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Purple Phoenix Games (2266 KP) rated Scoville in Tabletop Games
Jan 14, 2020
Have you ever had that thought, where you were sitting, wondering, has there ever been a board game based on “x” theme? Something really obscure, that you were for sure no one has ever thought of before. I think those of us that are avid collectors have this thought often, and it can be quite amusing at times. Sometimes the thought enters our head as this grand world domination scheme where you are going to be the first person to invent this new abstract and ludicrous board game that everyone is going to buy, making you filthy rich! And other times, the thought is just one of those that exists at the very far back stretches of your brain, jusssst to see how comical a title/theme you can come up with. Well, let me welcome everyone to “Scoville” – the board game I bet you never thought existed…..well, until now that is.
“Scoville” is exactly what you are thinking. Well, if you are a pepper fan or afficionado anyway. You see, Scoville, a term specifically made up by a fellow pepper enthusiast, is a test that measures the “hotness” of a pepper. The test was first used by Wilbur Scoville in 1912, whose namesake became the prodigious word used across the world to catalogue the finest and hottest peppers. The test has become so popular, that each year, farmers across the world make attempts to cross-breed peppers to make even hotter ones, just so they can stake a claim at the highest level of the Scoville scale.
Now that you have an idea of what our theme is all about, let’s talk gameplay. In Scoville, you play a pepper farmer. Your goal is to plant, sell, and breed the hottest peppers in all of town, suitably named, “Scoville.” There are 5 phases in each round of the game. Players complete these 5 phases in order until afternoon occurs in the game. This happens when a set amount of peppers have been sold by the farmers in the “marketplace” based on player count. These 5 phases: Auction, Plant, Harvest, Fulfillment, and Time Check, are described in the rulebook in a short, but thorough way. Each “morning” in the game, farmers take turns selling their peppers for victory points, planting new peppers in the open field plots, harvesting and breeding new peppers to sell later, and completing orders. It sounds like a lot, but the gameplay is one of the smoothest I have experienced in a worker placement style game. It’s unique in that it isn’t truly worker placement where you fill a space and another player is then blocked. The field in this case is wide open and provides ample direction for multiple strategies to get the best peppers on your turn. Once enough peppers have been sold based on the rulebook’s conditions, players enter the “afternoon” phase where they will sell peppers and fulfill any remaining orders they can. Once all players have completed this last trek through the 5 phases, victory points are added up. You’ll get varying points for all orders fulfilled throughout gameplay, points for special award plaques such as the hottest pepper award, points for unused Bonus tiles you are provided at the start (essentially little bumps in the game so no one person can run away with the scoring), and finally points for all money you have left from selling peppers in increments of $3.
While I have only scratched the surface of the breadth of gameplay this game offers, it is by far one of the simplest, yet most strategic, worker placement board games I have come across. The theme is in a very specific niche, yet is so whimsical and fun because of how the game is organized and crafted. It is very accessible for the whole family, and I say even usable as a first gateway game into the worker placement genre. The designer has done great not to let the theme weigh down the game to the point of that typical analysis paralysis that sometimes becomes the crux of most worker placement games. To clarify, actions such as “watering” or “fertilizing” the peppers could have been added to amplify the theme further, but are not included I believe because it truly doesn’t take away from the gameplay and imaginative idea that we are true pepper farmers. Just because we are “farmers” doesn’t mean we have to complete every task a farmer might do. We just have to feel like we are growing some really cool looking peppers (which the unique pepper meeples do the trick!)
While the theme is quite specific to a certain niche of gamer/pepper afficionado, it certainly makes up in fun gameplay that really anyone can enjoy, even us light-weight pepper eaters. It actually gives us light-weights a place to feel inclusive in this world of burn-your-face-off exhilarance that is so apparent on the faces of those that can tackle the likes of the dreaded Ghost pepper or Carolina Reaper. Purple Phoenix Games gives this one a hot 10 / 12. I hope you consider picking up a copy of this at your local game store and give it a try. You won’t regret it. And hey, good luck discovering all sorts of new and exciting types of those hot hot little death pickles!
“Scoville” is exactly what you are thinking. Well, if you are a pepper fan or afficionado anyway. You see, Scoville, a term specifically made up by a fellow pepper enthusiast, is a test that measures the “hotness” of a pepper. The test was first used by Wilbur Scoville in 1912, whose namesake became the prodigious word used across the world to catalogue the finest and hottest peppers. The test has become so popular, that each year, farmers across the world make attempts to cross-breed peppers to make even hotter ones, just so they can stake a claim at the highest level of the Scoville scale.
Now that you have an idea of what our theme is all about, let’s talk gameplay. In Scoville, you play a pepper farmer. Your goal is to plant, sell, and breed the hottest peppers in all of town, suitably named, “Scoville.” There are 5 phases in each round of the game. Players complete these 5 phases in order until afternoon occurs in the game. This happens when a set amount of peppers have been sold by the farmers in the “marketplace” based on player count. These 5 phases: Auction, Plant, Harvest, Fulfillment, and Time Check, are described in the rulebook in a short, but thorough way. Each “morning” in the game, farmers take turns selling their peppers for victory points, planting new peppers in the open field plots, harvesting and breeding new peppers to sell later, and completing orders. It sounds like a lot, but the gameplay is one of the smoothest I have experienced in a worker placement style game. It’s unique in that it isn’t truly worker placement where you fill a space and another player is then blocked. The field in this case is wide open and provides ample direction for multiple strategies to get the best peppers on your turn. Once enough peppers have been sold based on the rulebook’s conditions, players enter the “afternoon” phase where they will sell peppers and fulfill any remaining orders they can. Once all players have completed this last trek through the 5 phases, victory points are added up. You’ll get varying points for all orders fulfilled throughout gameplay, points for special award plaques such as the hottest pepper award, points for unused Bonus tiles you are provided at the start (essentially little bumps in the game so no one person can run away with the scoring), and finally points for all money you have left from selling peppers in increments of $3.
