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Purple Phoenix Games (2266 KP) rated Corsairs of Valeria in Tabletop Games
Apr 2, 2021
If you look at my current Top 10 List (at date of publication), you will see that my #1 game is Valeria Card Kingdoms. I just love the lore, mechanics, artwork, and gameplay so much that it easily rose to my #1 spot after just 1 play! So I am definitely a sucker for all things Valeria. Quests of Valeria, Villagers of Valeria – you name it, I’ve got it. So when the latest VCK expansion was on Kickstarter, with the option to add a new little Valeria-verse themed dice game, I knew I was all in. Does Corsairs of Valeria live up to the hype of its predecessors?
Corsairs of Valeria is a dice rolling game in which players are racing to sail the Valerian islands and collect 6 treasure chests before any of the other pirate captains do. The first person to do so will claim the position of Commodore, and its associated status and power! To setup the game, each player receives a Ship board and ship meeple in their chosen color, 2 silver, and is randomly given a Captain card for the game. Each Captain card gives players a different special power to be used throughout the game. Ship boards have 2 dials to track Treasures and Grog. Set up the Start Island, shuffle and select 3 island Tracks to be placed above the Start, and finally end the lineup with Skull Island. Place 2 silver on Skull Island, and the game is ready to begin!
Each turn has four phases: Roll, Re-roll, Actions, End turn. First, gather all 5 dice and roll them. In the Re-roll phase, players may pay 1 Grog to re-roll any or all of their dice. You may re-roll as many times as you wish per turn, as long as you have Grog to spend. Once you are satisfied with your die rolls, you perform the actions shown on each die. Cursed dice must be executed first – for any dice that have a Skull on them, you must pay 1 silver to Skull Island per skull face shown. After Skulls are resolved, the rest of the die faces may be executed in any order you wish, as long as you resolve all the same symbols at the same time. The Grog symbol allows you to gain 1 Grog, the Silver symbol allows you to gain 1 silver, and the Map symbols allows you to move your ship meeple 1 space on the island track. Certain islands on the track provide additional resources once they are passed, so collect those as applicable. A Cannon symbol allows you to attack – either an opponent or a Merchant ship. To attack an opponent, you must roll at least 3 cannon symbols, and the chosen opponent then must give you all of their silver. To attack a Merchant ship, you must be sharing a space on the track with a Merchant ship, and you collect the resources printed on the ship for the number of cannons you spend to attack. After you have executed all of your dice actions, pass the dice to the next player and your turn is over.
At any point during the game, when you acquire 5 silver, you immediately trade them in for 1 treasure. Treasure is tracked on your ship board. The first player to reach 6 treasures wins the game! If, during the game, a player reaches Skull Island before 6 treasures have been claimed, a few things happen. First, that player receives all of the silver on Skull Island. Next, all ships are moved back to the Start Island, the 3 island Tracks are flipped to their opposite sides, and 2 silver are once again placed on Skull Island. The game continues in turn order, just now with new Tracks in play. If any player reaches Skull Island for a second time during the game, then the game ends once that player finishes their turn. In that case, if 6 treasures still have not been claimed, the player with the most Treasure wins.
I’m just going to start this off by saying that I love Corsairs of Valeria. Just like the other members of the Valeria family, this one checks off all the boxes that I love: great artwork, solid mechanics, and enjoyable immersion in the universe of Valeria. Let’s talk about gameplay first. At its core, Corsairs of Valeria is a dice rolling game, which is a luck-based mechanic. However, this game does provide options to employ strategies through the Captain powers and re-roll phase that give the player a little bit more control over what they can do each turn. Maybe you’re bad at rolling dice, but having the option to pay 1 Grog to re-roll any/all dice can get you out of a bad jam. Or maybe you have a powerful Captain ability that can really dictate your strategy and offer a path to success. It’s not just about the dice rolls, but about what you do to use those rolls to your benefit. So overall that just makes the game feel more engaging and enjoyable to me because I as a player have the ability to strategize each turn, I am not just at the mercy of the dice.
Another thing that I love about Corsairs of Valeria is that it is so simple, quick, and light to play. The rules seem a little involved at first, but ultimately here’s how a turn plays out: roll dice, re-roll if desired, perform actions/collect resources, end turn. The symbology is straight-forward, the turn phases are logical and concise, and there really is no down-time between turns. It requires strategy but still feels light enough to be a good palate cleanser or introductory game for newer gamers. And an awesome thing with quick games is that it is so easy to play several games in a row. I play at least 3 games of Corsairs before I decide to move on to the next game in my queue.
The consistency and continuity between all of the Valeria games is a huge plus for me. I love the artwork and appreciate that Daily Magic Games keeps bring back the same artist to create a cohesive universe! All of the Valeria games stand alone from each other, but the style and artwork make them all feel like a united entity.
Maybe I am a bit biased because VCK is my #1 game right now, but I think that Corsairs of Valeria is great. It is easily in my Top 20 games, and could continue moving up the list with more plays. It’s fast and light, yet strategic and engaging enough that it keeps me excited and energized throughout. There’s not a down moment when playing this game because ultimately, it’s a race! Keep an eye on the opponents, decide which strategy is best with your given die roll, and get a move on to get those treasures and best your rival captains. Purple Phoenix Games gives Corsairs of Valeria a sea-worthy 10 / 12.
Corsairs of Valeria is a dice rolling game in which players are racing to sail the Valerian islands and collect 6 treasure chests before any of the other pirate captains do. The first person to do so will claim the position of Commodore, and its associated status and power! To setup the game, each player receives a Ship board and ship meeple in their chosen color, 2 silver, and is randomly given a Captain card for the game. Each Captain card gives players a different special power to be used throughout the game. Ship boards have 2 dials to track Treasures and Grog. Set up the Start Island, shuffle and select 3 island Tracks to be placed above the Start, and finally end the lineup with Skull Island. Place 2 silver on Skull Island, and the game is ready to begin!
Each turn has four phases: Roll, Re-roll, Actions, End turn. First, gather all 5 dice and roll them. In the Re-roll phase, players may pay 1 Grog to re-roll any or all of their dice. You may re-roll as many times as you wish per turn, as long as you have Grog to spend. Once you are satisfied with your die rolls, you perform the actions shown on each die. Cursed dice must be executed first – for any dice that have a Skull on them, you must pay 1 silver to Skull Island per skull face shown. After Skulls are resolved, the rest of the die faces may be executed in any order you wish, as long as you resolve all the same symbols at the same time. The Grog symbol allows you to gain 1 Grog, the Silver symbol allows you to gain 1 silver, and the Map symbols allows you to move your ship meeple 1 space on the island track. Certain islands on the track provide additional resources once they are passed, so collect those as applicable. A Cannon symbol allows you to attack – either an opponent or a Merchant ship. To attack an opponent, you must roll at least 3 cannon symbols, and the chosen opponent then must give you all of their silver. To attack a Merchant ship, you must be sharing a space on the track with a Merchant ship, and you collect the resources printed on the ship for the number of cannons you spend to attack. After you have executed all of your dice actions, pass the dice to the next player and your turn is over.
At any point during the game, when you acquire 5 silver, you immediately trade them in for 1 treasure. Treasure is tracked on your ship board. The first player to reach 6 treasures wins the game! If, during the game, a player reaches Skull Island before 6 treasures have been claimed, a few things happen. First, that player receives all of the silver on Skull Island. Next, all ships are moved back to the Start Island, the 3 island Tracks are flipped to their opposite sides, and 2 silver are once again placed on Skull Island. The game continues in turn order, just now with new Tracks in play. If any player reaches Skull Island for a second time during the game, then the game ends once that player finishes their turn. In that case, if 6 treasures still have not been claimed, the player with the most Treasure wins.
