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Chronicles of Crime: 1900
Chronicles of Crime: 1900
2021 | Adventure, Deduction, Murder & Mystery, Puzzle
WARNING: Extremely minor spoilers ahead (in the photos)! Don’t say I didn’t warn you (they aren’t big spoilers).

If you have been following us for a while now you have probably noticed we have published another title from the Millennium Series – Chronicles of Crime: 1400. While that title takes place in the year, well, 1400, this new title is set 500 years later in Paris. How do these games compare? What about the link to the original Chronicles of Crime (review to be posted later)? Should one purchase copies of all Chronicles of Crime games?

Chronicles of Crime: 1900 (which I shall refer to as CoC1900 from here) is a cooperative campaign, deduction, storytelling, puzzle solving adventure game, but I prefer to play it, and its relatives, solo. In it, the player(s) take control of the journalist Victor Lavel, a descendent of the main character from CoC1400. Victor has a limited amount of time to complete his investigation and return the scoop to the local newspaper by which he is employed. Players will be tackling the investigations of our noble hero in attempts to solve the case that is presented.

DISCLAIMER: We were provided a copy of this game for the purposes of this review. This is a retail copy of the game, so what you see in these photos is exactly what would be received in your box. I do not intend to cover every single rule included in the rulebook, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy online or from your FLGS. -T


To setup, place the main card holder board on the table. Anywhere. I called it. Next, keep the card decks in order (or don’t) and place them near the board. Similarly, place the location boards on the table and ready the main newspaper board for play. Launch the Chronicles of Crime app on a device, choose 1900, and select the scenario you wish to play. The app will drive the remainder of the game, so hold onto your butts!
How do I explain this game succinctly? Well, each of the cases will involve players traveling to different Location Boards and meeting Characters at these locations. Many cases will be involving several Special Items and, new for the 1900 version, Puzzle Cards that players will need to solve or use in special ways in order to progress with certain leads. These Puzzle Cards do not really give the story away or anything, but are merely tools to be used to help solve the cases.


By using the app and scanning the QR codes on the boards and cards players will be learning about the case, viewing the scene of the crime(s), inspecting items, and chatting up locals for information. Play will continue not so much in “rounds” but until the players have enough evidence and a good handle on the situation enough to return to the paper’s office to report to their coworkers all the details of the crime(s) by scanning answers to their questions about the case. The app then assesses the accuracy of the answers and outputs a score. Based on the score achieved players can play again to pick up clues they missed along the way or try another scenario entirely.

Components. As with all CoC games I have played, the components are simply wonderful. Most of what is in the box is cardstock of varying thickness, but the art is what really stands out. This is a gorgeous game and when it is displayed on the table, people become fascinated by its presence. Then when the onlookers see an app driving the gameplay they are hooked. I have heard complaints from other reviewers that the Character cards in the game are lacking in variation, and I would have to agree. Yes, it is set in 1900 Paris, but all the Character cards feature white people, most of whom seem to be upper crust, and with most of the males sporting an awful mustache. So I get that complaint and agree. With inclusivity and diversity being major hot issues currently, you would expect to see more of it in our industry. I would have liked to have come across more diverse characters, and maybe a mini expansion can add many alternate art characters to the game.

All in all I loved this theme of Chronicles of Crime. Being set in Paris and following a young investigative journalist is a nice twist on the protagonists commonly featured in these games. The gameplay is the same as previous versions of CoC, save for the new Puzzle cards. I do enjoy their addition, and look to find more of these in future versions. I love the Chronicles of Crime system so I was bound to love this one as well.

Now, should you buy this version if you already have base Chronicles of Crime? Sure! Why? I like this one because it adds a different mechanic to the game with all-new scenarios, and I enjoy having more of a good thing. I think I personally prefer the theme in 1400 more, but 1900 is a great addition to the family. If you are someone who has and enjoys the base CoC, or any of its iterations, and are looking for more content to devour, then definitely grab a copy of 1900. If you are new to the system, I say go ahead and start with 1900. The Puzzle cards do not add enough complexity to take it out of reach for beginner gamers or those who enjoy lighter games, but certainly add a new and welcome layer to the series. Purple Phoenix Games certainly recommends this one to all our fans. Can’t get enough Chronicles of Crime? Grab 1900. Want to start in the series but London or Medieval times don’t do it for you? Grab 1900. Like tons of portraits of mustachioed white dudes and floofy ladies? Grab 1900. Whatever your motivation, play the game and let me know how you score. I am not advertising my first score here because I am mortified by my performance. (I did get better on subsequent plays.)
  