While I have only scratched the surface of the breadth of gameplay this game offers, it is by far one of the simplest, yet most strategic, worker placement board games I have come across. The theme is in a very specific niche, yet is so whimsical and fun because of how the game is organized and crafted. It is very accessible for the whole family, and I say even usable as a first gateway game into the worker placement genre. The designer has done great not to let the theme weigh down the game to the point of that typical analysis paralysis that sometimes becomes the crux of most worker placement games. To clarify, actions such as “watering” or “fertilizing” the peppers could have been added to amplify the theme further, but are not included I believe because it truly doesn’t take away from the gameplay and imaginative idea that we are true pepper farmers. Just because we are “farmers” doesn’t mean we have to complete every task a farmer might do. We just have to feel like we are growing some really cool looking peppers (which the unique pepper meeples do the trick!)
While the theme is quite specific to a certain niche of gamer/pepper afficionado, it certainly makes up in fun gameplay that really anyone can enjoy, even us light-weight pepper eaters. It actually gives us light-weights a place to feel inclusive in this world of burn-your-face-off exhilarance that is so apparent on the faces of those that can tackle the likes of the dreaded Ghost pepper or Carolina Reaper. Purple Phoenix Games gives this one a hot 10 / 12. I hope you consider picking up a copy of this at your local game store and give it a try. You won’t regret it. And hey, good luck discovering all sorts of new and exciting types of those hot hot little death pickles!

Purple Phoenix Games (2266 KP) rated Ticket to Ride in Tabletop Games
Jan 9, 2020
I am one of the remaining few who reviewers who haven’t put in their two cents on Ticket to Ride. Why? Is it bad? No. Am I lazy? No. It’s really because I don’t think I have anything new to say about it that hasn’t already been said a hundred times. So this review on this game will be a little different from me. Instead of going over the rules and such (however truncated they typically are from me) I will question how well this game has aged for me.
Ticket to Ride is one of those games that has really hit it big in the mass market. You can find it all over in big box stores, in FLGS, online, secondary market, just everywhere. But why? And for this long? Ticket to Ride (TTR) came out in 2004. A mere 15 years ago. While that doesn’t really sound like a long time, in contrast to today’s game industry it is an eternity. With thousands upon thousands of games being released into the market through direct publish, Kickstarter/crowd funding, and big releases at conventions it’s hard to believe that you can still find this hanging with the exciting, fresh new games.
What I truly believe is magical about this game is its simplicity. “You have two main options: take some cards or play some cards.” When you can start a teach of a game by saying that, your players are invested right away because they know you aren’t going to bog them down with rules upon rules. “If you decide to take cards you can take these colored train cards or you can take new route ticket cards.” So now players have two choices from gaining cards. “If you decide to play cards you need to play cards of a color and number matching whichever route between two connecting cities on the map you like.” Done. The game is explained. Yeah, you can fight me about the endgame scoring stuff like longest route and whatnot, but for new gamers, you have explained this classic in three sentences. It’s so beautiful when a game allows you to teach it so quickly.
But that surely means that this is an easy game, right? With so few rules and such. Well, no. It’s not really “easy” at all. While your main rules are light, the strategy and tactics during play can cause feelings of joy and delight as well as frustration and concern as you see someone claim the route you need to connect to two cities on the map. Of course, you can’t explain that to your new players right away. You want them to experience these feelings organically and fully. It’s what makes TTR a really great game: having your well-laid plans just shot to smithereens by the guy who can’t tell the difference between the white train cars and the wild rainbow train cars.
DISCLAIMER: I play with the 1910 expansion, which is a MUST. The larger cards are way easier to play with. See photo below with comparisons from base game on bottom with the larger 1910 cards above. YMMV, but I will always play using this expansion. -T
Components. Let’s compare components to some current or newer games. The game board is laid out really well, and the artwork is sparse and not over-busy on the board. This is a HUGE plus for me. I like nothing more than for the board to offer thematic elements and feeling without pelting my eyes with too much distraction. The cards were a bad choice. Not because the art or the quality on them is bad – because that’s not what I am saying. The size of the cards was a poor choice. I did purchase the 1910 expansion and simply will not play my copy without it. I recently played TTR for GenCan’t 2019 at my FLGS with OG base cards and found myself dreaming of the 1910 cards. The score tracker discs are of industry-standard quality for scoring discs. The plastic train car pieces are still just as wonderful to handle and play with as are many other more modern components. Seriously just as good. TTR components (and really, most of the time Days of Wonder components in general) are really great.
So do I still enjoy playing it? You betcha, don’tcha know. I still love seeing the board in front of me, agonizing over the route tickets I am dealt, and trying to decide if I should go for the New York to Los Angeles, or keep it simple with multiple routes along the Mississippi River. I still love the panic that ensues when I see people hoarding train cards, just knowing that they will soon be on the attack and their train car collection will dwindle to almost endgame levels in too few rounds for me to complete my masterpiece. I guess I still really love it.
Is Ticket to Ride my favorite game? No. But I’ll tell you what. I hadn’t played it in a couple years, and after this weekend’s play, it has moved up on my list by several spaces. It still holds a special place in my heart, and also the hearts of my team. That’s why Purple Phoenix Games gives Ticket to Ride a retrospective 20 / 24. It’s still great!
Ticket to Ride is one of those games that has really hit it big in the mass market. You can find it all over in big box stores, in FLGS, online, secondary market, just everywhere. But why? And for this long? Ticket to Ride (TTR) came out in 2004. A mere 15 years ago. While that doesn’t really sound like a long time, in contrast to today’s game industry it is an eternity. With thousands upon thousands of games being released into the market through direct publish, Kickstarter/crowd funding, and big releases at conventions it’s hard to believe that you can still find this hanging with the exciting, fresh new games.
What I truly believe is magical about this game is its simplicity. “You have two main options: take some cards or play some cards.” When you can start a teach of a game by saying that, your players are invested right away because they know you aren’t going to bog them down with rules upon rules. “If you decide to take cards you can take these colored train cards or you can take new route ticket cards.” So now players have two choices from gaining cards. “If you decide to play cards you need to play cards of a color and number matching whichever route between two connecting cities on the map you like.” Done. The game is explained. Yeah, you can fight me about the endgame scoring stuff like longest route and whatnot, but for new gamers, you have explained this classic in three sentences. It’s so beautiful when a game allows you to teach it so quickly.