I’m just going to start this off by saying that I love Corsairs of Valeria. Just like the other members of the Valeria family, this one checks off all the boxes that I love: great artwork, solid mechanics, and enjoyable immersion in the universe of Valeria. Let’s talk about gameplay first. At its core, Corsairs of Valeria is a dice rolling game, which is a luck-based mechanic. However, this game does provide options to employ strategies through the Captain powers and re-roll phase that give the player a little bit more control over what they can do each turn. Maybe you’re bad at rolling dice, but having the option to pay 1 Grog to re-roll any/all dice can get you out of a bad jam. Or maybe you have a powerful Captain ability that can really dictate your strategy and offer a path to success. It’s not just about the dice rolls, but about what you do to use those rolls to your benefit. So overall that just makes the game feel more engaging and enjoyable to me because I as a player have the ability to strategize each turn, I am not just at the mercy of the dice.
Another thing that I love about Corsairs of Valeria is that it is so simple, quick, and light to play. The rules seem a little involved at first, but ultimately here’s how a turn plays out: roll dice, re-roll if desired, perform actions/collect resources, end turn. The symbology is straight-forward, the turn phases are logical and concise, and there really is no down-time between turns. It requires strategy but still feels light enough to be a good palate cleanser or introductory game for newer gamers. And an awesome thing with quick games is that it is so easy to play several games in a row. I play at least 3 games of Corsairs before I decide to move on to the next game in my queue.
The consistency and continuity between all of the Valeria games is a huge plus for me. I love the artwork and appreciate that Daily Magic Games keeps bring back the same artist to create a cohesive universe! All of the Valeria games stand alone from each other, but the style and artwork make them all feel like a united entity.
Maybe I am a bit biased because VCK is my #1 game right now, but I think that Corsairs of Valeria is great. It is easily in my Top 20 games, and could continue moving up the list with more plays. It’s fast and light, yet strategic and engaging enough that it keeps me excited and energized throughout. There’s not a down moment when playing this game because ultimately, it’s a race! Keep an eye on the opponents, decide which strategy is best with your given die roll, and get a move on to get those treasures and best your rival captains. Purple Phoenix Games gives Corsairs of Valeria a sea-worthy 10 / 12.
Purple Phoenix Games (2266 KP) rated Fort in Tabletop Games
Jul 27, 2021
One activity my 5-year-old son will never tire of: building forts. Mostly pillow/blanket-based, but all I am doing is grooming him for an eventual treehouse fort of his own in the backyard someday. What an excellent theme for a game, and when I had a chance to speak with Brooke from Leder Games about reviewing this one, I absolutely jumped for joy for the opportunity. No guessing whether we like a game here at Purple Phoenix Games – we put our ratings right on the first graphic of every review, so you know already that I love Fort. Let’s see why.
Fort is a hand management, deck-building game with a follow mechanic for two to four players. In it, players are assuming the roles of everyday kids trying to build their forts, play with their toys, and eat pizza with their buddies. The winner of the game is they who is able to score the most victory points (VP) at the end of the game, which can end in one of three different fashions.
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, each player chooses a player color and takes all items belonging to them, including the Best Friends cards from the stack. Every other component is then separated by type and cards shuffled. Per the rules, some decks of cards will only have a certain amount on the table, whereas the main deck of kid cards is always used. Each player will draw eight kid cards from the deck to add to their Best Friends and shuffle them. They will also place their score markers on the 0 space of the Victory Track board. Randomly determine the starting player and give them the coveted First Player card, and the game may now begin!
Fort is played in turns, with each turn consisting of five phases (the first phase is skipped on the first turn). The first phase is Cleanup. To Cleanup, the active player takes all kid cards remaining in their Yard and places them in their own discard pile. Next, the active player will Play a kid card from their hand. On each card is a space for up to two actions to be taken: the public action on top and the private action on bottom. The player may complete both, but MUST complete at least one of the actions in its entirety. If using the public action of the card, then other players at the table may also follow the action by discarding one card of the matching suit of the card originally played. However, the leader (active player) may also play additional cards from their hand, of the same suit, in order to boost the effects of the actions. Followers may not. These actions include gaining “stuff” (pizza and toys) to be placed in their Stuff area or backpack, trashing cards in their hands, or gaining VP.
After the players have Played cards, the next phase is Recruit. The active player may choose any kid card that exists in the Park (the space underneath the Victory Track that is always full of kids), another player’s Yard (the space above the player’s main board that they neglected to play with their previous turn), or they may simply draw a kid card blindly from the Park deck. These kids are sent directly to the discard pile to be drawn on a later turn.
Finally, phases four and five end a player’s turn. Phase four is Discard, where the active player will discard all their Best Friends, kid cards they played this turn, and recruited kids. The kid cards leftover that were not used are sent to the player’s Yard above their main boards to possibly be stolen by another player during their Recruit phase. After Discarding, the final phase is Draw, where the active player will draw another hand of five cards to prepare to follow other players and to prepare for the next round. Fort continues in this fashion of each player taking turns and following others’ actions until one player earns 25 VP on the track, any player increases their Fort to level 5, or the Park deck becomes empty. All players will finish their turns so that they all have played an equal amount of turns, and then the players total their scores to crown the winner!
Components. This game has super great components. The little pizza and toys bits are awesome, the double-layered boards are cool, and the art is amazing as well. If it looks familiar in style, it’s because you have seen this art on Root, Oath, and Vast, among others. I love it so much and it is a perfect match for this theme. I really have little negative to say about Fort except that I wish the player colors were different. The orange and yellow are a little close in hue, and the brownish/olive is drab. Everything else, though, *chef’s kiss.
It is probably no surprise why I love this one. Deck-building has long been one of my favorite mechanics, and I have always enjoyed the follow mechanic found in Tiny Epic Galaxies and Villages of Valeria. Mix those up with much more going on and an excellent theme and it’s definitely a big time winner for me. I think what puts me over the edge here is that cards can be used for a couple different actions, and they can be boosted with the right strategies. Get your deck in order to really maximize each turn and the game opens up for you. Several times I have been able to focus my deck and really pound some powerful abilities, but it certainly doesn’t always work out for me, especially when others catch on to what I am doing and hate-draft me into other tactics.
If you are into a fresh new look at deck-building and enjoy more wacky themes, as I do, then I urge you to check out Fort. Officially, Purple Phoenix Games gives this one a playful 5 / 6, but even though it probably won’t break into my Top 10, I do think it will come to the table more often than most games in my Top 10. So should I reconsider my Top 10? Hmm. Anyway, Fort is awesome and everyone I have played with seem to agree with me. So grab a copy or two for yourself. Heck, the gift-giving season is fast approaching, and I know these fit very well under trees and other significant symbols of festivities…
Fort is a hand management, deck-building game with a follow mechanic for two to four players. In it, players are assuming the roles of everyday kids trying to build their forts, play with their toys, and eat pizza with their buddies. The winner of the game is they who is able to score the most victory points (VP) at the end of the game, which can end in one of three different fashions.
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, each player chooses a player color and takes all items belonging to them, including the Best Friends cards from the stack. Every other component is then separated by type and cards shuffled. Per the rules, some decks of cards will only have a certain amount on the table, whereas the main deck of kid cards is always used. Each player will draw eight kid cards from the deck to add to their Best Friends and shuffle them. They will also place their score markers on the 0 space of the Victory Track board. Randomly determine the starting player and give them the coveted First Player card, and the game may now begin!
