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Dr Who: Dead Air
Dr Who: Dead Air
James Goss | 2010
4
4.0 (1 Ratings)
Book Rating
There's an old (well, now old) episode of Buffy The Vampire Slayer where The Hush comes to town, and everyone loses the ability to speak.

I've no idea which came first - edit: Buffy episode did - but I strongly suspect it was the inspiration for this audio drama, where the Hush is a sentient weapon left over from the Time War between the Time Lords and the Daleks, is on board a pirate radio station just outside Liverpool in the 1960s, and is looking for a way to escape and propagate.

In-universe, this is presented as a recording of the what went on onboard the ship, with David Tennant's Doctor warning the listener NOT to listen to the end as otherwise the Hush might escape ...

The result in an OK story: it's not the worst Dr Who audio drama I've listened to, but nor is it the best.
  
The Artemis Project
The Artemis Project
2019 | Dice Game, Science Fiction, Space
I don’t know about you, but I spend more time than I should probably admit perusing Kickstarter and checking out new projects. Although, that is how I came across The Artemis Project. A game about exploration and colonization of one of Jupiter’s moons? Yes please! The campaign looked promising, the gameplay looked engaging, and the hype was real. Once I finally got the game, did it live up to my expectations? Keep reading to find out!

The Artemis Project is a game of dice/worker placement in which players are trying to build and sustain a prosperous colony on Jupiter’s moon Europa. Played over 6 rounds, players will take turns rolling and placing dice across the regions of the board to collect resources, construct buildings, recruit and train colonists, and partake in expeditions to explore this vast ice-land. To begin, follow the setup instructions in the rulebook for the appropriate player count. Each player receives a player board, dice, and markers in their chosen color. Populate the board for the first round, select a starting player, and the game is ready to begin!

Disclaimer: I do not intend to rehash the entire rulebook in this review, as there are just too many details. For a more in-depth look at The Artemis Project, pick up a copy from your FLGS or directly from the publisher! -L

To start each round, all players will simultaneously roll all 5 of their dice. Once players are happy with their results, the round is ready to properly begin. Each round is broken into three phases: Placement, Resolution, and Upkeep. To begin the Placement phase, starting with the first player, players will take turns assigning one die at a time to the 7 regions of the board. These regions are: Basecamp, Vents, Quarry, Gantry, Doorstep, Academy, and Outfitters. (I will explain each region in more detail in the next section!) The value of the dice placed in any region is important, because it will dictate what you are allowed to do, or when you are allowed to resolve the action for that region – so choose your placements wisely.

Once every player has placed all 5 of their dice, the Resolution phase begins. During the Resolution phase, each of the regions of the board will be resolved in order, allowing players to perform their region-specific actions. Resolution starts with Basecamp. Placing dice at Basecamp allows players to partake in Expeditions in an effort to earn Expedition Badges (which translate to end-game VP), as well as extra rewards. Each Expedition has a difficulty level which must be equaled or surpassed by the total of all dice placed on that card. If the difficulty is surpassed, the Expedition is a success and rewards are doled out accordingly, but if the Expedition fails, no rewards are earned by anyone.

The next 2 regions, Vents and Quarry, allow players to collect Energy and Minerals, respectively, and are resolved in the same way. Players will collect a number of resources equal to their played die value. Pretty straight-forward! Moving on to the Gantry region, the value of dice placed on any building tiles are considered bids for buying/constructing that building. You can bid against opponents for building tiles, but each bid must increase the previous amount. When resolving the Gantry, the highest value die on a tile is the winner, and that player must pay their die-amount in Minerals to collect that tile. Buildings are added to your colony, and allow you to perform special actions once they are fully-staffed (all colonist slots on the tile are filled).

Next is the Doorstep – depending on the value of dice you placed there, you will be able to recruit 1-3 new colonists. Recruiting a colonist costs you 2 Energy per new addition, and any new colonists you recruit can be placed immediately into any of your buildings (if space is available), or into your Shelter where they will wait to be used. The Academy region allows you to exchange a colonist of your choice for one of a different type/occupation, again, depending on the value of the die used. And finally, the Outfitters region does not resolved during this phase, because it’s action is performed immediately upon dice placement. Any dice placed to the Outfitters gives Tool Kits (used to manipulate die values at the start of each round) to the player, based upon the die value.