But that surely means that this is an easy game, right? With so few rules and such. Well, no. It’s not really “easy” at all. While your main rules are light, the strategy and tactics during play can cause feelings of joy and delight as well as frustration and concern as you see someone claim the route you need to connect to two cities on the map. Of course, you can’t explain that to your new players right away. You want them to experience these feelings organically and fully. It’s what makes TTR a really great game: having your well-laid plans just shot to smithereens by the guy who can’t tell the difference between the white train cars and the wild rainbow train cars.
DISCLAIMER: I play with the 1910 expansion, which is a MUST. The larger cards are way easier to play with. See photo below with comparisons from base game on bottom with the larger 1910 cards above. YMMV, but I will always play using this expansion. -T
Components. Let’s compare components to some current or newer games. The game board is laid out really well, and the artwork is sparse and not over-busy on the board. This is a HUGE plus for me. I like nothing more than for the board to offer thematic elements and feeling without pelting my eyes with too much distraction. The cards were a bad choice. Not because the art or the quality on them is bad – because that’s not what I am saying. The size of the cards was a poor choice. I did purchase the 1910 expansion and simply will not play my copy without it. I recently played TTR for GenCan’t 2019 at my FLGS with OG base cards and found myself dreaming of the 1910 cards. The score tracker discs are of industry-standard quality for scoring discs. The plastic train car pieces are still just as wonderful to handle and play with as are many other more modern components. Seriously just as good. TTR components (and really, most of the time Days of Wonder components in general) are really great.
So do I still enjoy playing it? You betcha, don’tcha know. I still love seeing the board in front of me, agonizing over the route tickets I am dealt, and trying to decide if I should go for the New York to Los Angeles, or keep it simple with multiple routes along the Mississippi River. I still love the panic that ensues when I see people hoarding train cards, just knowing that they will soon be on the attack and their train car collection will dwindle to almost endgame levels in too few rounds for me to complete my masterpiece. I guess I still really love it.
Is Ticket to Ride my favorite game? No. But I’ll tell you what. I hadn’t played it in a couple years, and after this weekend’s play, it has moved up on my list by several spaces. It still holds a special place in my heart, and also the hearts of my team. That’s why Purple Phoenix Games gives Ticket to Ride a retrospective 20 / 24. It’s still great!

Tekhenu: Obelish of the Sun
Tabletop Game
Four millennia ago on the eastern bank of the Nile river was laid the foundation of the Temple of...

Purple Phoenix Games (2266 KP) rated Cytress in Tabletop Games
May 13, 2022
You ever play a game where you feel completely overwhelmed at first, but then slowly figure everything out just to fall in love with it? I really hadn’t… until Cytress. This thing is beastly, huge, and like 4 main games crammed into one experience and one box. I really wasn’t planning on letting on to my final thoughts so quickly, but here we are.
So like I mentioned, this game is an utter beast. I mean this lovingly, but for many different purposes. First, it will take some time to fully read the rulebook and understand everything mentioned within. Secondly, it will take way more time than you think to setup for the first game. Just stick with it – I promise it is worth it. Thirdly, players who are familiar with the game have a giant advantage over those who do not, so my immediate suggestion is to make a commitment to play with the same players as often as possible.
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
Typically in my reviews I like to explain the setup and paraphrase the rules to give a great idea of how the game looks and plays. This time, however, I just don’t think I can paraphrase the rules well enough to do anything justice. That said, I will provide a link to the designer explaining the game and provide photos and my final thoughts at the end as normal.
I should get back to normal format now.
Components. Just as a reminder, we were sent a preview copy of the game. That said, we were sent a box just FULL of components. There are about a billion cards of different types and sizes, translucent tracking cubes, tunnel/tube pieces, standees, boards, chits, and even DeLorean-looking ships. Everything in my box was really great quality, especially for a prototype preview copy. It is difficult to tell from the Kickstarter campaign page what the final game will look like (with final components and all), but even if it came to backers the same quality as what I was forwarded, I imagine backers would be decently satisfied.
Okay, I know I did not explain the game at all, but if you watched the video, you will understand why. Essentially, players are trying to score the most points and get their team into the floating city of Stratos. They accomplish this by building tall tubes on the main board. Influence in each subsection (or neighborhood I guess) on the main board allows players to build these tubes, and completing missions for different crime bosses allows influence over the different neighborhoods. Throughout the game players are able to leverage their resources at several locations, and even increase effectiveness of their characters through different means of leveling up. It’s a great combination of mechanics and design choices that Laura would more than likely give it a chef’s kiss.
I will always have extreme fondness for games that allow me to level up my character. Years and years of playing RPGs both digitally and tabletopally have fed my love of character development. Cytress allows me to indulge that part of my gaming preferences and really create characters that are interesting for me to play. I mean, if I am playing a character in a game, I would prefer to have some say in how they are built. Immediately Cytress scores big points from me for this factor alone.
Playing a game on different levels is also a really big enjoyment factor for me. I mean this as being able to concentrate my turns to specific but different areas of the board/game, but also that incredible 3D Stratos board creation is simply divine. I really appreciate when designers think in that third dimension and are able to create meaningful design choices to incorporate it (like in Everdell), instead of just throwing a random element for coolness factor. Playing my cards and pushing my cubes to climb ever higher is not only something I enjoy in games, but also in life… if that can be a metaphor for life.
I really could write for hours on what I love about Cytress, but I don’t want to beleaguer the point. This is a game that, if it sounds even remotely interesting to you, should be backed immediately. The campaign ends May 24 so you have some time still, but don’t wait. You certainly don’t want it to slip away. I have had such a blast with Cytress with all the play counts, and I cannot decide which I like best, so I won’t decide – it is great with all play counts! Purple Phoenix Games enthusiastically recommends Cytress to any and all lovers of games. The theme is amazing, presentation is through the roof (almost literally), and the gameplay is surprisingly interesting from a first-time designer. You can thank me for enticing you to back it when you see me at the next convention by buying me a delicious beverage. Then we can play a game of Cytress and school some randos.