Fort is played in turns, with each turn consisting of five phases (the first phase is skipped on the first turn). The first phase is Cleanup. To Cleanup, the active player takes all kid cards remaining in their Yard and places them in their own discard pile. Next, the active player will Play a kid card from their hand. On each card is a space for up to two actions to be taken: the public action on top and the private action on bottom. The player may complete both, but MUST complete at least one of the actions in its entirety. If using the public action of the card, then other players at the table may also follow the action by discarding one card of the matching suit of the card originally played. However, the leader (active player) may also play additional cards from their hand, of the same suit, in order to boost the effects of the actions. Followers may not. These actions include gaining “stuff” (pizza and toys) to be placed in their Stuff area or backpack, trashing cards in their hands, or gaining VP.
After the players have Played cards, the next phase is Recruit. The active player may choose any kid card that exists in the Park (the space underneath the Victory Track that is always full of kids), another player’s Yard (the space above the player’s main board that they neglected to play with their previous turn), or they may simply draw a kid card blindly from the Park deck. These kids are sent directly to the discard pile to be drawn on a later turn.
Finally, phases four and five end a player’s turn. Phase four is Discard, where the active player will discard all their Best Friends, kid cards they played this turn, and recruited kids. The kid cards leftover that were not used are sent to the player’s Yard above their main boards to possibly be stolen by another player during their Recruit phase. After Discarding, the final phase is Draw, where the active player will draw another hand of five cards to prepare to follow other players and to prepare for the next round. Fort continues in this fashion of each player taking turns and following others’ actions until one player earns 25 VP on the track, any player increases their Fort to level 5, or the Park deck becomes empty. All players will finish their turns so that they all have played an equal amount of turns, and then the players total their scores to crown the winner!
Components. This game has super great components. The little pizza and toys bits are awesome, the double-layered boards are cool, and the art is amazing as well. If it looks familiar in style, it’s because you have seen this art on Root, Oath, and Vast, among others. I love it so much and it is a perfect match for this theme. I really have little negative to say about Fort except that I wish the player colors were different. The orange and yellow are a little close in hue, and the brownish/olive is drab. Everything else, though, *chef’s kiss.
It is probably no surprise why I love this one. Deck-building has long been one of my favorite mechanics, and I have always enjoyed the follow mechanic found in Tiny Epic Galaxies and Villages of Valeria. Mix those up with much more going on and an excellent theme and it’s definitely a big time winner for me. I think what puts me over the edge here is that cards can be used for a couple different actions, and they can be boosted with the right strategies. Get your deck in order to really maximize each turn and the game opens up for you. Several times I have been able to focus my deck and really pound some powerful abilities, but it certainly doesn’t always work out for me, especially when others catch on to what I am doing and hate-draft me into other tactics.
If you are into a fresh new look at deck-building and enjoy more wacky themes, as I do, then I urge you to check out Fort. Officially, Purple Phoenix Games gives this one a playful 5 / 6, but even though it probably won’t break into my Top 10, I do think it will come to the table more often than most games in my Top 10. So should I reconsider my Top 10? Hmm. Anyway, Fort is awesome and everyone I have played with seem to agree with me. So grab a copy or two for yourself. Heck, the gift-giving season is fast approaching, and I know these fit very well under trees and other significant symbols of festivities…
Amanda (96 KP) rated Ready Player One in Books
Mar 18, 2019
Why in the world did it take me this long to read this book? I could seriously kick myself! I haven't seen the movie yet, I'm not entirely sure I want to after reading this book. I don't think any movie could do it justice. Yes, I liked this book that much.
Imagine a world where the world has kind of gone to pieces and most of the time you want to escape the harsh reality. A man invented a virtual reality called OASIS and before his passing, he stated that there is a hidden Easter egg in the OASIS and whomever finds it, has COMPLETE control of the OASIS and his fortune. It's been several years and NOBODY has been able to find the egg, or even come close to it.
The entire story is told from Wade's point of view. In reality, he's known as Wade, in OASIS he is Parzivel. The creator of OASIS is known to be a huge fan of 80's style; music, movies, tv shows, you name it, he was a fan. Wade goes through all of these shows and movies to get some sort of clue to find out what and where the egg is located. One day, he figures out the first clue and winds up being the first name on the score board.
The idea of going to a virtual school sounded like a really cool idea. From the way it's described in the book, it sounds like a much more effective way to actually learn in a classroom. I think with the way technology keeps advancing, we may very well be on our way to going that route.
I loved all of the 80's references throughout the book. I'm not an 80's child, but I've been told I'm old soul. Like, I'm a reincarnated person who was born in the 30's because I'm not really into the new shows or the new music. Mentions of Monty Python and the other TV shows that I've actually binge watched myself really brought out my inner nerd and it was enjoyable.
The only thing that made me lose a little respect for Wade is when he starts falling for another user named Art3mis. He has NO CLUE who this person is in real life, just her avatar. And in OASIS, the avatar is a blonde woman and Wade falls for her and spends as much time with her as possible. When Art3miss decides to cool it down with him, he kind of acts like a puppy who had its treat taken away. I know he's a kid who just graduated high school so having your first crush on someone really clouds your best judgment, but I found his infatuation with Art3mis rather annoying and I almost wanted to yell at my book and hope he hears me.
Am I the only one who's felt that way?
In the end, I'm rooting for Wade to find all these keys and reach the gates before someone else does. There's another company who actually specifically hires people to find this egg. This company will start charging people to use OASIS and actually give people limited access, no, we don't want that.
The book as a whole was excellent. It caught my attention in the beginning, and even though I was a bit annoyed with Wade, I still WANTED to finish this story. I WANTED to go through the OASIS journey with him and help him, encourage him, to continue and find that egg and help everybody cope with reality, with or without OASIS. If you've seen the movie, read the book. I guarantee that the movie was not able to capture EVERYTHING with this story and you deserve to know EVERYTHING about WADE and his new friends in finding that egg.
Imagine a world where the world has kind of gone to pieces and most of the time you want to escape the harsh reality. A man invented a virtual reality called OASIS and before his passing, he stated that there is a hidden Easter egg in the OASIS and whomever finds it, has COMPLETE control of the OASIS and his fortune. It's been several years and NOBODY has been able to find the egg, or even come close to it.
The entire story is told from Wade's point of view. In reality, he's known as Wade, in OASIS he is Parzivel. The creator of OASIS is known to be a huge fan of 80's style; music, movies, tv shows, you name it, he was a fan. Wade goes through all of these shows and movies to get some sort of clue to find out what and where the egg is located. One day, he figures out the first clue and winds up being the first name on the score board.
The idea of going to a virtual school sounded like a really cool idea. From the way it's described in the book, it sounds like a much more effective way to actually learn in a classroom. I think with the way technology keeps advancing, we may very well be on our way to going that route.
I loved all of the 80's references throughout the book. I'm not an 80's child, but I've been told I'm old soul. Like, I'm a reincarnated person who was born in the 30's because I'm not really into the new shows or the new music. Mentions of Monty Python and the other TV shows that I've actually binge watched myself really brought out my inner nerd and it was enjoyable.
The only thing that made me lose a little respect for Wade is when he starts falling for another user named Art3mis. He has NO CLUE who this person is in real life, just her avatar. And in OASIS, the avatar is a blonde woman and Wade falls for her and spends as much time with her as possible. When Art3miss decides to cool it down with him, he kind of acts like a puppy who had its treat taken away. I know he's a kid who just graduated high school so having your first crush on someone really clouds your best judgment, but I found his infatuation with Art3mis rather annoying and I almost wanted to yell at my book and hope he hears me.
Am I the only one who's felt that way?
In the end, I'm rooting for Wade to find all these keys and reach the gates before someone else does. There's another company who actually specifically hires people to find this egg. This company will start charging people to use OASIS and actually give people limited access, no, we don't want that.
