanswered philosophical questions, that's fine.)
Hard pass on this book.
You can find all my reviews at http://goddessinthestacks.wordpress.com
THE BOOK ANSWERS NONE OF THESE QUESTIONS.
I am really frustrated with this book. Why did I bother reading it if it refuses to resolve any of its plotlines?
We're going to get a little bit into writing theory here. It has been a classic recommendation to have the climax of your book 2/3 of the way through the book, and have the last third be denouement. Wrap-up. Show us how the climax affected the characters and the world. John Green does this well - all his books follow a standard plot line. Character A is introduced. A meets B. B changes A's life. B leaves A's life. (Those last two are usually incorporated in the climax of the book.) A has to learn how to live without B in a world changed by B's existence in it. It's a little formulaic, but it works for Green, and his books are great. Some books do not do this so well. Wheel of Time had 5-6 pages of denouement after the series climax, and nothing was really revealed about how the events changed the world for the better. Future Home of the Living God had TWO. TWO PAGES AFTER THE CLIMAX. AND THEY ANSWER NOTHING. The main character talks about missing winter.
I finished the book and almost threw it across the room. I probably would have, except for two things: I was at a friend's house, and it was a library book. That's all that saved it from that fate. I have stacks of books I want to read, and I feel like I just wasted a few hours on this piece of crap.
The writing was actually pretty good, and the main character is an Ojibwe Indian, so there's minority representation, but the book as a whole was just CRAP. Wrap up your plotlines. Answer the questions you ask. (At least the ones having to do with your plot - you can leave unanswered philosophical questions, that's fine.)
Hard pass on this book.
You can find all my reviews at http://goddessinthestacks.wordpress.com

Merissa (12911 KP) rated Still Life: A SpecFic SciFi Romance in Books
Nov 2, 2017
Still Life by Jayne Fury
Still Life is the sci-fi romance novella that takes place on and around an ice planet, that will hopefully change into a world that is lush and green. Ewan Stewarts has plans for the planet, along with Six, the droid that keeps him company. However, the ship that is bringing his supplies runs into a small problem in that all but one of the crew dies. Ewan and Jody have to work together to ride out a snowstorm, find out what killed the others, and try to survive mercenaries too.
This is a fast-paced novella, with plenty of action. Not only do you get the action that is current, but you also find out more about the past, and why Jody is how she is. The story moves along quickly, with attraction changing to love very quickly. This was a quick read, but an enjoyable one, with plenty of action going on to keep everyone happy. Definitely recommended by me.
* A copy of this book was provided to me with no requirements for a review. I voluntarily read this book, and my comments here are my honest opinion. *
Merissa
Archaeolibrarian - I Dig Good Books!
This is a fast-paced novella, with plenty of action. Not only do you get the action that is current, but you also find out more about the past, and why Jody is how she is. The story moves along quickly, with attraction changing to love very quickly. This was a quick read, but an enjoyable one, with plenty of action going on to keep everyone happy. Definitely recommended by me.
* A copy of this book was provided to me with no requirements for a review. I voluntarily read this book, and my comments here are my honest opinion. *
Merissa
Archaeolibrarian - I Dig Good Books!

Andy K (10823 KP) rated Knock Knock (2015) in Movies
Nov 30, 2017
Keanu Reeves (1 more)
Great sex scene
Contains spoilers, click to show
Much like when you slow down and look at a car accident to see if you can see any carnage is the same way you feel when watching a film directed by Eli Roth. Whether it's Cabin Fever, the Hostel films or the depraved The Green Inferno, you always know you will be watching something like you have never seen before.
The much-maligned Keanu Reeves actually holds his own not being in control and saving the world for once being the victim of circumstance and his own poor decisions. The new acquaintances he lets into his life certainly take advantage of the situation and make him understand the consequences of his decisions. In comparison to his other films, this one seems subdued with no hacking or entrails on display, just a sadistic duo hellbent on lesson-giving. Some of the twists approach and exceed the ridiculous; however, I found the film entertaining which a film like this has set out to do. Some of the dialogue and motivations stretch in the plausibility or cohesion as well, but you are not watching Citizen Kane here.
I have certainly utilized 99 minutes in worse ways.