So like I mentioned, this game is an utter beast. I mean this lovingly, but for many different purposes. First, it will take some time to fully read the rulebook and understand everything mentioned within. Secondly, it will take way more time than you think to setup for the first game. Just stick with it – I promise it is worth it. Thirdly, players who are familiar with the game have a giant advantage over those who do not, so my immediate suggestion is to make a commitment to play with the same players as often as possible.
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
Typically in my reviews I like to explain the setup and paraphrase the rules to give a great idea of how the game looks and plays. This time, however, I just don’t think I can paraphrase the rules well enough to do anything justice. That said, I will provide a link to the designer explaining the game and provide photos and my final thoughts at the end as normal.
I should get back to normal format now.
Components. Just as a reminder, we were sent a preview copy of the game. That said, we were sent a box just FULL of components. There are about a billion cards of different types and sizes, translucent tracking cubes, tunnel/tube pieces, standees, boards, chits, and even DeLorean-looking ships. Everything in my box was really great quality, especially for a prototype preview copy. It is difficult to tell from the Kickstarter campaign page what the final game will look like (with final components and all), but even if it came to backers the same quality as what I was forwarded, I imagine backers would be decently satisfied.
Okay, I know I did not explain the game at all, but if you watched the video, you will understand why. Essentially, players are trying to score the most points and get their team into the floating city of Stratos. They accomplish this by building tall tubes on the main board. Influence in each subsection (or neighborhood I guess) on the main board allows players to build these tubes, and completing missions for different crime bosses allows influence over the different neighborhoods. Throughout the game players are able to leverage their resources at several locations, and even increase effectiveness of their characters through different means of leveling up. It’s a great combination of mechanics and design choices that Laura would more than likely give it a chef’s kiss.
I will always have extreme fondness for games that allow me to level up my character. Years and years of playing RPGs both digitally and tabletopally have fed my love of character development. Cytress allows me to indulge that part of my gaming preferences and really create characters that are interesting for me to play. I mean, if I am playing a character in a game, I would prefer to have some say in how they are built. Immediately Cytress scores big points from me for this factor alone.
Playing a game on different levels is also a really big enjoyment factor for me. I mean this as being able to concentrate my turns to specific but different areas of the board/game, but also that incredible 3D Stratos board creation is simply divine. I really appreciate when designers think in that third dimension and are able to create meaningful design choices to incorporate it (like in Everdell), instead of just throwing a random element for coolness factor. Playing my cards and pushing my cubes to climb ever higher is not only something I enjoy in games, but also in life… if that can be a metaphor for life.
I really could write for hours on what I love about Cytress, but I don’t want to beleaguer the point. This is a game that, if it sounds even remotely interesting to you, should be backed immediately. The campaign ends May 24 so you have some time still, but don’t wait. You certainly don’t want it to slip away. I have had such a blast with Cytress with all the play counts, and I cannot decide which I like best, so I won’t decide – it is great with all play counts! Purple Phoenix Games enthusiastically recommends Cytress to any and all lovers of games. The theme is amazing, presentation is through the roof (almost literally), and the gameplay is surprisingly interesting from a first-time designer. You can thank me for enticing you to back it when you see me at the next convention by buying me a delicious beverage. Then we can play a game of Cytress and school some randos.

Purple Phoenix Games (2266 KP) rated Final Challenge in Tabletop Games
Oct 1, 2021
Have you got some stiffs in your gaming group? Do you introduce lots of new gamers to the hobby? Are you looking to get up off the table every once in a while and just play something wacky? Well, I may have the answer for you here. I am a natural performer, so many things do not affect me, and I do not have performance anxiety AT ALL. But what if you have a table with a bunch of people who do not really know each other? What do you pull out then? I might suggest you keep reading.
Final Challenge is a crazy party game for up to six players. In it, players are attempting to earn cards from different categories in order to place themselves in the Final Challenge round where they will attempt to compete for all the marbles.
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 coming October 2021, or through any retailers stocking it after fulfillment. -T
To setup, shuffle all the cards in the game (in this prototype version I was given a smattering of each type of card, including several from planned expansions) and make a large draw pile. Place the timer nearby and give each player a player board and reminder card. Determine the first player and the game may begin!
On a turn, the active player will check their board to see if they have any active challenges. These are challenge cards that have specific timing applied in order to complete. Completed challenges are either placed face-down on their board or discarded. Next, the active player draws the top card from the deck and has three choices: Perform the Challenge, Ask for Volunteers, or Attack Another Player.
The active player will most often prefer to Perform the Challenge by reading the card’s challenge aloud and attempting to satisfy the requirement. Other players at the table are the judges in determining if the attempt is successful or not. If so, the challenge is placed face-down on the player’s board. If unsuccessful, the card is discarded. As this is the only way to progress in the game, it is usually the best bet on a turn.
However, the player may not wish the complete the challenge and can Ask for Volunteers to help perform the challenge. Whomever accepts and completes will win the card and be able to place it in front of themselves for a quick extra boost of completed challenges.
Should the active player not wish to complete the challenge drawn, and to Attack Another Player, they may assign the challenge to another player who already has completed a challenge of the same type previously. This offers some benefit to the assigned player, as they may collect another card of a similar type, and forces them the complete the challenge card instead of the active player. Should the attacked player lose, however, they lose not only the attacking card, but the face-down card they have previously completed!
Once a player has locked (earned completed face-down cards) one challenge card of each type, they have unlocked the Final Challenge. On the back of each challenge card is one word. When placed on the player board the words will spell out a ridiculous prompt that the active player will need to perform in order to win the Final Challenge. In the example photo below, the prompt is: Mischievous Cavegirl Uses Force On Someone’s Ear While Moaning Loudly. Therefore, in order to win this Final Challenge, the active player will need to exemplify this prompt to the satisfaction of the other players/judges. Think about how you would complete this one.