The book as a whole was excellent. It caught my attention in the beginning, and even though I was a bit annoyed with Wade, I still WANTED to finish this story. I WANTED to go through the OASIS journey with him and help him, encourage him, to continue and find that egg and help everybody cope with reality, with or without OASIS. If you've seen the movie, read the book. I guarantee that the movie was not able to capture EVERYTHING with this story and you deserve to know EVERYTHING about WADE and his new friends in finding that egg.
Bong Mines Entertainment (15 KP) rated Eric B for President: Term 2 by Eric Bellinger in Music
Jun 7, 2019
Eric Bellinger is an R&B singer outta Los Angeles. Not too long ago, he released “Eric B for President: Term 2“, his new EP featuring Wale, ELHAE, Tayla Parx, and Victoria Monet. This project is a follow up to Bellinger’s “Eric B for President: Term 1” album.
“Naked in the White House”
The first song off “Term 2” was “Naked in the White House“, which is filled with visionary thoughts of Bellinger and his main squeeze, walking around naked in their home. Due to its potency, we had to replay this song several times before moving on to Make You Mine, a pure tropical fantasy tune.
“Make You Mine”
The Arrad-directed video stars Christina Milian. And it shows Bellinger on an exotic landscape, with an ocean nearby.
“Know/Vibes”
The third track, Know/Vibes featuring ELHAE, is intimate. And Bellinger reminds us that nothing last forever because time is of the essence. So, you gotta get it right, and get right to it. Don’t fake the funk, and make it happen with the one you love.
“Too Cool/Boujee”
Next, we listened to Too Cool/Boujee, a two-part song, which gives off a swaggering braggadocio effect that illuminates inner confident. It’s cool, it’s boujee, and it made us feel good about being who we are.
“Treat Yourself”
Then, Treat Yourself featuring Wale reminded us hard-working people that we gotta treat ourselves by buying the cars that we want to drive, and pulling up to that big house in a neighborhood we wanna live in. And, it won’t hurt to buy that bust-downed Rolex with a gold chain either. We replayed this track several times before moving on to the next one.
“Island”
On Island featuring Tayla Parx, Bellinger returns to the running around naked in the white house theme. But this time, it’s on an exotic island with his main squeeze, with a nearby table for two, probably filled with wine and sh*t like that. But, while the female is cooking, Bellinger is thinking about having her on the menu because she reminds him of wet dishes. Wet dishes? We can say, Bellinger’s imagination is at the peak of the songwriting industry, which is a good thing.
“Coastin”
Coastin pulls the curtains in, and Bellinger dimmers the light. Enough with all the sweet talkin’, wining and dining, now, it’s time for some action. So far, this is the most intimate time on “Eric B for President: Term 2”, and we know it’s going down when Bellinger sings, “Baby, you should come and ride my wave / You so lit, damn, you spark my interest / Let’s go surfing for a couple days / Hop on my board.”
“Malibu Nights”
Malibu Nights featuring Victoria Money is the actual lovemaking scene that we’ve been waiting for. Bellinger sings, “There’s something ’bout those Malibu nights, got me wondering if I could swim in your ocean, girl / Silhouette of your hips got me thinking ’bout stroking, girl.” And then, “Crash into me, I need you tonight / So, bring that lil body over here / Come let daddy whisper in your ear / I’ma tell you what you wanna hear / Rub my fingers through your hair / Put your legs up in the air like / Put them legs up in the air like /Taking off your underwear like…
Whoa-whoa-whoa-whoa, slow it down playboy. No doubt, Bellinger gets it in; and we declare “Eric B for President: Term 2” as an R&B treasure because it’s dope, replay-able, and we could visualize and relate to everything that Bellinger is singing about.
FUN FACT
Bellinger has been successfully leaking ink from his pen. He co-wrote two songs on Chris Brown’s Grammy-winning F.A.M.E., Brandy’s Without You, and Justin Bieber’s Right Here. But, his biggest hits came with Usher’s ‘Lemme See’ and Brown’s ‘Fine China’.
https://www.bongminesentertainment.com/eric-bellinger-term-2-album/
“Naked in the White House”
The first song off “Term 2” was “Naked in the White House“, which is filled with visionary thoughts of Bellinger and his main squeeze, walking around naked in their home. Due to its potency, we had to replay this song several times before moving on to Make You Mine, a pure tropical fantasy tune.
“Make You Mine”
The Arrad-directed video stars Christina Milian. And it shows Bellinger on an exotic landscape, with an ocean nearby.
“Know/Vibes”
The third track, Know/Vibes featuring ELHAE, is intimate. And Bellinger reminds us that nothing last forever because time is of the essence. So, you gotta get it right, and get right to it. Don’t fake the funk, and make it happen with the one you love.
“Too Cool/Boujee”
Next, we listened to Too Cool/Boujee, a two-part song, which gives off a swaggering braggadocio effect that illuminates inner confident. It’s cool, it’s boujee, and it made us feel good about being who we are.
“Treat Yourself”
Then, Treat Yourself featuring Wale reminded us hard-working people that we gotta treat ourselves by buying the cars that we want to drive, and pulling up to that big house in a neighborhood we wanna live in. And, it won’t hurt to buy that bust-downed Rolex with a gold chain either. We replayed this track several times before moving on to the next one.
“Island”
On Island featuring Tayla Parx, Bellinger returns to the running around naked in the white house theme. But this time, it’s on an exotic island with his main squeeze, with a nearby table for two, probably filled with wine and sh*t like that. But, while the female is cooking, Bellinger is thinking about having her on the menu because she reminds him of wet dishes. Wet dishes? We can say, Bellinger’s imagination is at the peak of the songwriting industry, which is a good thing.
“Coastin”
Coastin pulls the curtains in, and Bellinger dimmers the light. Enough with all the sweet talkin’, wining and dining, now, it’s time for some action. So far, this is the most intimate time on “Eric B for President: Term 2”, and we know it’s going down when Bellinger sings, “Baby, you should come and ride my wave / You so lit, damn, you spark my interest / Let’s go surfing for a couple days / Hop on my board.”
“Malibu Nights”
Malibu Nights featuring Victoria Money is the actual lovemaking scene that we’ve been waiting for. Bellinger sings, “There’s something ’bout those Malibu nights, got me wondering if I could swim in your ocean, girl / Silhouette of your hips got me thinking ’bout stroking, girl.” And then, “Crash into me, I need you tonight / So, bring that lil body over here / Come let daddy whisper in your ear / I’ma tell you what you wanna hear / Rub my fingers through your hair / Put your legs up in the air like / Put them legs up in the air like /Taking off your underwear like…
Whoa-whoa-whoa-whoa, slow it down playboy. No doubt, Bellinger gets it in; and we declare “Eric B for President: Term 2” as an R&B treasure because it’s dope, replay-able, and we could visualize and relate to everything that Bellinger is singing about.
FUN FACT
Bellinger has been successfully leaking ink from his pen. He co-wrote two songs on Chris Brown’s Grammy-winning F.A.M.E., Brandy’s Without You, and Justin Bieber’s Right Here. But, his biggest hits came with Usher’s ‘Lemme See’ and Brown’s ‘Fine China’.
https://www.bongminesentertainment.com/eric-bellinger-term-2-album/
Purple Phoenix Games (2266 KP) rated A Game of Thrones: Hand of the King in Tabletop Games
Jun 12, 2019
I’ll be honest with you. I’m a big A Game of Thrones fan. We watch it religiously on Sunday nights at my dad’s house. Now, when I say “we” I mean my brother Bryan, my dad, and me. My wife has zero interest in it, and it’s really not her style anyway. So imagine my surprise when she agreed to play this little card game featuring the IP and she didn’t hate it! She didn’t really love it either, as shown by her guest score on the graphic above.
