Purple Phoenix Games (2266 KP) rated Space Plague in Tabletop Games
Mar 9, 2021
Space Plague is a new game from first time designers who hail from the country of Colombia. In it players assume the command of a race of aliens attempting to colonize a newfound planet before the other races assume majority. Each race is essentially the same, and have similar tactics, but may use these tactics differently from other races. The player who amasses the most plagues from their race by the time the game ends will be crowned champion, and settler of the new world.
DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and I do not know for sure if the final components will be any different from these shown. Also, it is not my intention to detail every rule in the game, as there are just too many. You are invited to download the rulebook, back the game through the Kickstarter campaign, or through any retailers stocking it after fulfillment. -T
To setup, follow the instructions, as there are many steps for setup. Once complete, the game should look similar to the photo below. You will see in this photo the main board at the top, the circular world core board (in black and red), and individual board setups for three players. Of course, for this review I will be playing the purple faction: The Flat-Earthers (not that I agree with the actual group of Flat-Earthers). Each player receives the same components, just in their player color. This includes six action cards to serve as the opening hand.
Each round follows four phases: Planetary Deck, Play Action Cards, Planetary Event, and March. On the main board a Planetary Event Card is flipped at the start of each round. This will inform the players which terrain type will generate energy this turn, as well as give a glimpse into the future event that will occur once the card travels to the activation zone on the board. Once players have placed energy shards onto the requisite terrain tiles they must each choose one card to be played this turn from their hand. As each player has the same six beginning Action Cards turns may seem similar. These action cards include Producing Plague (placing a plague disc on the space furthest from the end of the terrain tile line, on top of the picture of the player’s spaceship), Producing a Captain (a stronger version of the normal plague disc), Fast Movement (allows plague discs to move twice toward the core or two discs to move one space each), Slow But Steady (allows one plague disc to move forward one space OR allows the player to place a shield disc on top of a plague to protect it from harm), and Evolving OR Getting Lucky (which allows the player to purchase an Evolution Card from the Market or to roll the energy die and place energy shards on the resulting terrain type). More action cards can be purchased at the Market and used on future turns in order to buff certain actions, abduct opponent plagues, or even create new types of plagues with special abilities.
Once all players have played and resolved their action card for the round the Planetary Event phase begins. If an event card has moved its way to the activation zone of the main board its event text is resolved now. These events signify death of plague discs if they reside on specific terrain types, allow for purchasing cards at the Market or else destroying the plague furthest toward the core, or other various and nefarious events.
When the event has been resolved the active player token is passed to the next player and the March phase ensues. Players will move each of their plague discs one space toward the core to make room for more incoming plagues and captains.
Once the final event card has made its way through each of the main board slots and past the activation zone the game will end. Players will count their plague discs that made it onto the core of the planet and the player with the most discs will win! The rules also include several tie-breakers, ending with a shared victory and a snarky, “tough toothpaste,” style of comment.
Components. Again, this is a prototype copy of the game, and components are not at all final. However, component quality aside, this game looks amazing on the table and hints at some really excellent plans for the final aesthetic. The character art and art on the cards is cartoony, but not in a bad way, and the other art in the graphic design is just stellar (checks around the room for the hook). The game feels “spacey” and “alieny” but also hip and lighthearted. I like it. I like it a lot. My hope for the final product is that the rulebook gets much more detailed, as I had to ask several questions to the designer that just were not clear or present in the rules. I am also hoping that the cards themselves will see quite a bit of beefiness added to them, as this prototype copy shipped with mega-thin cards that are delicate to handle. For a prototype, the components are good and show me what could be upon a successful Kickstarter campaign.
The gameplay is definitely something I want to discuss. I was blown away by how much fun I had playing this game! I cannot count how many times I vocalized how impressed I was with the design and how much fun I was having. I love the mechanic of giving all players the same components but allowing them to choose how to use them best for their strategies. Sometimes I felt that I need to flood my track with plagues and get them moving, while other times I wanted to just upgrade my race by using the evolution cards from the market. Those evolution cards are so interesting to use because they can change the course of the game, especially if specific cards come out near the beginning of the game.
Players can choose which world they wish to conquer at the start of each game (five were included with this copy), and each world possesses different strategies of play. That said, Space Plague definitely scores points for replayability from us.
While it was difficult to get into at first (remember all the rules questions I had), once I was able to truly learn the game it became so enjoyable, and everyone I have played with has thoroughly enjoyed it. If this is the style of game we can expect to come out of Colombia and Bamboo Studios in particular, I am very excited for the future and for the board game community as a whole. This one is a gem and I cannot recommend it highly enough. If you are looking for something a little kooky but with great art and super fun play, then it’s a no-brainer. Space Plague is a must-play at the very least.
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Phoebe (13 KP) rated Hannibal - Season 1 in TV
Oct 8, 2018
It did not disappoint.
The relationships built within this season are well thought out and captivating, especially that of Will Graham and Hannibal Lecter. The way the two men circle each other, their relationship filled with manipulation and a subtle seduction, you learn the ways they need each other, and become dependant on each other as they delve further into each other's psyches.
Speaking of, the way in which Will is both portrayed by Hugh Dancy, and treated within the show in regards to his innate aptitude for understanding the macabre is fascinating. I found it opened a new door to how the mind can work, and the dark repercussions they can have. This is also well shown through Abigail, as we follow through the aftermath of a traumatic event at the hands of her father.
The overly stunning aesthetics of this show work not only to entice but also to act as a juxtaposition to the gore caused by Hannibal and the "monsters of the week" in every episode. It allows the viewer a glimpse into how Hannibal sees the world; as a work of art. Even down to his victims. The elegance that he constantly exudes, particularly in scenes in his kitchen, almost numbs the viewer to the horrific truth behind his character.
Overall, a beautiful show. One I would highly recommend, but maybe not to those with a particularly weak stomach.
Natari (73 KP) rated Hunt the Moon (Cassandra Palmer, #5) in Books
Jul 19, 2019
I really enjoyed Hunt the Moon. Karen Chance onces again nails the pace of action, romance and deepening our understanding of the loveable characters she has created. In Hunt the Moon we learn a lot about the big three, Cassie, Pritkin and Mircea which puts their behaviour and way of reacting to life in a whole new light. It's a work of art.
In Hunt the Moon, Cassie finds herself a brand new enemy, because rogue vampires, black wizards and gods were't enough. Now she gets to throw in the fae and demi-gods too. Who bring with them a whole new bag of tricks. And while you shouldn't laugh at someone who always seems to find herself and her bodyguards in the midst of explosions, but, well, it's damn funny when a stoned pythia is glaring at a possessed fridge. Karen is able to be serious and cover some unsettling topics like war, politics and childhood trauma (of all varieties) and balance it with pleasant prose and just straight-up fun. That's the best word for the Cassie Palmer series, it is fun to read.
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