After a successful Final Challenge, the winner collects the red Personality card to add to their winnings. On the backs of red cards are abilities that are now in effect for the rest of the game. The winner is the player who collects two red cards. The rules indicate any stopping point that is agreed upon by the players is acceptable, but they suggest just to two.
Components. Again, this is a prototype copy of this game, and I do not know which, if any, components will be different in the final version. That said, what I received was a box of cards, player boards, reminder cards, and a sand timer. Also included were card dividers, which confused me since the cards are to be shuffled for play. I like the direction the game is going, especially with regards to aesthetics. In a crazy over-saturated niche of party games, Final Challenge is trying to be a little different. The art is quirky, and that is definitely not a bad thing here. All the text is easily legible and the sand timer… works. It is fine as is, but I am sure that a successful Kickstarter will improve all the components in the game.
I am definitely not a party game kind of guy. My wife always makes fun of me when I groan at them, like I am some board game snob. And maybe I guess I really am. I know how I would like to spend my gaming time, and usually it is not with a party game. That said, Final Challenge does offer something a little different by having each card present a challenge that could be storytelling, actions, impersonations, and all kinds of cuckoo… but I like it. Now, I think every game has its place, and for me and my typical game groups, this would be a great one to pull out when I introduce fresh gamers into the hobby, or as something to completely break the ice/tension. As long as all players understand that they may need to get out of their comfort zones to have a good time with it, Final Challenge can be that entry into the hobby for some.
My highest-rated party game to this point is Happy Salmon, and I use it for silliness between heavier games, or to help re-energize my players. It works wonders, and I love it for that. I don’t think Final Challenge will replace Happy Salmon for me for its purpose, but I definitely can see instances when I would need something with just a little more meat on its bones, but still in the ridiculous category. So if you are in need of a weird, quick, zany, little card game (with origins in Serbia – how many Serbian games do you have?) then check out Final Challenge, coming to Kickstarter in October.
For those more raunchy gamers, I have some insight for you as well. I said earlier that Kerber was kind enough to pepper this copy with a few cards from expansions as well, and one of them is the “Rated R Expansion.” I won’t give you exact examples of cards from that set, but just as a levels-check, two cards I pulled from the normal deck has this text on the front, “You have ended up in a talent show. Tell a joke. If no one laughs, you lose.” On the back of this it says, “Their Nipples.” Another example from the core set is, “Someone in this group just got immensely attractive. Point that person out by casually looking at them in a seductive manner until your next draw.” On the back? It says, “While Praying.” Soooooooo, the fronts and backs don’t necessarily have anything to do with each other… but they could. Enjoy the game, everyone!
Final Challenge is a crazy party game for up to six players. In it, players are attempting to earn cards from different categories in order to place themselves in the Final Challenge round where they will attempt to compete for all the marbles.
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 coming October 2021, or through any retailers stocking it after fulfillment. -T
To setup, shuffle all the cards in the game (in this prototype version I was given a smattering of each type of card, including several from planned expansions) and make a large draw pile. Place the timer nearby and give each player a player board and reminder card. Determine the first player and the game may begin!
On a turn, the active player will check their board to see if they have any active challenges. These are challenge cards that have specific timing applied in order to complete. Completed challenges are either placed face-down on their board or discarded. Next, the active player draws the top card from the deck and has three choices: Perform the Challenge, Ask for Volunteers, or Attack Another Player.
The active player will most often prefer to Perform the Challenge by reading the card’s challenge aloud and attempting to satisfy the requirement. Other players at the table are the judges in determining if the attempt is successful or not. If so, the challenge is placed face-down on the player’s board. If unsuccessful, the card is discarded. As this is the only way to progress in the game, it is usually the best bet on a turn.
However, the player may not wish the complete the challenge and can Ask for Volunteers to help perform the challenge. Whomever accepts and completes will win the card and be able to place it in front of themselves for a quick extra boost of completed challenges.
Should the active player not wish to complete the challenge drawn, and to Attack Another Player, they may assign the challenge to another player who already has completed a challenge of the same type previously. This offers some benefit to the assigned player, as they may collect another card of a similar type, and forces them the complete the challenge card instead of the active player. Should the attacked player lose, however, they lose not only the attacking card, but the face-down card they have previously completed!
Once a player has locked (earned completed face-down cards) one challenge card of each type, they have unlocked the Final Challenge. On the back of each challenge card is one word. When placed on the player board the words will spell out a ridiculous prompt that the active player will need to perform in order to win the Final Challenge. In the example photo below, the prompt is: Mischievous Cavegirl Uses Force On Someone’s Ear While Moaning Loudly. Therefore, in order to win this Final Challenge, the active player will need to exemplify this prompt to the satisfaction of the other players/judges. Think about how you would complete this one.
After a successful Final Challenge, the winner collects the red Personality card to add to their winnings. On the backs of red cards are abilities that are now in effect for the rest of the game. The winner is the player who collects two red cards. The rules indicate any stopping point that is agreed upon by the players is acceptable, but they suggest just to two.
Components. Again, this is a prototype copy of this game, and I do not know which, if any, components will be different in the final version. That said, what I received was a box of cards, player boards, reminder cards, and a sand timer. Also included were card dividers, which confused me since the cards are to be shuffled for play. I like the direction the game is going, especially with regards to aesthetics. In a crazy over-saturated niche of party games, Final Challenge is trying to be a little different. The art is quirky, and that is definitely not a bad thing here. All the text is easily legible and the sand timer… works. It is fine as is, but I am sure that a successful Kickstarter will improve all the components in the game.
I am definitely not a party game kind of guy. My wife always makes fun of me when I groan at them, like I am some board game snob. And maybe I guess I really am. I know how I would like to spend my gaming time, and usually it is not with a party game. That said, Final Challenge does offer something a little different by having each card present a challenge that could be storytelling, actions, impersonations, and all kinds of cuckoo… but I like it. Now, I think every game has its place, and for me and my typical game groups, this would be a great one to pull out when I introduce fresh gamers into the hobby, or as something to completely break the ice/tension. As long as all players understand that they may need to get out of their comfort zones to have a good time with it, Final Challenge can be that entry into the hobby for some.