A Game of Thrones: Hand of the King (that’s a lot to say/type) is a dueling set collection card game. To setup, you create a grid of randomized character cards that all belong to one of the seven houses (save for Varys, who is our pawn in all this). Also reveal six of the 14 provided companion cards to be used for this game. Each player will control Varys on their turn, spreading influence and intrigue throughout the houses.
On your turn you will announce the house you would like to influence (Stark, Greyjoy, etc), and then move the Varys card in any of the four cardinal directions to a character belonging to your announced house. Any character cards you pass along the way bearing the same house will be collected along with the card on which you stopped. If you now have simple majority of characters in that house, you claim the corresponding house banner and place it in front of you to taunt your opponent. Should you influence the last character of said house you will be able to recruit and use one of the companion cards that are available from the beginning of the game. These cards are game-changers sometimes and provide very powerful abilities. Play continues in this fashion until Varys has no more legal moves. And that’s the game. Each player is trying to have simple majority ownership of the house banners at the end of the game.
Components. This is easy. There are square character cards featuring excellent artwork from The Mico (who always does an amazing job IMO), smaller companion cards, and the house banners. The cards are of good quality, and the banners are good too. I have no complaints about the components at all.
Now, I have only played this with my wife and she can be pretty ruthless when gaming. That’s pretty much expected for a game of this IP. That being said, this is an easy and light filler card game that is enjoyable, but not overly strategic. You really do not have to make many choices, as the placement of characters mostly determine how you are going to attack the grid. The companions, however, make this game much more interesting because they can be loose cannons and otherwise monkey wrenches in your opponent’s plans. Outside of being a simple annoyance, there isn’t a lot of player interaction unless you are specifically hate-drafting (which we typically do not do). After all, it’s not similar to its cousin big boy board game that destroys friendships over a 6 hour+ slog. This one is light and quick and a good filler for two. My wife may not love it, but I don’t think I will be getting rid of it. Kind of a nice surprise from a game I was gifted (and it was not originally on my wish list).
That said, we at Purple Phoenix Games (with the help of my wife Kristin) give this one a 7 / 12. Not the best game based on this IP but worth keeping for a quick filler.
https://purplephoenixgames.wordpress.com/2019/03/13/a-game-of-thrones-hand-of-the-king-review/
A Game of Thrones: Hand of the King (that’s a lot to say/type) is a dueling set collection card game. To setup, you create a grid of randomized character cards that all belong to one of the seven houses (save for Varys, who is our pawn in all this). Also reveal six of the 14 provided companion cards to be used for this game. Each player will control Varys on their turn, spreading influence and intrigue throughout the houses.
On your turn you will announce the house you would like to influence (Stark, Greyjoy, etc), and then move the Varys card in any of the four cardinal directions to a character belonging to your announced house. Any character cards you pass along the way bearing the same house will be collected along with the card on which you stopped. If you now have simple majority of characters in that house, you claim the corresponding house banner and place it in front of you to taunt your opponent. Should you influence the last character of said house you will be able to recruit and use one of the companion cards that are available from the beginning of the game. These cards are game-changers sometimes and provide very powerful abilities. Play continues in this fashion until Varys has no more legal moves. And that’s the game. Each player is trying to have simple majority ownership of the house banners at the end of the game.
Components. This is easy. There are square character cards featuring excellent artwork from The Mico (who always does an amazing job IMO), smaller companion cards, and the house banners. The cards are of good quality, and the banners are good too. I have no complaints about the components at all.
Now, I have only played this with my wife and she can be pretty ruthless when gaming. That’s pretty much expected for a game of this IP. That being said, this is an easy and light filler card game that is enjoyable, but not overly strategic. You really do not have to make many choices, as the placement of characters mostly determine how you are going to attack the grid. The companions, however, make this game much more interesting because they can be loose cannons and otherwise monkey wrenches in your opponent’s plans. Outside of being a simple annoyance, there isn’t a lot of player interaction unless you are specifically hate-drafting (which we typically do not do). After all, it’s not similar to its cousin big boy board game that destroys friendships over a 6 hour+ slog. This one is light and quick and a good filler for two. My wife may not love it, but I don’t think I will be getting rid of it. Kind of a nice surprise from a game I was gifted (and it was not originally on my wish list).
That said, we at Purple Phoenix Games (with the help of my wife Kristin) give this one a 7 / 12. Not the best game based on this IP but worth keeping for a quick filler.
https://purplephoenixgames.wordpress.com/2019/03/13/a-game-of-thrones-hand-of-the-king-review/
Purple Phoenix Games (2266 KP) rated Tiny Ninjas in Tabletop Games
Jun 12, 2019
We at Purple Phoenix Games love Kickstarting games. We probably do it more than we should, but I am sure we are not alone in this. I, myself, have backed 59 games or game-related products to date (as of February 2019). Not all of them have been that good (I’m looking at you Shadow Days, IncrediBrawl, and A Duel Betwixt Us!), but some have been simply amazing. Where does this game about dueling ninjas rate? Pretty dang good.
So this one is a riff off the old regular deck of cards game “War.” In War you simply blindly compare cards from your personal deck and the highest number wins… essentially. In Tiny Ninjas, however, that concept has expanded this very familiar game and made it really sexy. Well, as sexy as you can make a game with chibi-esque ninja artwork.
There is still comparison of strength, but you take turns being the attacker and the defender. As the attacker, you decide how many of your hand of 5 cards you wish to play this round, resolve their effects, and then you become the defender. On defense, you are able to use only the cards you didn’t use as the attacker, whereas the attacker refills their hand back to the hand limit of 5 cards. Uh oh. Did I plan well enough to have plenty of defense, or will my hit points be depleted?? This is essentially the game’s skeleton.
Each card has a special attack or defense ability and sometimes it requires you to roll one of the two dice that comes with the game to determine strength or proc abilities. We all know that once dice are invited to the game a certain amount of luck is also introduced. That isn’t necessarily a bad thing here. I like a small amount of luck in my games. For me, it’s just another little wrinkle to be applied to my perfect strategy.
But let’s talk about those dice. The dice themselves are really great quality, and the stamping is great, and the icons on the dice are really really good. But I have problems with the card iconography that corresponds with the dice. On the cards, icons are printed in a variation of a circle. The circle looks a certain way if you are to use the white die. And then the circle looks differently to indicate usage of the red die. But then there are circles that correspond to the ink colors of the white and red dice that are also different but the same. That irks me just a bit because I think there could be other ways to do that. I found myself constantly looking at the reference card (which, THANK YOU SO MUCH FOR INCLUDING THIS) but maybe that’s just me and my preferences. After a while I caught on and it didn’t impede my enjoyment of the game any longer, but it was annoying at first.
I have not mentioned any of the other components because, frankly, they are really really great. The ingenious box-becomes-the-game-board idea is wonderful, the life trackers that hang out on the sides of the dice tray are great, the dojo sensei trackers, the cards and art on them are all top notch. For such an affordable package, you really do get quite a production.
I have no other qualms about the components, or the game play. It’s truly a fun experience. That said, Purple Phoenix Games gives Tiny Ninjas a stealthy 15 / 18. Don’t let this one sneak under your radar!
https://purplephoenixgames.wordpress.com/2019/02/22/tiny-ninjas-review/
So this one is a riff off the old regular deck of cards game “War.” In War you simply blindly compare cards from your personal deck and the highest number wins… essentially. In Tiny Ninjas, however, that concept has expanded this very familiar game and made it really sexy. Well, as sexy as you can make a game with chibi-esque ninja artwork.