Posthuman
Posthuman
2015 | Adventure, Dice Game, Exploration, Fighting, Science Fiction
So many storytellers have attempted to predict, or at least depict, the future of humanity. Many assert that a cataclysmic event will trigger some dark post-apocalyptic culture of humanity’s last breath on Earth. Others would have us fleeing to the stars to colonize and begin our species anew. But what if the former was correct and instead of becoming X-Men humans would rapidly mutate and become… something else entirely?

Posthuman is set in that dark post-apocalyptic horrorscape and is an exploration adventure game with character upgrading and dice-driven combat. The twist here is that humans are trying to escape the mutant creatures to The Fortress, a safe haven for all, but once infected may turn mutant and also turn on the party to prevent that glorious end. In this review, however, I will be playing through the solo rules, and they do not have players turning into mutants during the game. Bummer, eh?

DISCLAIMER: We are using the Kickstarter Deluxe version of the game. We do have the Defiant expansion from the KS campaign, but will not be using it for this review (I don’t think). Also, we do not intend to cover every single rule included in the rule book, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy from the publisher directly or from your FLGS. -T


To setup consult the rulebook, as there are so many decks of cards and character setup steps that need to happen that I just cannot detail here. Once setup your play area will look something like the photo below. Once setup is complete you are ready to begin your journey to The Fortress.
Posthuman is played over a series of rounds until the player wins or loses. The only way to win is to enter The Fortress before the Event deck runs out, and obviously the only way to lose is to run the Event deck out of cards or become a mutant by suffering five scars.

A round consists of several phases. The first phase is Event Resolution. The player will flip the top Event card and resolve its text. These Events could be a one-shot bad (or good) thing for the player, or may be an ongoing Seasonal Event that will stay in play until another Seasonal Event is drawn.

After the Events, characters will need to Eat to survive. Characters will be able to forage for food in a subsequent phase, but know that food is very important and if characters go too long without eating they will be suffering penalties of their Health and Morale.

Once fed (or starved, I suppose), the player will Declare an Action from the following: Camp, Forage, Scout, or Move (in multiplayer there is an additional action as well). To Camp players will forego any other action to heal their character. When a character Forages they will flip the current tile’s marker to show it may no longer be foraged and draw a Supplies card to see what supplies they will be able to gather. These could be more food tokens, ammo, equipment or weapons. To Scout a character will draw terrain tiles equal to the number of exits shown on their current terrain tile. The player will place the tiles however they want and this will provide insight into future locations and what they may hold. Lastly a player may Move into a connected terrain tile and begin having encounters upon it.

Most of the action in Posthuman comes as a result of having encounters on terrain tiles. Depending on where the character meeple is located on the Central Board track encounters will be drawn from the level one, two, or three decks and encountered immediately. Most of the encounters are combats, and I could write another whole post on combat, but I will spare you the details and merely say that combat is very involved and encompasses many steps to resolve. At the end of the combat a character may receive the encountered creature card as a VP trophy to be spent later on upgrades. The VP card may also instruct the player to move the meeple one space closer to The Fortress on the Central Board track. The other type of encounter card presents choices for the player to make or stat tests to overcome via die rolls.


Play continues in this fashion until the player wins by reaching The Fortress, or by losing to the forces set against them.
Components. This box is chock FULL of components and they are all super high-quality and enjoyable to play with. I do have a couple issues with some bits. Firstly, the player boards are quite small, and the tracking cubes are not meant for big meaty paws at all. Similarly, the tracking chits to be used for stats on the player board are flimsy and don’t really stay in place too well. Also the game comes with two different shades of gray player meeple colors and NOT a purple option. Shame! Shame! Shame!

When all is said and done Posthuman delivers an exciting experience on the table for a solo player and indulges the player’s need to roll dice on the regular. Just me? Didn’t think so. The combat is great, but I found myself discarding more enemies than defeating in some games and that is quite annoying. One game I refused to Scout at all and that totally bit me in the booty. So Scout, y’all.