The much-maligned Keanu Reeves actually holds his own not being in control and saving the world for once being the victim of circumstance and his own poor decisions. The new acquaintances he lets into his life certainly take advantage of the situation and make him understand the consequences of his decisions. In comparison to his other films, this one seems subdued with no hacking or entrails on display, just a sadistic duo hellbent on lesson-giving. Some of the twists approach and exceed the ridiculous; however, I found the film entertaining which a film like this has set out to do. Some of the dialogue and motivations stretch in the plausibility or cohesion as well, but you are not watching Citizen Kane here.
I have certainly utilized 99 minutes in worse ways.

LoganCrews (2861 KP) rated Dark Shadows (2012) in Movies
Sep 20, 2020
If not for the last 15/20 minutes (sans the atrocious ending, and even then they're only mildly watchable at best) I'd very comfortably call this one of the worst movies I've ever seen - and still will. Not even distracting, and intentionally as non-fun as possible. How exciting, we get to see nearly two LONG hours of nonentities played by actors who clearly couldn't give less of a shit about being there (except for the sole good scenery-chewing of Eva Green) tepidly talk about... like, fishing and shit? Sometimes even to each other! Where's the camp? Where's the (pun not intended) spirit? Doesn't go for jokes, doesn't go for drama, doesn't go for romance, doesn't go for anything - complete and utter apathy all around. It doesn't even look good, dear God some color could have at least made this pop but no of course it's color-coded like ash and jizz. This wakes up a bit when it has a spooky haunted house vibe to it but too bad that's only like a collective (and generous) few minutes of the whole thing. What the actual hell were they thinking, how can a director possibly stoop *noticeably* lower than 𝘋𝘶𝘮𝘣𝘰 (2019)?

Lee KM Pallatina (951 KP) rated Friends in TV
Aug 30, 2019
The one with all the FRIENDS
Friends is a show about 6 people-
siblings Ross and monica Gellar (still suffering with sibling rivalry) monicas neighbours from across the hall Joey tribbiani (a struggling actor, with the IQ of a child but a heart of gold) and Chandler Bing (the groups comedian and Ross's college roommate) monica's High school bestie Rachel Green ( queen Rachel. Who does whatever she wants in her little Rachel land) & phoebe buffay (wacky, unpredictable and very odd).
The characters and their daily lives are what makes this show great as it mirrors the reality of every day people, although there have been shows since it ended that have had a similar impact on viewers, none have truly come close to being as genuine.
Heart warming storylines, legendary one liners and quotes we all still use today, there's Love, Laughter, Lust, Loss and great cameos from brad Pitt, Jeff Goldblum, Robin Williams, Paul Rudd, Bruce Willis and so many more, it's easy to see why after nearly 20yrs since it ended, it's still here.
Its 2019 & I have personally watched this show from beginning to end (with a little help from Netflix) 7 times an will continue to do so.
siblings Ross and monica Gellar (still suffering with sibling rivalry) monicas neighbours from across the hall Joey tribbiani (a struggling actor, with the IQ of a child but a heart of gold) and Chandler Bing (the groups comedian and Ross's college roommate) monica's High school bestie Rachel Green ( queen Rachel. Who does whatever she wants in her little Rachel land) & phoebe buffay (wacky, unpredictable and very odd).
The characters and their daily lives are what makes this show great as it mirrors the reality of every day people, although there have been shows since it ended that have had a similar impact on viewers, none have truly come close to being as genuine.
Heart warming storylines, legendary one liners and quotes we all still use today, there's Love, Laughter, Lust, Loss and great cameos from brad Pitt, Jeff Goldblum, Robin Williams, Paul Rudd, Bruce Willis and so many more, it's easy to see why after nearly 20yrs since it ended, it's still here.
Its 2019 & I have personally watched this show from beginning to end (with a little help from Netflix) 7 times an will continue to do so.

Awix (3310 KP) rated Proxima (2019) in Movies
Aug 3, 2020
Slightly arty space drama with Eva Green. A female engineer is delighted to be selected for a mission to help prepare for the first manned landing on Mars, but does not anticipate the strain this will place on her relationship with her daughter.
Not really a science fiction film in any genuine sense of the word, but one which combines a very realistic portrayal of life as an astronaut in training with an examination of what it means to go off into space leaving your children behind. Doesn't quite ring correctly on a number of levels: we are invited to dislike the American mission commander, who is a chauvinist alpha-male in some ways, but on the other hand the film is about the extra difficulties of being a mum on the way to orbit. Mmm, I don't know - is it really that different from being a father and going off into space? A definite sense of maternity being idealised - a key sequence sees Green's character breaking mission protocols in a pretty major way just to keep a promise to her daughter. (Then again I'm neither a woman or a parent.) A bit of a shame as the film is engaging and well-played, but it's much more about Mas than Mars.