There is still comparison of strength, but you take turns being the attacker and the defender. As the attacker, you decide how many of your hand of 5 cards you wish to play this round, resolve their effects, and then you become the defender. On defense, you are able to use only the cards you didn’t use as the attacker, whereas the attacker refills their hand back to the hand limit of 5 cards. Uh oh. Did I plan well enough to have plenty of defense, or will my hit points be depleted?? This is essentially the game’s skeleton.
Each card has a special attack or defense ability and sometimes it requires you to roll one of the two dice that comes with the game to determine strength or proc abilities. We all know that once dice are invited to the game a certain amount of luck is also introduced. That isn’t necessarily a bad thing here. I like a small amount of luck in my games. For me, it’s just another little wrinkle to be applied to my perfect strategy.
But let’s talk about those dice. The dice themselves are really great quality, and the stamping is great, and the icons on the dice are really really good. But I have problems with the card iconography that corresponds with the dice. On the cards, icons are printed in a variation of a circle. The circle looks a certain way if you are to use the white die. And then the circle looks differently to indicate usage of the red die. But then there are circles that correspond to the ink colors of the white and red dice that are also different but the same. That irks me just a bit because I think there could be other ways to do that. I found myself constantly looking at the reference card (which, THANK YOU SO MUCH FOR INCLUDING THIS) but maybe that’s just me and my preferences. After a while I caught on and it didn’t impede my enjoyment of the game any longer, but it was annoying at first.
I have not mentioned any of the other components because, frankly, they are really really great. The ingenious box-becomes-the-game-board idea is wonderful, the life trackers that hang out on the sides of the dice tray are great, the dojo sensei trackers, the cards and art on them are all top notch. For such an affordable package, you really do get quite a production.
I have no other qualms about the components, or the game play. It’s truly a fun experience. That said, Purple Phoenix Games gives Tiny Ninjas a stealthy 15 / 18. Don’t let this one sneak under your radar!
https://purplephoenixgames.wordpress.com/2019/02/22/tiny-ninjas-review/
Purple Phoenix Games (2266 KP) rated FUSE in Tabletop Games
Jun 12, 2019
One of the best parts of the board gaming experience is finding a fun group of people with whom to play! Sometimes, though, coordinating a game night is easier said than done. We all must occasionally forego the group experience and face the world as the Lonely Only. But fear not! The world of solo-play is a vast and exciting realm! What follows is a chronicle of my journey into the solo-playing world – notes on gameplay, mechanics, rules, difficulty, and overall experience with solo variations of commonly multiplayer games! I hope this will provide some insight as you continue to grow your collection, or explore your already owned games!
FUSE is a fast-paced game where a bomb squad is working against the clock to diffuse a number of bombs discovered on their ship! The goal is simple: diffuse all of the bombs before they explode. The gameplay, however, is a little bit more complicated. While there are a few minor differences between group- and solo-play, the basics of the game are unchanged – players roll and place dice in unique combinations to ‘diffuse’ each card. If all cards are diffused in the 10-minute time limit, then the game is won! And if not…then I think you know what that means. BOOOOOOOOOM!
Having played and enjoyed FUSE in both a group and solo setting, I think I can honestly say that I miiiight like it a little more as a solo game. My main reason is purely selfish – playing alone means that I don’t have to share dice. In a group game, the dice are rolled and divvied up between all of the players. Playing solo means that I can keep all of the dice for myself! And, theoretically, that means that I should be able to diffuse my bomb cards more quickly since I have more dice with which to work! Gone is the agony associated with sacrificing dice to other players – they’re all mine! Yeah, I have to deal with all of the bombs by myself too, but not having to share my materials makes the job seem easier even though it might not necessarily be any easier.
For me, one of the most challenging parts of playing FUSE solo is the real-time countdown. I know, I know, the timer is one of the most integral parts of this entire game. However, the pressure of a time limit is stressful and it makes me a sloppy player – dropping dice, knocking over towers, etc. Some lucky people have been blessed with the ability to remain calm under pressure, but unfortunately I am not one of them. I hope you don’t misunderstand my grievance with the timer for disliking the overall game, though. Having a timer adds an element of excitement that creates such a high-energy atmosphere, even when playing solo. I’m literally just rolling and placing dice, but with a ticking clock, I’m on the edge of my seat with adrenaline pumping as I try to complete my cards as quickly as possible! With every play, I’d like to think that I have gotten better at managing the pressure of the timer, even though that may not necessarily be true…
I do thoroughly enjoy playing FUSE as a solo game. Since time is of the essence, the game forces me to be creative with my dice placement and I must constantly be changing my strategy based on which dice I draw and what cards I have before me at any given time. If you are looking for a high-energy game, even when playing solo, look no further than FUSE. It will certainly keep you on the edge of your seat and will keep you engaged in the action until the game ends – either in celebration of success or a fiery explosion!
https://purplephoenixgames.wordpress.com/2019/02/18/solo-chronicles-fuse/
FUSE is a fast-paced game where a bomb squad is working against the clock to diffuse a number of bombs discovered on their ship! The goal is simple: diffuse all of the bombs before they explode. The gameplay, however, is a little bit more complicated. While there are a few minor differences between group- and solo-play, the basics of the game are unchanged – players roll and place dice in unique combinations to ‘diffuse’ each card. If all cards are diffused in the 10-minute time limit, then the game is won! And if not…then I think you know what that means. BOOOOOOOOOM!
Having played and enjoyed FUSE in both a group and solo setting, I think I can honestly say that I miiiight like it a little more as a solo game. My main reason is purely selfish – playing alone means that I don’t have to share dice. In a group game, the dice are rolled and divvied up between all of the players. Playing solo means that I can keep all of the dice for myself! And, theoretically, that means that I should be able to diffuse my bomb cards more quickly since I have more dice with which to work! Gone is the agony associated with sacrificing dice to other players – they’re all mine! Yeah, I have to deal with all of the bombs by myself too, but not having to share my materials makes the job seem easier even though it might not necessarily be any easier.
For me, one of the most challenging parts of playing FUSE solo is the real-time countdown. I know, I know, the timer is one of the most integral parts of this entire game. However, the pressure of a time limit is stressful and it makes me a sloppy player – dropping dice, knocking over towers, etc. Some lucky people have been blessed with the ability to remain calm under pressure, but unfortunately I am not one of them. I hope you don’t misunderstand my grievance with the timer for disliking the overall game, though. Having a timer adds an element of excitement that creates such a high-energy atmosphere, even when playing solo. I’m literally just rolling and placing dice, but with a ticking clock, I’m on the edge of my seat with adrenaline pumping as I try to complete my cards as quickly as possible! With every play, I’d like to think that I have gotten better at managing the pressure of the timer, even though that may not necessarily be true…
I do thoroughly enjoy playing FUSE as a solo game. Since time is of the essence, the game forces me to be creative with my dice placement and I must constantly be changing my strategy based on which dice I draw and what cards I have before me at any given time. If you are looking for a high-energy game, even when playing solo, look no further than FUSE. It will certainly keep you on the edge of your seat and will keep you engaged in the action until the game ends – either in celebration of success or a fiery explosion!
https://purplephoenixgames.wordpress.com/2019/02/18/solo-chronicles-fuse/
Purple Phoenix Games (2266 KP) rated Tokaido in Tabletop Games
Jun 12, 2019
Tokaido is one of those simple, yet beautiful, games where you can bring it to the table and nearly everyone will have a great time, errrr I mean trip… Just keep reading! You’ll see!
DISCLAIMER: The photos showing game play reflect components from the Collector’s Edition, as they are upgraded from the traditional retail copy. There is no affect on game play, the components are just nicer. -T
I don’t recall another board game on the market, as of today 1/9/2019, that has been able to recreate some of the intuitive mechanisms that Tokaido provides its players. So okay, envision one of those looooong car rides as a kid in the stuffy old car full of suitcases with your parents. Boring, right? That’s NOT Tokaido!