The remaining element of the Resolution phase is the Even card. At the start of each round, an Event card is drawn, and will pertain to a certain region of the board. During the Resolution phase, when that region is reached, the Event card will be resolved – either penalizing players or benefitting them in some way. I have purposefully left out a few elements of the Resolution phase for you to discover on your own!


Once all regions have been resolved, the round moves to the Upkeep phase. During this phase, all players can choose to move 1 colonist to a building tile, or swap any 2 colonists between buildings. This is not required, but can only be performed once during this phase. Next, if any players have fully-staffed buildings (all colonist slots are filled), they may activate the listed ability. And finally, for any colonists left in your shelter and not in a building, you must pay 1 Energy for each to keep them warm! The game board is now refreshed for the next round, a new starting player is selected, and the new round is ready to begin. After the 6th and final round, VPs are tallied – earned through number of building tiles, Expedition Badges, sets of resources, and sets of colonists – and the player with the most VP is the winner!
I know that seems like a lot, but I promise that once you start the first round, everything is pretty intuitive and the game flows well. The turn sequence and phases are logical and easy to understand. The game board itself has lots of helpful icons that work as reminders throughout gameplay, and the rulebook has a nice and concise round overview on the last page as well, which is easy to refer back to at a moment’s notice. I’ll go ahead and touch on components here, since I kind of already started to do so. The components in this game are great! The game board and cards are all sturdy and have colorful and immersive artwork. The dual-layered player boards are high quality, the colonist meeples are cute and effective, the building tiles and cardboard chits are strong and can definitely hold up to many plays, and the dice are easy to roll and read. Definitely an A+ on components from me.


I have to admit that The Artemis Project surprised me. At its core, it is a worker placement game, and that in and of itself lends itself to a certain gameplay. You’re trying to complete your own agenda, being the first to snag those important placements that you need to accomplish those goals, while also blocking opponents from doing the same. The thing that makes The Artemis Project unique is that the ‘workers’ in this game are dice. And their value is what dictates the resolution of each region. Just because you place a die in a region first, does not necessarily mean that you will get to resolve first – depending on how your opponents play, they could block you entirely! The use of dice adds an extra layer of strategy to the gameplay that really elevates it beyond a simple worker placement mechanic. Another great thing about this game is that there is no one way to win – there are several strategies that you could play by in an effort to earn VPs. Maybe you are trying to complete as many Expeditions as possible, or want to construct as many buildings as possible. Either strategy can work, and all strategies can easily be adapted and altered during gameplay.
I am so happy that I came across this game on Kickstarter. The game is strategic, engaging, and just fun to play. I’m not necessarily a huge fan of worker placement games, but the approach to the mechanic taken by The Artemis Project really puts a unique twist on it that adds to the gameplay. This is one KickStarter that was definitely worth the investment. Check it out if you haven’t heard of it, or if you’re looking to elevate your worker placement games. Purple Phoenix Games gives it an enterprising 10 / 12.
  
The Hobbit
The Hobbit
2010 | Adventure, Card Game, Fantasy, Book, Travel
Visually aesthetically pleasing. The miniatures and gems are a great addition. The locations in the game are more closely linked to the book than the film, which is a big plus (0 more)
The rules are quite lengthy and it can take a couple of read-throughs before you get the gist of the campaign. (0 more)
Delving into Middle-Earth
As Middle Earth fever prepares to take hold once again with talk of a Lord of the Rings inspired TV show, I thought it might be time to take the adventures of Bilbo into the living room in the form of The Hobbit Board Game.

Gathering four of my best companions to join me on the adventure, we settled down for an evening of troll slaying and dragon fighting.

Based on the J.R.R Tolkien book as opposed to the film releases, The Hobbit is a game for 2-5 players which utilises a scorecard system rather than individual player pieces. The aim of the game, kill Smaug and find the treasure – simple enough surely?

When opening the box we were pleasantly surprised by the level of detail of the board as well as some rather beautifully illustrated dwarf cards. A lot of work had gone into these which is why we were a bit surprised by the Bilbo and Smaug figures which were plastic and painted red

Having laid out all of the pieces we then tackled the game instructions, which actually took as long as Bilbo’s journey to the Lonely Mountain. Having passed the instructions around we decided to just play the game and when we came to a segment we weren’t sure about, we would refer back. Despite the initial hiatus, The Hobbit is a rather enjoyable game, however not for unseasoned gamers.