Not really a science fiction film in any genuine sense of the word, but one which combines a very realistic portrayal of life as an astronaut in training with an examination of what it means to go off into space leaving your children behind. Doesn't quite ring correctly on a number of levels: we are invited to dislike the American mission commander, who is a chauvinist alpha-male in some ways, but on the other hand the film is about the extra difficulties of being a mum on the way to orbit. Mmm, I don't know - is it really that different from being a father and going off into space? A definite sense of maternity being idealised - a key sequence sees Green's character breaking mission protocols in a pretty major way just to keep a promise to her daughter. (Then again I'm neither a woman or a parent.) A bit of a shame as the film is engaging and well-played, but it's much more about Mas than Mars.

Purple Phoenix Games (2266 KP) rated Firefly Adventures: Brigands and Browncoats in Tabletop Games
Sep 1, 2021
Okay! Yes. Firefly, a great IP. Check! Gale Force Nine, a publisher that brought a previous Firefly game to life and was pretty darn good. Check! Solo, Cooperative, or Competitive? Check! So far so good, so how does it stack up and have I finally found my gorram Firefly love?
Firefly Adventures: Brigands and Browncoats (from here just Firefly) is a miniatures skirmish game that can be played as a one-off game experience or as a campaign style story game. In it players will either control one or more Crew (the heroes of the show) or all of the Goons (the bad guys). For the solo experience I will be detailing here the solo player will control all characters on both sides. The Crew will be attempting to pull off The Rescue Job by rescuing an injured comrade hostage stashed in one of the 10 buildings on the board. After the hostage has been rescued all Crew and hostage must make it to the landing pad area before time for the Job runs out.
To setup, follow the instructions on the included Job pamphlet (there are four included in the box). The beginning of the Job will look similar to the photo below, though other components outside the board setup may be in whatever location fits the player best. After Equipment cards have been revealed and shopping completed, the game may begin in earnest, and best be quick – you only have 50 Moments to complete the Job!
Firefly is a turn-based minis game, but turns will probably never be in the same order. Each action taken by a character costs Moments in time, tracked by the brown Moments tracker around the board. Each character, be they Crew or Goons, will have their own Time Marker to show where in the 50 Moments the character currently resides. The character whose Time Marker is furthest in the rear of the pack will take their turn next. On a turn characters will have several choices of actions to take: Move, Complete a Test, Heal, Assist, or even Brawl and Shoot!
This Job focuses on gathering Intel from a terminal in one of the buildings or by chatting up nearby Cowboys. These Intel chips may be turned in for information to help narrow down exactly in which building the hostage is being held. Along the way, however, certain events may cause the Crew to have to “act heroic,” which means swapping out their gray “casual” mini for their green “heroic” mini in order to complete the event. Funny thing though, once a Crew member acts heroic, if ending their turn within line of sight of a Goon, that Goon becomes Alerted and joins the Timeline with their own mini and Time Marker. The Goons will now be trying to take out the beloved Crew member! As in the photo below, poor Mal is being surrounded by Goons with Zoe and Jayne nearby to help.
When all is said and done, Crew and Goons will be taking actions and spending Moments to do so. Should the Crew get to the landing pad with the hostage in tow the Crew wins! However, if time runs out on the Job (as it did with me twice) then the Job has failed. In either case the Crew may receive Rewards in various amounts of credits or Intel or other rewards that they may carry with to the next Job if playing a Story (several Jobs in succession).