NOW, Imagine one of the most thrilling trips across Japan – where you get to see the sights, experience the extensive shopping, eat great delicacies, and yes, even take a dip in a sultry hot spring! THAT is Tokaido! It is an immersive vacation in a box. So, how does it all work…
In Tokaido, you take on the persona of a Japanese tourist, a.k.a cute, very detailed, little meeples (or minis). From the start you are on a race, albeit not in a complete hurry, to have the most fulfilling vacation across Japan. Here’s the catch: go too fast and you will miss out on all the wonderful opportunities Japan has to offer, as well as victory points. Your goal in Tokaido is to stay just ahead of the other players, yet to visit as many places as possible. Each location provides you with some sort of benefit on your vacation. It may be a beautifully drawn panoramic picture of the landscape (something T.I.M.E Stories would later copy), a visit to a knickknack shop, a dip in a hot spring, some delicious looking hand-rolled sushi, or even a reverent donation to a beautifully ornate temple (highest donation equals BIG victory points later on). All of these items in your collection will reap you some sort of reward in the form of victory points at the end of the game. How you coordinate your collection is VERY important. Simply jumping from space to space will NOT get you delicious sweets like in Candy Land. It’s about timing your moves just right so that you are able complete that entire panoramic landscape, or eat just enough of the right food to satisfy your taste buds.
Seems simple, right? It is! That is the best part. New gamers in your group will gravitate toward the simplistic nature to which the game lends itself. In my gaming groups it has even lead to multiple plays! Experienced gamers will enjoy the delicate artwork and creative mechanics. Because the gameplay is so centered around the mechanic of, “don’t get too far ahead of your neighbor but stay just ahead of them,” it truly feels like you are on the T.V. show “The Greatest Race”. It is a very simple, but clever and excitement-driven concept. With that said, it can be played in under an hour, even with 4 players. Tokaido provides so much gameplay in one simple box, but yet allows you to have a little time left in your game night to still play that heavy Euro afterward. That’s a huge plus in my book, and one reason why it is ranked so high for me. That, and well, those cute little meeples (or minis) get me every time!
I really hope you give this one a try. It is a nice and relaxing experience that lends itself to quick gameplay, immersive theme, and excellent artwork. I hope your trip across Japan will truly be as rewarding as mine was! Ganbarou!! (Good luck!)
Purple Phoenix Games gives this one a relaxing 13 / 18 (Laura has not played it yet).
https://purplephoenixgames.wordpress.com/2019/01/11/tokaido-review/
DISCLAIMER: The photos showing game play reflect components from the Collector’s Edition, as they are upgraded from the traditional retail copy. There is no affect on game play, the components are just nicer. -T
I don’t recall another board game on the market, as of today 1/9/2019, that has been able to recreate some of the intuitive mechanisms that Tokaido provides its players. So okay, envision one of those looooong car rides as a kid in the stuffy old car full of suitcases with your parents. Boring, right? That’s NOT Tokaido!
NOW, Imagine one of the most thrilling trips across Japan – where you get to see the sights, experience the extensive shopping, eat great delicacies, and yes, even take a dip in a sultry hot spring! THAT is Tokaido! It is an immersive vacation in a box. So, how does it all work…
In Tokaido, you take on the persona of a Japanese tourist, a.k.a cute, very detailed, little meeples (or minis). From the start you are on a race, albeit not in a complete hurry, to have the most fulfilling vacation across Japan. Here’s the catch: go too fast and you will miss out on all the wonderful opportunities Japan has to offer, as well as victory points. Your goal in Tokaido is to stay just ahead of the other players, yet to visit as many places as possible. Each location provides you with some sort of benefit on your vacation. It may be a beautifully drawn panoramic picture of the landscape (something T.I.M.E Stories would later copy), a visit to a knickknack shop, a dip in a hot spring, some delicious looking hand-rolled sushi, or even a reverent donation to a beautifully ornate temple (highest donation equals BIG victory points later on). All of these items in your collection will reap you some sort of reward in the form of victory points at the end of the game. How you coordinate your collection is VERY important. Simply jumping from space to space will NOT get you delicious sweets like in Candy Land. It’s about timing your moves just right so that you are able complete that entire panoramic landscape, or eat just enough of the right food to satisfy your taste buds.
Seems simple, right? It is! That is the best part. New gamers in your group will gravitate toward the simplistic nature to which the game lends itself. In my gaming groups it has even lead to multiple plays! Experienced gamers will enjoy the delicate artwork and creative mechanics. Because the gameplay is so centered around the mechanic of, “don’t get too far ahead of your neighbor but stay just ahead of them,” it truly feels like you are on the T.V. show “The Greatest Race”. It is a very simple, but clever and excitement-driven concept. With that said, it can be played in under an hour, even with 4 players. Tokaido provides so much gameplay in one simple box, but yet allows you to have a little time left in your game night to still play that heavy Euro afterward. That’s a huge plus in my book, and one reason why it is ranked so high for me. That, and well, those cute little meeples (or minis) get me every time!
I really hope you give this one a try. It is a nice and relaxing experience that lends itself to quick gameplay, immersive theme, and excellent artwork. I hope your trip across Japan will truly be as rewarding as mine was! Ganbarou!! (Good luck!)
Purple Phoenix Games gives this one a relaxing 13 / 18 (Laura has not played it yet).
https://purplephoenixgames.wordpress.com/2019/01/11/tokaido-review/
Purple Phoenix Games (2266 KP) rated Dungeon Roll in Tabletop Games
Jun 12, 2019
One of the best parts of the board gaming experience is finding a fun group of people with whom to play! Sometimes, though, coordinating a game night is easier said than done. We all must occasionally forego the group experience and face the world as the Lonely Only. But fear not! The world of solo-play is a vast and exciting realm! What follows is a chronicle of my journey into the solo-playing world – notes on gameplay, mechanics, rules, difficulty, and overall experience with solo variations of commonly multiplayer games! I hope this will provide some insight as you continue to grow your collection, or explore your already owned games!
Dungeon Roll is a quick and fun dice-rolling game where Heroes delve into a dungeon to fight monsters (potentially including a dragon!), find treasure, and gain experience points based on how deep into the dungeon they go. If you are playing in a group or solo, the rules of the game are the same – the only difference is how you win! In group play, the winner is the player with the most experience points after 3 rounds of play. In solo play, you are working to get as many experience points as possible – competing against previous plays trying to best yourself!
After a few runs of Dungeon Roll, it has quickly become one of my favorite games to play solo for two main reasons. First, I like and appreciate the simplicity of the rules. It is quick and easy to learn, and the solo variation has no extra rules or stipulations. Simply put, I don’t have to worry about forgetting solo rules because there aren’t any! Don’t have any other players? Great! Just play like you normally would! Yeah, I may have to roll my own Dungeon Dice, but I don’t have to worry about controlling any ghost players or remembering whether or not I need to start the game with a solo handicap. The simplicity and uniformity of the rules, regardless of player count, means that I don’t have to spend time re-reading the rulebook to refresh my memory on solo play, and can just get down to playing instead!
The next reason why I love to play Dungeon Roll solo is due to the variability and unpredictability of the game. The base game comes with 8 Hero cards, each with unique abilities, and the expansion packs provide even more Hero choices. Different heroes/abilities lend themselves to different strategies for success – there is not one right way to play. Even if you pick to play as the same Hero every game, though, the dice rolling mechanism makes sure that no two games are ever alike. Dice rolling can be a fickle friend, and oftentimes the success (or failure) of a round depends solely on the luck of the roll. I, unfortunately, am a notoriously bad dice-roller…. BUT that helps make this game more interesting for me because it forces me to really strategize how I am going to use my Hero abilities, treasure tokens, and dice to my benefit. Sometimes it works out well and I come out with a respectable score! But then again, sometimes it’s the exact opposite and I come out wondering whether or not I should even log the play with as feeble a score as I got… Either way, dice rolling is unpredictable and that (along with different Hero abilities and treasure tokens) makes for a unique game every time.