The game is split into four adventures. Players must level up their initiative, cunning, and strength in order to battle goblins, fight wolves and escape elves before confronting Smaug himself. On the way, players will also collect gems which is ultimately the aim of the game as the player with the most is declared the winner at the end.

Each adventure comes with a series of adventure cards which break down into Gifts, Abilities and Travelcards. Gift cards present players with attribute benefits; Abilities assist players with battles; and Travelcards move Bilbo along his adventure. When encountering a battle, players must roll five dice in order to match certain conditions before moving on. Should the conditions not be met, players must draw a Dragon card, which incurs penalties and may result in Smaug moving across the board. Should Smaug reach Laketown, the game is over and the player with the most gems is declared the winner.

Having played the game with four other players we did actually have fun once we got into it and overcame the rather confusing rules. My best advice would be to have someone read the instructions before you and your friends sit down together as it can eat into the evening.
  
    Talisman

    Talisman

    Games

    9.0 (1 Ratings) Rate It

    App

    Embark on a perilous fantasy adventure, fighting dragons, battling serpents, and avoiding the deadly...

    Glass Road

    Glass Road

    Games

    (0 Ratings) Rate It

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    Glass Road is the official digital version of Uwe Rosenberg's Glass Road board game. STORY: The...

221B Baker Street: The Master Detective Game
221B Baker Street: The Master Detective Game
1975 | Deduction, Murder & Mystery, Book
Challenging clues (1 more)
Red Herrings
For those who find Cluedo too easy
We purchased this game for my 14 year old son for Christmas, as he is a huge fan of Cluedo. The game was recommended as the skills base that is needed is very similar, you go around the board searching for clues in order to solve a crime, whilst using logic to rule out possible suspects e.t.c.

Unlike Cluedo, however, the game relies upon written clues, some being simple statements, some riddles and some designed to throw the player completely off course. The game itself is significantly more challenging than Cluedo and requires a lot more thought into solving the case- I use the word case, as each murder requires different information to be found, for example the first case requires the murderer, weapon and motive, later cases require more information than this.

At the beginning of play, the case is read out, players have access to the case throughout play and can read it whenever they like - this is particularly useful, and I found myself reading over many times to familiarise with the clues and characters. As individuals or small teams, you go around the board to different places to collect clues (which are stored in the clue book that comes with the game). It is up to the player as to where they go first to seek out clues, although strategically it makes sense to visit a location connected to the case. Players are provided with a sheet to record thoughts and findings, before going back to 221b Baker Street to declare their theory. The creators of the game have deliberately placed red herrings into the clues, designed to mislead and throw us off course.

An element of logical thinking is required in order to solve the mystery, which I found particularly enjoyable. I found that this game certainly requires a good hour or more to complete, and was not a game that could be completed quickly, however did get us together as a family spending quality time together.
  
40x40

Rache (174 KP) Jan 3, 2019

Hmm, my sense of curiosity is piqued. I think I'll have to invest in this game so I can share it with my logic obsessed parents.

Century: Eastern Wonders
Century: Eastern Wonders
2018 | Nautical, Pirates
Simple to learn (1 more)
multiple strategies make for good replayability.
Strategic yet simple
Played this for the first time recently and it was the hit of the game night. It felt balanced and very playable even for just two people. We learned the rules quickly and only found the wording vague on one subject. We had to refer to BGG for clarification. Play moved quickly and it tickled our chess fancy, as we were able to be very strategic and plan our movies carefully and in advance. My partner and I adopted very different strategies and the game ended up being very close which is a good sign in terms of balance and replayability.
    For those who are unaware of the games mechanics, you create a board of tiles, each tile representing a market where you can trade, and the trade requirements for that particular market. The commodities are different colored cubes, one tile may allow you to trade 2 yellow cubes for 2 reds, another a red for a green, etc. You can pay cubes for additional movement and to create outposts that allow you to trade. The goal is to acquire the needed commodities for the different ports, which have a changing request via small tiles placed on the port tiles, these may require a variety of cubes, if you are the first to bring that combo to that port, you score the victory points. There are also victory points and special tiles that affect gameplay available via outpost placing, which encourages you to spread your presence on the board. My partner chose this strategy and built nearly all twenty of his outposts, I milked only a couple tiles for their trade combos, focusing on commodity acquirement and port fufillment. I won, but we only had a few point difference.
    We really enjoyed it, and look forward to playing it again, it's mechanics are unique enough that it stands out in our game library and it was a comfortable length for casual play!