Components. I am a HUGE fan of the components in this box. Not only are the minis great, the tokens chunky, and the artwork very good, but each 3D building is pre-assembled right out of the box. They nest very tightly and neatly within the box (whose bottom is also a very large building), but you will need to provide a bunch of baggies or other storage means because all the small components will be dumped into these buildings otherwise. I love all the components in this game, and they are all wonderful to handle… except one – the Time Markers. These are the tokens that represent the characters on the Moments tracker. As characters move along the tracker their Time Markers will be placed on a blank spot, or more often than not, on top of a stack of other Markers. No problem usually, unless your big man-hands tend not to be dextrous enough to grab the top Marker cleanly off the stack and it causes a giant mess of Time Markers on the board. I mean, not that it happened to me several times, of course…
In any case, Firefly is a marvelous scenario-based minis game that I have had nothing but great times playing – even solo! I honestly cannot imagine having more fun by adding more players, so this may be another “solo only” game for me. I will probably try it with my wife, maybe, or someone else once the COVID is gone. I love being able to figure out how best to maneuver each character in order to achieve the goals of the Job, but then something always causing me to have to act heroic and end my turn in LOS of a Goon, so now they are coming after me. I would not necessarily compare it to an action-programming game where you make plans only to have randomness obliterate them, but it certainly adds a giant amount of tactics to the game. In fact, during one play Mal alerted four Cowboys at once, and then the game was no longer a strategic stealthy experience but an all-out melee just to survive. I lost the Job, but only by a few Moments.
Ahh, this one is fabulous, and I am so happy that I have finally found that perfect-for-me Firefly game. If you are a fan of the Firefly mythos and are looking for a game that does it justice while having a ton of replayability, then please check out Firefly Adventures: Brigands and Browncoats. I am seriously also considering purchasing the expansions to add Book, Inara, Simon, and River. I mean, how could you NOT want to add River to your game?? I’ll be in my bunk.
Firefly Adventures: Brigands and Browncoats (from here just Firefly) is a miniatures skirmish game that can be played as a one-off game experience or as a campaign style story game. In it players will either control one or more Crew (the heroes of the show) or all of the Goons (the bad guys). For the solo experience I will be detailing here the solo player will control all characters on both sides. The Crew will be attempting to pull off The Rescue Job by rescuing an injured comrade hostage stashed in one of the 10 buildings on the board. After the hostage has been rescued all Crew and hostage must make it to the landing pad area before time for the Job runs out.
To setup, follow the instructions on the included Job pamphlet (there are four included in the box). The beginning of the Job will look similar to the photo below, though other components outside the board setup may be in whatever location fits the player best. After Equipment cards have been revealed and shopping completed, the game may begin in earnest, and best be quick – you only have 50 Moments to complete the Job!
Firefly is a turn-based minis game, but turns will probably never be in the same order. Each action taken by a character costs Moments in time, tracked by the brown Moments tracker around the board. Each character, be they Crew or Goons, will have their own Time Marker to show where in the 50 Moments the character currently resides. The character whose Time Marker is furthest in the rear of the pack will take their turn next. On a turn characters will have several choices of actions to take: Move, Complete a Test, Heal, Assist, or even Brawl and Shoot!
This Job focuses on gathering Intel from a terminal in one of the buildings or by chatting up nearby Cowboys. These Intel chips may be turned in for information to help narrow down exactly in which building the hostage is being held. Along the way, however, certain events may cause the Crew to have to “act heroic,” which means swapping out their gray “casual” mini for their green “heroic” mini in order to complete the event. Funny thing though, once a Crew member acts heroic, if ending their turn within line of sight of a Goon, that Goon becomes Alerted and joins the Timeline with their own mini and Time Marker. The Goons will now be trying to take out the beloved Crew member! As in the photo below, poor Mal is being surrounded by Goons with Zoe and Jayne nearby to help.
When all is said and done, Crew and Goons will be taking actions and spending Moments to do so. Should the Crew get to the landing pad with the hostage in tow the Crew wins! However, if time runs out on the Job (as it did with me twice) then the Job has failed. In either case the Crew may receive Rewards in various amounts of credits or Intel or other rewards that they may carry with to the next Job if playing a Story (several Jobs in succession).
Components. I am a HUGE fan of the components in this box. Not only are the minis great, the tokens chunky, and the artwork very good, but each 3D building is pre-assembled right out of the box. They nest very tightly and neatly within the box (whose bottom is also a very large building), but you will need to provide a bunch of baggies or other storage means because all the small components will be dumped into these buildings otherwise. I love all the components in this game, and they are all wonderful to handle… except one – the Time Markers. These are the tokens that represent the characters on the Moments tracker. As characters move along the tracker their Time Markers will be placed on a blank spot, or more often than not, on top of a stack of other Markers. No problem usually, unless your big man-hands tend not to be dextrous enough to grab the top Marker cleanly off the stack and it causes a giant mess of Time Markers on the board. I mean, not that it happened to me several times, of course…
In any case, Firefly is a marvelous scenario-based minis game that I have had nothing but great times playing – even solo! I honestly cannot imagine having more fun by adding more players, so this may be another “solo only” game for me. I will probably try it with my wife, maybe, or someone else once the COVID is gone. I love being able to figure out how best to maneuver each character in order to achieve the goals of the Job, but then something always causing me to have to act heroic and end my turn in LOS of a Goon, so now they are coming after me. I would not necessarily compare it to an action-programming game where you make plans only to have randomness obliterate them, but it certainly adds a giant amount of tactics to the game. In fact, during one play Mal alerted four Cowboys at once, and then the game was no longer a strategic stealthy experience but an all-out melee just to survive. I lost the Job, but only by a few Moments.