Just know that playing this solo is NOT a cakewalk at all. I watched a playthrough video where the host won the game but nearly every roll of the die was favorable and every combat successful. Even still, she nearly ran out of time and lost the game. So games really can come down to the wire. Now, I haven’t really gotten very close to winning yet, but my day is coming!


I like this one a lot, and will certainly be going back to it for my solo plays. I have been playing some really great solo games lately, and I am very thankful for that. Posthuman, however, I don’t think will get much multiplayer action at my house. The rules are plentiful and the people I normally game with do not enjoy rules-heavy games. Similarly, I don’t think the theme is for everyone. I dig it, but different strokes and all. If you are in the market for a new (to you) game that can be played solo or multiplayer with an interesting theme and is pretty difficult, look up Posthuman. Just stay away from the mutants. These do NOT want to recruit you to their school for gifted people.
  
The Botanist (The Sin Bin #2.5)
The Botanist (The Sin Bin #2.5)
Dahlia Donovan | 2017 | Fiction & Poetry, Romance
10
9.5 (2 Ratings)
Book Rating
The Botanist: Short Story (The Sin Bin #2.5) by Dahlia Donovan
The Botanist is part of The Sin Bin series, and let me tell you, this may be classed as a short story, but it is full of everything you could wish for... apart from one thing, which I'll get to later!

Wyatt (Earp) Hardy is a Navy Seal, on a combined exercise with the UK. They come across a boat that shouldn't be there, and their scans reveal four bodies on-board, when there should only be one. It turns into a rescue mission, and Wyatt lays eyes on Aled for the first time. Aled has been tortured, and is in a state of shock. However, he is returned home, and Hamish and Wyatt hope that he will be okay.

He's not.

I am a long-term fan of Ms. Donovan's; she has never disappointed me with any of her stories - and trust me when I say this one is right up there! Wyatt is a giant of a man, with a heart to match. He wants to push Aled in some ways, but never bad ways. He goes above and beyond to do what he thinks will help. Aled, what a brave and courageous guy, even when he thinks he isn't. The rapport that these two have is off the charts, and I loved the pair of them.

With no editing or grammatical errors to disrupt my reading flow, this was one helluva story that packs a mighty punch for being short. And that, right there, is the only problem I have with it! I NEEDED MORE!!!! I seriously wasn't ready for this book to be over. I loved every single word. There just weren't enough of them to please me ?

Do I recommend this book? Absolutely!
Do I recommend any of Dahlia Donovan's work? You betcha!
Do I want more from Aled and Wyatt? YES!!!!!!

* A copy of this book was provided to me with no requirements for a review. I voluntarily read this book, and the comment here are my honest opinion. *

Merissa
Archaeolibrarian - I Dig Good Books!
  
40x40

Akward (448 KP) rated Terraforming Mars in Tabletop Games

May 24, 2018 (Updated May 27, 2018)  
Terraforming Mars
Terraforming Mars
2016 | Business / Industrial, Economic, Environmental, Science Fiction, Territory Building
Theme (1 more)
Mechanics
The Hottest Game of The Year
Terraforming Mars is one of the most refined games that our group has ever played. One of the problems that plagues so many games is that once you find a winning strategy, you basically just play that strategy until you get bored of the game and movie on. In Terraforming Mars, there are a significant number of strategies that can win the game. We have had people win by focusing on playing the board, building up actions, focusing on production, or focusing on money. There does not appear to be one central strategy that trumps the others. A lot of people will complain about the randomness of the cards that you receive, but this helps guide you in to a strategy that you may not otherwise play.

There are enough mechanics to keep the game interesting. But all of the mechanics are simple enough that explaining the game to new people is not challenging. You would also expect a game of this type to take a long time to play, but once everyone is familiar with the rules, games can be as short as an hour.

I will agree with other reviewers that the default mats to manage resources do not do a good job, and aftermarket solutions make life easier (although not required). The expansions are also nice, after you've played a few games. Hallas & Elysium adds two additional boards that change the game slightly, and also provide different awards that keep you on your toes. Venus Next adds a few additional mechanics, and also introduces the World Government rule, making games faster.

Other people have mentioned that they do not like the artwork, and that they have had issues with the resource cubes wearing out. I don't really have a problem with either one of those things, but I may just be lucky. My cubes still look great after 50+ games.