My highest-rated party game to this point is Happy Salmon, and I use it for silliness between heavier games, or to help re-energize my players. It works wonders, and I love it for that. I don’t think Final Challenge will replace Happy Salmon for me for its purpose, but I definitely can see instances when I would need something with just a little more meat on its bones, but still in the ridiculous category. So if you are in need of a weird, quick, zany, little card game (with origins in Serbia – how many Serbian games do you have?) then check out Final Challenge, coming to Kickstarter in October.
For those more raunchy gamers, I have some insight for you as well. I said earlier that Kerber was kind enough to pepper this copy with a few cards from expansions as well, and one of them is the “Rated R Expansion.” I won’t give you exact examples of cards from that set, but just as a levels-check, two cards I pulled from the normal deck has this text on the front, “You have ended up in a talent show. Tell a joke. If no one laughs, you lose.” On the back of this it says, “Their Nipples.” Another example from the core set is, “Someone in this group just got immensely attractive. Point that person out by casually looking at them in a seductive manner until your next draw.” On the back? It says, “While Praying.” Soooooooo, the fronts and backs don’t necessarily have anything to do with each other… but they could. Enjoy the game, everyone!

Phil Leader (619 KP) rated Cruise the Storm (John McBride #2) in Books
Nov 12, 2019
A group of terrorist hijackers on board a cruise ship. An ex SAS soldier on board teaching watercolour painting. A huge storm bearing down on the ship.
This might sound like the plot of some Hollywood blockbuster full of explosions and witty one liners from the hero but Chilcott delivers something a lot more cerebral than that. The story and characters have a sense of reality and this is more like a game of chess between the chief hijacker and the crew, a game where the ship is the board and the pawns the passengers which the terrorists are only too willing to dispose of to meet their aims.
Keith Bourne is the founder and leader of the White Christian League, an extreme right wing terrorist organisation who specialise in violent demonstration and the odd mosque burning. Bourne wants cash to further his rather nasty aims and decides that hijacking a cruise liner will fit the bill nicely. MI5 have been watching him and manage to get one of their agents onto the boat in an attempt to thwart Bourne and his cronies.
John McBride is a watercolour artist of some renown who is drafted onto the cruise to teach any interested passengers how to paint in watercolours, the scenes in the various Mediterranean ports they will be visitng being ideal subjects. McBride also happens to be a former member of the elite SAS and when he is made aware of the plot to hijack the ship is able to advise the captain and MI5.
The tension cranks up nicely through the first half of the book, seen mostly from the point of view of Bourne and McBride as each becomes aware of each other and both their plans have to be changed by circumstance. Everything comes to a head on the night the storm hits the ship.
At this point, with everything poised on a knife edge of success or failure for both sides, Chilcott pulls a deft narrative twist and goes back and tells the story again from the point of view of the chairman of the cruise line and one of the passengers, once again building up to the crisis point. This has the nice effect of filling in details that were previously only mentioned but also did lose the momentum which took a while to get going again. It may have been better to tell the story purely sequentially but seeing events from different perspectives again was interesting.
The characters and situations are written with a real authenticity. There are no miraculous escapes, no amazing feats of marksmanship and this is a very real strength of Chilcott's writing. Everthing happens in a way that seems very authentic - and in the case of the actions of the hijackers, worryingly so. Every action and reaction of the characters is plausible and there are frequent points where the story could go one way or another just on a chance encounter or random event.
This realism also felt a little like a weakness to me. Some things happen which provide some dramatic tension at the time but ultimately don't really have a bearing on the eventual outcome. Although this is very much like real life, perhaps it is not what is expected in a thriller of this type. In particlar (and these aren't really spoilers) the ship is damaged in the storm but this doesn't really affect anything, and also what happens when events are told from the point of view of one of the passengers looks to be building to something interesting but ultimately fizzles away. I would have liked to see more of these sub plots carried forward to the end of the story.
Despite this, the book was a good and interesting read and I am looking forward to reading more of Chilcott's McBride novels. I would recommend this book to anyone who likes their thrillers character driven and cerebral rather than all action. Plus you will pick up some excellent tips on painting in watercolours as a bonus.
Rated: Some violence, language and sexual references
This might sound like the plot of some Hollywood blockbuster full of explosions and witty one liners from the hero but Chilcott delivers something a lot more cerebral than that. The story and characters have a sense of reality and this is more like a game of chess between the chief hijacker and the crew, a game where the ship is the board and the pawns the passengers which the terrorists are only too willing to dispose of to meet their aims.
Keith Bourne is the founder and leader of the White Christian League, an extreme right wing terrorist organisation who specialise in violent demonstration and the odd mosque burning. Bourne wants cash to further his rather nasty aims and decides that hijacking a cruise liner will fit the bill nicely. MI5 have been watching him and manage to get one of their agents onto the boat in an attempt to thwart Bourne and his cronies.
John McBride is a watercolour artist of some renown who is drafted onto the cruise to teach any interested passengers how to paint in watercolours, the scenes in the various Mediterranean ports they will be visitng being ideal subjects. McBride also happens to be a former member of the elite SAS and when he is made aware of the plot to hijack the ship is able to advise the captain and MI5.
The tension cranks up nicely through the first half of the book, seen mostly from the point of view of Bourne and McBride as each becomes aware of each other and both their plans have to be changed by circumstance. Everything comes to a head on the night the storm hits the ship.
At this point, with everything poised on a knife edge of success or failure for both sides, Chilcott pulls a deft narrative twist and goes back and tells the story again from the point of view of the chairman of the cruise line and one of the passengers, once again building up to the crisis point. This has the nice effect of filling in details that were previously only mentioned but also did lose the momentum which took a while to get going again. It may have been better to tell the story purely sequentially but seeing events from different perspectives again was interesting.