Ahh, this one is fabulous, and I am so happy that I have finally found that perfect-for-me Firefly game. If you are a fan of the Firefly mythos and are looking for a game that does it justice while having a ton of replayability, then please check out Firefly Adventures: Brigands and Browncoats. I am seriously also considering purchasing the expansions to add Book, Inara, Simon, and River. I mean, how could you NOT want to add River to your game?? I’ll be in my bunk.

Purple Phoenix Games (2266 KP) rated Macaron in Tabletop Games
Oct 20, 2020
The only game I have ever been able to play with my extended family on a regular basis, and provided us an excuse to get together every Sunday, is Euchre. My family loves Euchre. It took me a long time to finally learn it, and I did so on a tour bus traveling from Paris to Barcelona. I played so much Euchre on that tour. I still play Euchre somewhat regularly with my wife and in-laws. What does this all have to do with a delicious-looking game about difficult to nail baked goods? Well, I described Macaron to my wife as, “A more intense Euchre with a baking theme, where the bowers may actually kill someone.”
Macaron is a baked goods-themed trick-taking card game for one to five players. In it players are bakers in medieval France trying to become the favored royal baker to the king and his family. The player who can earn the most VP by delivering the tastiest macarons to the royal family will be victorious and will then bake the other players a box of macarons to take home (I added that last part, but Ta-Te Wu should consider adding it to the rules).
DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and I know for sure the final components will be slightly 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
For this preview I am tackling the solo rule-set provided and my AI opponent is named Emma (per the rules). Multiplayer games will be played somewhat similarly, but against normal-intelligenced real people. Duh.
To setup a solo game, place the Score board in the middle of the table on whichever side is decided – one side allows up to 20 points, and the other up to 30. Place the first three Group boards (A with Almond and Pistachio, B with Strawberry and Blueberry, and C with just one Green Tea macaron upon it) somewhere near the Score board to denote the flavors being played. Remove all cards from the deck picturing Earl Grey and Chocolate flavored macarons. Shuffle the remaining macaron cards and deal the solo player 13 of them. Deal Emma one random card from the deck under each flavor on the Group board as shown below. These random cards will take on the flavor of whichever stack to which it now belongs. Continue dealing Emma eight cards to her stacks, but match them to their flavors – the 4 of Pistachio under Pistachio, etc. Emma should now have 13 cards in total, but each flavor stack should be shuffled and arranged as shown below. Choose a color for the player and for Emma, place one of each meeple on the Score board to track final scores, and the other meeples on the Gift Box tracker in the middle. Analyze each of Emma’s stacks to determine which Group contains the most cards. These flavors will be given the Royal token (I used the purple star) and are considered the trump suits this round. Flip over the top card of the deck that remains, and place the Allergen token (I used the tall goldenrod piece) upon the matching flavor. The game may now begin!
The solo player is always the starting player, so they will open the first trick by playing a card from hand. As in most card games, whichever flavor (suit) is led will need to be followed by Emma, if possible. The rulebook gives the player a nice turn-flow summary for Emma based on which player leads and which type of card is played.
As in Euchre, suit must be followed. If a player is unable to follow, they may play a Royal (trump) card to win the trick or any other non-Royal card. The Royal flavors are both flavors that belong to the same Group, or Green Tea, as it is its own Group. For each trick won, the player will advance their meeple on the Gift Box track to denote number of tricks won. Some card rules adjust the scoring. For example, should a value 1 card win the trick the winning player will increase their number of Gift Boxes three spaces instead of one. Should a trick include an Allergen flavor the winning player will still lead the next trick but will not advance their Gift Box meeple, as Allergens make the royal family sick. However, should a trick contain a value 2 card in it, the 2 cancels the Allergen and the winner may advance their Gift Box meeple as normal.