There is a reason that Terraforming Mars has exploded in the last year. I would highly recommend everyone try it. Even my wife, who isn't traditionally a fan of more complicated games, likes it.
  
The High Season
The High Season
Judy Blundell | 2018 | Fiction & Poetry
8
8.7 (3 Ratings)
Book Rating
Summer Drama never felt so good! I really enjoyed The High Season - it was just what I needed to get me into a summer mood, and it made me love to loathe the rich and famous Hamptons crowds even more! (kidding... sorta.) This book kept me wicked entertained and I breezed through it in two days. The writing is so good, hilarious at times, and the story is masterfully crafted and really clever!

Ruthie is sort of losing it all. Her marriage is over, her 15 year old daughter is struggling and distant, her job is on the rocks, friendships are tested ... and it's shaping up to be one crazy summer. The Hamptons-ish house Ruthie lives in with her daughter Jem, is rented out during the summer to the rich, in order for her to pay for it the rest of the year (aka The Summer Bummer). Adeline Clay, a wealthy artist widow rents her house and in turn, unknowingly shakes up the entire summer, for just about the whole town of Orient.

The dynamic of these characters and how their lives intertwine is artfully crafted through exclusive parties, a small local museum group, a summer farm stand job, secret rendezvous, texts/emails, and typical small town gossip. There is art forgery, a $250,000 watch, past lives and secrecy and the unnerving balance of power and social statuses. It's all so cleverly written and flows together seamlessly. I was thoroughly impressed how Judy Blundell twisted it all together so skillfully.

As an artist I love the snippets of the artist scene and it's inner workings and social circles. I loved the references to various famous artists and painting descriptions. I hated the museum board members and the way some people tossed money around and waved it in the locals and year-rounders faces. The characters were well developed and you feel for each and every one of them, especially Ruthie, who loses so much, and starts to lose herself while making some seriously questionable decisions.

My decision to read this was NOT questionable though! I really enjoyed it and would give 4.5 stars!
  
AP
A Pointed Death
8
8.0 (1 Ratings)
Book Rating
I am not usually a fan of mysteries. They often seem like pre-scripted storylines with fill-in-the-blank characters and place names. Not so with this book. The mystery that Nola Billingsley finds herself in the midst of is set against a background of dot-com start-up corporations and the biotechnology industry. I was intrigued right away by the biotechnology aspects thanks to some education in biology myself. Russell often goes into the technical details of this thriving industry, which I think can slow a reader down who does not already understand much of this terminology.

Many of the characters are unique, if a bit cliche - such as Nola's southern belle mother, Janie Belle. I also found it odd that Nola mostly referred to her mother by her first name instead of simply calling her Mother or Mom. Nola's pointer dog, Skootch, often stole the show with his antics, but the plot seems to depend on Skootch's behavior for its progression.

Other parts of the book that I enjoyed for their own sake was the details that Russell used to bring the setting of San Francisco to life, such as the California cuisine. The polarization of Nola's choice of foods in comparison to her mother's southern cooking made for some interesting situations, and one scene at a crab festival had me salivating in jealousy. Russell is very good with details and descriptions across the board.

As for the plot, there was very little to disappoint. There was not much I could predict, no matter how many times I thought I knew what would happen next. The action was intense at times, but it was interspersed with bits of humor and romance to lighten the tension. Most of the subplots wrapped up nicely, with only a bit left over for a second book in the series to pick up. The only real question that I had that was never answered was what Nola's dot-com company actually did before it crashed. This likely was not relevant enough to the plot to be worth including.

On the whole, I was delighted that this book was a much better read than I expected it to be.
  
Drowned Under
Drowned Under
Wendall Thomas | Mystery
8
8.0 (1 Ratings)
Book Rating
Cyd’s Cruising to Find Missing Passengers
It’s the week before Christmas, and Cyd is dreading the upcoming holiday filled with rumors, whispers, and awkward family moments. Then Barry Manzoni comes to her for help. Barry is a childhood friend and Cyd’s ex-husband. His parents are on an Australian cruise, and they vanished part way through. Even though they didn’t book with Redondo Travel, Cyd still begins to use her contacts to see what she can learn. In fact, she uses one of those contacts to get herself booked on the next cruise their ship is taking, which is following the same route. Okay, so she might be using the trip to avoid Christmas with her family, but she does want to help Barry.