The characters and situations are written with a real authenticity. There are no miraculous escapes, no amazing feats of marksmanship and this is a very real strength of Chilcott's writing. Everthing happens in a way that seems very authentic - and in the case of the actions of the hijackers, worryingly so. Every action and reaction of the characters is plausible and there are frequent points where the story could go one way or another just on a chance encounter or random event.
This realism also felt a little like a weakness to me. Some things happen which provide some dramatic tension at the time but ultimately don't really have a bearing on the eventual outcome. Although this is very much like real life, perhaps it is not what is expected in a thriller of this type. In particlar (and these aren't really spoilers) the ship is damaged in the storm but this doesn't really affect anything, and also what happens when events are told from the point of view of one of the passengers looks to be building to something interesting but ultimately fizzles away. I would have liked to see more of these sub plots carried forward to the end of the story.
Despite this, the book was a good and interesting read and I am looking forward to reading more of Chilcott's McBride novels. I would recommend this book to anyone who likes their thrillers character driven and cerebral rather than all action. Plus you will pick up some excellent tips on painting in watercolours as a bonus.
Rated: Some violence, language and sexual references

Jason James (3 KP) rated Founders of Gloomhaven in Tabletop Games
Apr 4, 2019
Founders of Gloomhaven is a 1 to 4 player cooperative/competitive game. In short, players must work to build the city of Gloomhaven. The game provides a two-sided board and depending on which side you choose it slightly changes how the game is played. All players choose a character race and any additional resource cards. This determines which resources the players will automatically own during the game. However, other players will have the opportunity to buy access to resources they do not own. This is vital when building "upgraded" buildings. Each player starts with the same five cards (six cards in a two-player game). Players will have a chance to acquire new card by recruiting advisers, which are upgraded versions of the base cards. Play begins with a player laying down a card they wish to play. They follow the instructions on the top of the card, and then each other player will have a chance to follow the instructions laid out on the bottom of the card. Card actions can always be switched out with a set of basic actions (collect one gold or influence, build a road, or place a worker). If a player chooses (or is forced) to play a "Call to Vote" card, they collect one gold or influence, or build one road for each of the remaining cards in their hand. They reset all of their workers and collect their discard pile. All other players have a chance to collect gold based on the number of resources they own. Then all players vote for which prestige building they want to be built. All players reveal their choice token along with any influence they wish to spend. The player with the most votes gets to place the building anywhere on the map. Points are scored by connecting upgraded buildings to resources you own but is slightly more difficult with the games unique "trickle down" scoring system. This means that some points may have to be shared with players who own base the resources or other upgraded building needed to build the building that was just placed.
Overall this game is for people who enjoy other similar games like Catan or Ticket to Ride. Players must adjust to the fact that roads are public tiles that can connect any players resources to buildings. The game is high statistical and players must be able to make decisions that may result in other players gaining points. I would give the game an 8/10 as it brings a fresh feel to city-building board games! If you have any questions or have any comments on my review please feel free to message me.
Thanks!
Overall this game is for people who enjoy other similar games like Catan or Ticket to Ride. Players must adjust to the fact that roads are public tiles that can connect any players resources to buildings. The game is high statistical and players must be able to make decisions that may result in other players gaining points. I would give the game an 8/10 as it brings a fresh feel to city-building board games! If you have any questions or have any comments on my review please feel free to message me.
Thanks!

BankofMarquis (1832 KP) rated Jumanji: Welcome to the Jungle (2017) in Movies
Jul 18, 2018
A fun, family friendly action comedy
JUMANJI was a fun film from the middle 1990's, starring the late, great ROBIN WILLIAMS. And, when I heard that they were making a sequel to this film 22 years later and starring Dwayne "The Rock" Johnson, I thought "no thanks" and even skipped seeking it out at movie theaters over the winter, even after I heard that it was "pretty fun".
I finally caught up to it on a recent flight and I have to admit - I was wrong for skipping this film JUMANJI: WELCOME TO THE JUNGLE is a fun romp with The Rock ably filling the lead role, aided by a strong supporting cast.
JUMANJI was about a board came come to life. JUMANJI: WELCOME TO THE JUNGLE has the same board game that morphs itself into a video game and when 4 High Schoolers stumble across it while serving detention, well...comedy - and adventure - ensue.
The four high schoolers are typical THE BREAKFAST CLUB stereotypes. The nerdy boy, the hot girl, the jock boy and the dorky girl. When these four are transported into the game they take on the outward appearance - and skills - of their video game characters - the nerdy body becomes the dashing hero (Dwayne "The Rock" Johnson). The hot girl becomes the dumpy (male!) professor (Jack Black). The jock becomes the un-athletic short kid (Kevin Hart) and the dorky girl becomes the kick-ass girl (Karen Gillan). It is the 4 actors playing their high school counterparts in their bodies that is the core of this film - and the center of the charm and fun of this film. All 4 shine. Johnson and Hart (back together after CENTRAL INTELLIGENCE) show that the chemistry they showed with each other in the previous film is no fluke. Gillan (Nebula in the GUARDIANS OF THE GALAXY films) shows that she can do kick-ass well - and with a wink in her eye. But it is the performance of Black that steals things. Someone said to me that Black was made to play a "hot high school girl" and I would have to agree. He almost steals the movie.
Director Jake Kasdan (the TV series NEW GIRL) understands what kind of film that he is making, so keeps the fun and action going at a superficial, almost cartoon level, never really stopping to breathe (or to think). He keeps things light - and family friendly - with just enough "almost" dirty jokes to keep young and old alike interested. It earns - but never crosses the line - of it's PG-13 rating. There is talk of a sequel, and I, for one, am looking forward to it.
Letter Grade: A-
8 (out of 10) stars and you can take that to the Bank(ofMarquis
I finally caught up to it on a recent flight and I have to admit - I was wrong for skipping this film JUMANJI: WELCOME TO THE JUNGLE is a fun romp with The Rock ably filling the lead role, aided by a strong supporting cast.