The round ends when a player, or Emma, has finished their hand of 13 cards played or reaches eight or more Gift Boxes (won tricks). Setup for a new round as the game was initially setup with dealing cards to each player and determining Royal and Allergen flavors. Play continues in this fashion until the player or Emma has reached the pre-determined score of 10, 20, or 30. The winner must now get to baking (again, I added that, but it REALLLLLY needs to happen, I think)!
Components. Again, this is a prototype copy of the game (though still pretty good) and the final components will certainly be different than the ones shown here. That said, the art style is simply wonderful and incredibly enjoyable. Yes, the Score board is a little busy, but it’s functional and fun. The art on the cards is very good, colorblind-friendly with icons in addition to colors, and the art doesn’t get in the way of playing tricks at all. All the other components used in the game will probably be different upon a successful Kickstarter campaign, and though I haven’t seen the proposed components, I am sure they will match the theme and be great to handle.
So as a lover of Euchre, am I also a lover of Macaron? ABSOLUTELY! It takes everything I enjoy about Euchre and somehow simplifies AND complexifies it. Teaching Euchre to new players can be a chore when they don’t latch onto the fact that the highest cards in the game are the Jacks of the same color of trump, but one is higher than the other. It can be awkward at first. Here, there are one or two flavors that are trump suits. It makes sense to be able to visualize a bit easier, and to be able to relate to flavors. In fact, my 4-year-old son wanted to “play” it earlier this morning, so I took out the Allergen mechanic and just did straight suit-following with trumps and he understood it. So, I guess by house-ruling a little you can also play this with children who are learning games for the first time, learning their numbers, or learning trick-taking games. That’s a fun hidden side quest!
Now, I can see how people will totally dig Macaron as a multiplayer game, but I am previewing this as a solo game. Is it just as good? Yep! I like being able to play the game whenever I want, and using another mechanic I didn’t describe earlier – Betting. Having to bet upon how many Gift Boxes you will score for the round adds another layer of analyzation I particularly enjoy. If you guess correctly you score an additional two Gift Boxes. If you’re wrong Emma scores two Boxes. Couple this with Emma’s unpredictable card play and you have an interesting AI player that you may never be able to “figure out” and beat methodically. I like that randomness from Emma. She has made a few games close, but ultimately has lost every game against me.
Macaron is a cute little Euchre-style card game that can be played well solo and multiplayer, and features wonderful style. I love the theme, and I seem to be attracted to food games; I love Bohnanza, Morels, Happy Salmon (my favorite fish to eat), Sushi Go!, Coconuts, and The Three Little Pigs (ok that one was mean, but hey, I love pork)! If you also enjoy food-related games, or trick-taking games, or just fun little card games you can play solo or with other people, please consider backing Macaron via their Kickstarter campaign launching soon. Tell them Purple Phoenix Games sent you and I will share my Gift Box of Macarons with you**. You will have to let me know your food allergies prior, though.
** I don’t actually have a Gift Box of Macarons. That was a lie, and I apologize for that.
Macaron is a baked goods-themed trick-taking card game for one to five players. In it players are bakers in medieval France trying to become the favored royal baker to the king and his family. The player who can earn the most VP by delivering the tastiest macarons to the royal family will be victorious and will then bake the other players a box of macarons to take home (I added that last part, but Ta-Te Wu should consider adding it to the rules).
DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and I know for sure the final components will be slightly 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
For this preview I am tackling the solo rule-set provided and my AI opponent is named Emma (per the rules). Multiplayer games will be played somewhat similarly, but against normal-intelligenced real people. Duh.
To setup a solo game, place the Score board in the middle of the table on whichever side is decided – one side allows up to 20 points, and the other up to 30. Place the first three Group boards (A with Almond and Pistachio, B with Strawberry and Blueberry, and C with just one Green Tea macaron upon it) somewhere near the Score board to denote the flavors being played. Remove all cards from the deck picturing Earl Grey and Chocolate flavored macarons. Shuffle the remaining macaron cards and deal the solo player 13 of them. Deal Emma one random card from the deck under each flavor on the Group board as shown below. These random cards will take on the flavor of whichever stack to which it now belongs. Continue dealing Emma eight cards to her stacks, but match them to their flavors – the 4 of Pistachio under Pistachio, etc. Emma should now have 13 cards in total, but each flavor stack should be shuffled and arranged as shown below. Choose a color for the player and for Emma, place one of each meeple on the Score board to track final scores, and the other meeples on the Gift Box tracker in the middle. Analyze each of Emma’s stacks to determine which Group contains the most cards. These flavors will be given the Royal token (I used the purple star) and are considered the trump suits this round. Flip over the top card of the deck that remains, and place the Allergen token (I used the tall goldenrod piece) upon the matching flavor. The game may now begin!