After a whirlwind trip half way around the world, she arrives on the ship only to find a dead body. The crew want to say it is a tragic accident, but Cyd suspects foul play. Does this tie into the disappearance of the Manzonis? Can Cyd trust anyone on board?

If you haven’t read the first book in the series, a warning – this book does by necessity spoil some of the events of the first book in the series. If you have read the first book, you know exactly what to expect here, and you won’t be disappointed. We’ve got a fast-paced story with twists that keep Cyd hopping as she tries to uncover what exactly is happening. There is a strong screwball comedy element that keeps us laughing, although some events and Cyd herself keeps us grounded. I did feel the book got a bit frantic at times, but it never lasted too long. The characters are a little caricature as well, but that just makes them fit perfectly into this world. There is a smattering of foul language here. We also have a very strong sub-plot with another endangered animal, but there is no animal cruelty involved this time around. I enjoyed the different take on the Christmas setting – since the book is set mostly off the coast of Australia, we don’t have cold and snow, after all. This is a fun ride, so pick up this book and hold on tight.
  
The Opposite of Maybe
The Opposite of Maybe
6
6.0 (1 Ratings)
Book Rating
Rosie and Jonathan have been together for 15 years. They never married or had kids even though everyone around them were. They were content with their lives the way they were, or at least that is what Rosie thought. One morning, when birth control goes out the window all because of a strange name on the caller ID, Rosie is about to find out exactly who and what it is she wants in life.

This story was really very interesting. Jonathan doesn't seem like the kind of guy that any woman would want to date. He is all about himself and doesn't really seem to notice or care what is going on around him. He used to be an artist until he wasn't anymore and then he started to collect teacups. When he gets the opportunity to be a part of a museum for the precious teacups, he jumps at the chance. Rosie isn't quite as eager as he is and he promises marriage as a way to get her on board.

Rosie has a lot going on in her life, but then Jonathan shows his true colors just days before the wedding and it makes quite an impact. Finally, Rosie decides to do something that is going to be best for herself instead of going along with what Jonathan wants. In making this decision to stay and take care of her grandmother and settle things, she discovers something amazing about her life.

Too many women in this world put their lives on hold to do what is best for the family. Following their military spouse all around the world, giving up a career for children, leaving behind family to pursue a dream. If we don't we are labeled as unsupportive and when we do we are also given grief about leaving our own wishes and desires to support someone else. You're damned if you do and damned if you don't.

Rosie learns a lot about her life through this book and is a testament to others about doing what is best for yourself.
  
Quantum
Quantum
2013 | Dice Game, Fighting, Science Fiction, Space
Fun (6 more)
Replayable
Innovative
Easy to learn
Strategic
Deep
Visually Appealing
Out Of Print (1 more)
A little too strategic for older folks
Space Battle-Yahtzee
We rented Quantum from our local card shop, and ended up playing it every day. Its out of print, so it was a stroke of astounding luck that the shop was willing to sell it to us.

Quantum plays somewhat like risk, where you advance units to positions to capture objectives. The catch is that your units are dice- higher numbers can move further, but lower numbers are better in combat, and each has a special ability.

The game revolves around placing "Quantum Cubes", which your units build on planets. Each planet has a number and an amount of slots for quantum cubes to be placed, and to build a cube your units (which are literally dice) must add up the the number on the planet they are on.

Building quantum cubes allows you to select an "advancement card", which contain either permanent upgrades to your turns and abilities, or one-time powerful bonuses. All advancement cards feel meaningful and powerful, and which ones you select determine a lot of how your game will play out. You can "build" for combat, research, mobility, and even some weird other things like being able to change one of your dice once per turn either up one number or down one (and thus changing its abilities).

The game board is configurable tiles, so the "map" can be different each time, and support a faster or slower game, or more or less players (the game only comes with pieces for 4 players, but if you had the dice it wouldn't be hard to play extra with improvised pieces).

The game pacing is really well done; if all players know what they're doing, the race to place the final cube can be intense and exciting, as each player will end up with different strengths as they implement unique strategies to win.

We love quantum and have had a blast every time we've played it- we're expecting it to become a family favorite and for our copy to end up very well loved.