JUMANJI was about a board came come to life. JUMANJI: WELCOME TO THE JUNGLE has the same board game that morphs itself into a video game and when 4 High Schoolers stumble across it while serving detention, well...comedy - and adventure - ensue.
The four high schoolers are typical THE BREAKFAST CLUB stereotypes. The nerdy boy, the hot girl, the jock boy and the dorky girl. When these four are transported into the game they take on the outward appearance - and skills - of their video game characters - the nerdy body becomes the dashing hero (Dwayne "The Rock" Johnson). The hot girl becomes the dumpy (male!) professor (Jack Black). The jock becomes the un-athletic short kid (Kevin Hart) and the dorky girl becomes the kick-ass girl (Karen Gillan). It is the 4 actors playing their high school counterparts in their bodies that is the core of this film - and the center of the charm and fun of this film. All 4 shine. Johnson and Hart (back together after CENTRAL INTELLIGENCE) show that the chemistry they showed with each other in the previous film is no fluke. Gillan (Nebula in the GUARDIANS OF THE GALAXY films) shows that she can do kick-ass well - and with a wink in her eye. But it is the performance of Black that steals things. Someone said to me that Black was made to play a "hot high school girl" and I would have to agree. He almost steals the movie.
Director Jake Kasdan (the TV series NEW GIRL) understands what kind of film that he is making, so keeps the fun and action going at a superficial, almost cartoon level, never really stopping to breathe (or to think). He keeps things light - and family friendly - with just enough "almost" dirty jokes to keep young and old alike interested. It earns - but never crosses the line - of it's PG-13 rating. There is talk of a sequel, and I, for one, am looking forward to it.
Letter Grade: A-
8 (out of 10) stars and you can take that to the Bank(ofMarquis

Phillip McSween (751 KP) rated Zombieland (2009) in Movies
Nov 12, 2019
Great Cast Makes For the Perfect Movie
Four strangers have to learn to survive together during a zombie apocalypse. Talk about a movie that checks all the boxes, Zombieland does just that! It’s got a little something for everyone.
Acting: 10
Beginning: 10
The first ten minutes is a perfect setup for what you can expect throughout the movie. This isn’t your typical zombie-survival romp and I thought writer Rhett Reese did an amazing job of establishing that early. You meet and fall in love with the main character as he tries to survive a simple trip to the bathroom. You also learn how his “rules” have kept him alive so long.
Characters: 10
His name is Columbus, played by Jesse Eisenberg. He’s such an unlikely hero that you can’t help but root for the poor guy as he moves from one scene to the next. Many of the scenes would have played out much differently if it weren’t for his quirky personality.
The other three mains, Tallahassee (Woody Harrelson), Wichita (Emma Stone), and Little Rock (Abigail Breslin) add their own flare to the film as well. Tallahassee is a badass to the point where it gets extremely comical. His character motivation of searching for a Twinkie (literally!) is priceless. The ladies share a fun backstory that make them an intriguing pair. You throw all four together and you have a perfect combination.
Cinematography/Visuals: 10
Conflict: 10
Entertainment Value: 10
This apocalyptic adventure is a blast across the board from beginning to end. Even the backstories are exciting to watch. The characters help drive the story as you can somehow manage to get on board with each of their motivations for survival. The action is a blast and the slower moments are underrated gems.
Memorability: 10
Pace: 10
Plot: 10
Zombie movies have been done over…and over…and over…It’s a rare treat when they get it right and try to think outside of the box. I love that the film manages to take a familiar theme and make it fresh. Not only is the movie original, but it harbors some of the most memorable scenes in film.
Resolution: 10
Always nice when a movie doesn’t overstay it’s welcome. Zombieland ties up its story in tidy fashion, ending with a heartfelt bang. It immediately makes you want to watch it again.
Overall: 100
I have the utmost respect for the sheer creativity in Zombieland. Sometimes movies try too hard while others don’t try hard enough. This movie never feels forced and always feels in control of its own destiny. Even the small scenes are impactful, like the night scene where they are taking turns driving and getting to know each other in the car. Zombieland is a cinematic treat.
Acting: 10
Beginning: 10
The first ten minutes is a perfect setup for what you can expect throughout the movie. This isn’t your typical zombie-survival romp and I thought writer Rhett Reese did an amazing job of establishing that early. You meet and fall in love with the main character as he tries to survive a simple trip to the bathroom. You also learn how his “rules” have kept him alive so long.
Characters: 10
His name is Columbus, played by Jesse Eisenberg. He’s such an unlikely hero that you can’t help but root for the poor guy as he moves from one scene to the next. Many of the scenes would have played out much differently if it weren’t for his quirky personality.
The other three mains, Tallahassee (Woody Harrelson), Wichita (Emma Stone), and Little Rock (Abigail Breslin) add their own flare to the film as well. Tallahassee is a badass to the point where it gets extremely comical. His character motivation of searching for a Twinkie (literally!) is priceless. The ladies share a fun backstory that make them an intriguing pair. You throw all four together and you have a perfect combination.
Cinematography/Visuals: 10
Conflict: 10
Entertainment Value: 10
This apocalyptic adventure is a blast across the board from beginning to end. Even the backstories are exciting to watch. The characters help drive the story as you can somehow manage to get on board with each of their motivations for survival. The action is a blast and the slower moments are underrated gems.
Memorability: 10
Pace: 10
Plot: 10
Zombie movies have been done over…and over…and over…It’s a rare treat when they get it right and try to think outside of the box. I love that the film manages to take a familiar theme and make it fresh. Not only is the movie original, but it harbors some of the most memorable scenes in film.
Resolution: 10
Always nice when a movie doesn’t overstay it’s welcome. Zombieland ties up its story in tidy fashion, ending with a heartfelt bang. It immediately makes you want to watch it again.
Overall: 100
I have the utmost respect for the sheer creativity in Zombieland. Sometimes movies try too hard while others don’t try hard enough. This movie never feels forced and always feels in control of its own destiny. Even the small scenes are impactful, like the night scene where they are taking turns driving and getting to know each other in the car. Zombieland is a cinematic treat.