The solo player is always the starting player, so they will open the first trick by playing a card from hand. As in most card games, whichever flavor (suit) is led will need to be followed by Emma, if possible. The rulebook gives the player a nice turn-flow summary for Emma based on which player leads and which type of card is played.
As in Euchre, suit must be followed. If a player is unable to follow, they may play a Royal (trump) card to win the trick or any other non-Royal card. The Royal flavors are both flavors that belong to the same Group, or Green Tea, as it is its own Group. For each trick won, the player will advance their meeple on the Gift Box track to denote number of tricks won. Some card rules adjust the scoring. For example, should a value 1 card win the trick the winning player will increase their number of Gift Boxes three spaces instead of one. Should a trick include an Allergen flavor the winning player will still lead the next trick but will not advance their Gift Box meeple, as Allergens make the royal family sick. However, should a trick contain a value 2 card in it, the 2 cancels the Allergen and the winner may advance their Gift Box meeple as normal.
The round ends when a player, or Emma, has finished their hand of 13 cards played or reaches eight or more Gift Boxes (won tricks). Setup for a new round as the game was initially setup with dealing cards to each player and determining Royal and Allergen flavors. Play continues in this fashion until the player or Emma has reached the pre-determined score of 10, 20, or 30. The winner must now get to baking (again, I added that, but it REALLLLLY needs to happen, I think)!
Components. Again, this is a prototype copy of the game (though still pretty good) and the final components will certainly be different than the ones shown here. That said, the art style is simply wonderful and incredibly enjoyable. Yes, the Score board is a little busy, but it’s functional and fun. The art on the cards is very good, colorblind-friendly with icons in addition to colors, and the art doesn’t get in the way of playing tricks at all. All the other components used in the game will probably be different upon a successful Kickstarter campaign, and though I haven’t seen the proposed components, I am sure they will match the theme and be great to handle.
So as a lover of Euchre, am I also a lover of Macaron? ABSOLUTELY! It takes everything I enjoy about Euchre and somehow simplifies AND complexifies it. Teaching Euchre to new players can be a chore when they don’t latch onto the fact that the highest cards in the game are the Jacks of the same color of trump, but one is higher than the other. It can be awkward at first. Here, there are one or two flavors that are trump suits. It makes sense to be able to visualize a bit easier, and to be able to relate to flavors. In fact, my 4-year-old son wanted to “play” it earlier this morning, so I took out the Allergen mechanic and just did straight suit-following with trumps and he understood it. So, I guess by house-ruling a little you can also play this with children who are learning games for the first time, learning their numbers, or learning trick-taking games. That’s a fun hidden side quest!
Now, I can see how people will totally dig Macaron as a multiplayer game, but I am previewing this as a solo game. Is it just as good? Yep! I like being able to play the game whenever I want, and using another mechanic I didn’t describe earlier – Betting. Having to bet upon how many Gift Boxes you will score for the round adds another layer of analyzation I particularly enjoy. If you guess correctly you score an additional two Gift Boxes. If you’re wrong Emma scores two Boxes. Couple this with Emma’s unpredictable card play and you have an interesting AI player that you may never be able to “figure out” and beat methodically. I like that randomness from Emma. She has made a few games close, but ultimately has lost every game against me.
Macaron is a cute little Euchre-style card game that can be played well solo and multiplayer, and features wonderful style. I love the theme, and I seem to be attracted to food games; I love Bohnanza, Morels, Happy Salmon (my favorite fish to eat), Sushi Go!, Coconuts, and The Three Little Pigs (ok that one was mean, but hey, I love pork)! If you also enjoy food-related games, or trick-taking games, or just fun little card games you can play solo or with other people, please consider backing Macaron via their Kickstarter campaign launching soon. Tell them Purple Phoenix Games sent you and I will share my Gift Box of Macarons with you**. You will have to let me know your food allergies prior, though.
** I don’t actually have a Gift Box of Macarons. That was a lie, and I apologize for that.