Dungeon Roll is a fun and competitive game for both groups and the solo player. This game is deceptively simple and wildly entertaining, and I highly recommend adding it to your solo arsenal!
https://purplephoenixgames.wordpress.com/2018/12/21/solo-chronicles-dungeon-roll/
Dungeon Roll is a quick and fun dice-rolling game where Heroes delve into a dungeon to fight monsters (potentially including a dragon!), find treasure, and gain experience points based on how deep into the dungeon they go. If you are playing in a group or solo, the rules of the game are the same – the only difference is how you win! In group play, the winner is the player with the most experience points after 3 rounds of play. In solo play, you are working to get as many experience points as possible – competing against previous plays trying to best yourself!
After a few runs of Dungeon Roll, it has quickly become one of my favorite games to play solo for two main reasons. First, I like and appreciate the simplicity of the rules. It is quick and easy to learn, and the solo variation has no extra rules or stipulations. Simply put, I don’t have to worry about forgetting solo rules because there aren’t any! Don’t have any other players? Great! Just play like you normally would! Yeah, I may have to roll my own Dungeon Dice, but I don’t have to worry about controlling any ghost players or remembering whether or not I need to start the game with a solo handicap. The simplicity and uniformity of the rules, regardless of player count, means that I don’t have to spend time re-reading the rulebook to refresh my memory on solo play, and can just get down to playing instead!
The next reason why I love to play Dungeon Roll solo is due to the variability and unpredictability of the game. The base game comes with 8 Hero cards, each with unique abilities, and the expansion packs provide even more Hero choices. Different heroes/abilities lend themselves to different strategies for success – there is not one right way to play. Even if you pick to play as the same Hero every game, though, the dice rolling mechanism makes sure that no two games are ever alike. Dice rolling can be a fickle friend, and oftentimes the success (or failure) of a round depends solely on the luck of the roll. I, unfortunately, am a notoriously bad dice-roller…. BUT that helps make this game more interesting for me because it forces me to really strategize how I am going to use my Hero abilities, treasure tokens, and dice to my benefit. Sometimes it works out well and I come out with a respectable score! But then again, sometimes it’s the exact opposite and I come out wondering whether or not I should even log the play with as feeble a score as I got… Either way, dice rolling is unpredictable and that (along with different Hero abilities and treasure tokens) makes for a unique game every time.
Dungeon Roll is a fun and competitive game for both groups and the solo player. This game is deceptively simple and wildly entertaining, and I highly recommend adding it to your solo arsenal!
https://purplephoenixgames.wordpress.com/2018/12/21/solo-chronicles-dungeon-roll/
Daniel Boyd (1066 KP) rated Venom (2018) in Movies
Oct 4, 2018 (Updated Oct 4, 2018)
Unexpectedly fun and comical (1 more)
Tom Hardy
This Is The Movie That Everyone Hates?
Contains spoilers, click to show
I have to be honest, I was not on-board with this film going in at all. I wasn't interested in a Spiderman-less Spiderman universe and the trailers didn't exactly sell me on it either. It looked like they were messing with the origin of Venom too much and the action set pieces didn't look too impressive. Then there was the fact that the review embargo was only lifted a day before the movie's release, then there were the terrible reviews. Suffice to say I went into this with a morbid curiosity expecting a total mess.
However, I am happy to report that this movie actually really pleasantly surprised me and I had a ton of fun watching Venom.
When I heard that Tom Hardy was playing Eddie Brock, I was really gutted because I think that he would have been the perfect choice for the MCU's Wolverine. I also thought that this was going to be a mistake in terms of Hardy's career; out of all of the superhero movies he could have been a part of, he chose Venom? I was happy to be proven wrong, Hardy was great in both his role as Eddie Brock and as Venom. He was funny, scary and heartfelt at all the right moments and looked like he was having a good time playing the character.
This movie did remind me a lot of Upgrade, which was also a Sci-fi movie released this year with a protagonist who gains a voice in his head and extraordinary powers that he doesn't have any control over. Coincidentally Tom Hardy also looks strikingly similar to the actor in Upgrade, Logan-Marshall Green. If I had to compare the two movies, I personally preferred Upgrade, but I had a lot of fun with both of them.
And that's the best thing about this movie, it is fun. Sure, it's not a comic book accurate Venom origin and it's not connected to the MCU's Spiderman and it's not up to snuff compared to the recent entries in the MCU, but it is a ton of fun to watch this violent alien join forces with a witty, down on his luck reporter and wreak havoc.
I'm going to drop a few spoilers going forward, so if you have yet to see the movie, you should probably click away now.
The thing that was really bothering me during the opening of the movie was; why is this story taking place in San Francisco? Eddie Brock is a New Yorker, not a San Franciscan. Then they addressed that issue and explained that he had moved away from New York. It was only a brief, throwaway line, but they didn't have to bother including it and I appreciate that they did.
I also really enjoyed the brief appearance of She-Venom. Sure, the odds that this Symbiote that rejects almost every human host that it comes into contact with, just happens to bond perfectly with this couple, is a bit of a stretch. However, this is a comic book movie with aliens, so I'm willing to accept a few stretches in the movie's logic.
Lastly I like the fact that they teased Carnage in the post credits tease and I am glad that they got Woody Harrelson to play him, he is one of my favourite actors... but my God he looked really dumb in that red wig, like almost parody bad.
Overall, although I had extremely low expectations going into Venom, it exceeded them by a great deal. Sure, it's not Infinity War and it's not even Spiderman: Homecoming, but it is a lot of fun and there is definitely a good amount of enjoyment to be had in Venom.
However, I am happy to report that this movie actually really pleasantly surprised me and I had a ton of fun watching Venom.
When I heard that Tom Hardy was playing Eddie Brock, I was really gutted because I think that he would have been the perfect choice for the MCU's Wolverine. I also thought that this was going to be a mistake in terms of Hardy's career; out of all of the superhero movies he could have been a part of, he chose Venom? I was happy to be proven wrong, Hardy was great in both his role as Eddie Brock and as Venom. He was funny, scary and heartfelt at all the right moments and looked like he was having a good time playing the character.
This movie did remind me a lot of Upgrade, which was also a Sci-fi movie released this year with a protagonist who gains a voice in his head and extraordinary powers that he doesn't have any control over. Coincidentally Tom Hardy also looks strikingly similar to the actor in Upgrade, Logan-Marshall Green. If I had to compare the two movies, I personally preferred Upgrade, but I had a lot of fun with both of them.
And that's the best thing about this movie, it is fun. Sure, it's not a comic book accurate Venom origin and it's not connected to the MCU's Spiderman and it's not up to snuff compared to the recent entries in the MCU, but it is a ton of fun to watch this violent alien join forces with a witty, down on his luck reporter and wreak havoc.
I'm going to drop a few spoilers going forward, so if you have yet to see the movie, you should probably click away now.
The thing that was really bothering me during the opening of the movie was; why is this story taking place in San Francisco? Eddie Brock is a New Yorker, not a San Franciscan. Then they addressed that issue and explained that he had moved away from New York. It was only a brief, throwaway line, but they didn't have to bother including it and I appreciate that they did.
I also really enjoyed the brief appearance of She-Venom. Sure, the odds that this Symbiote that rejects almost every human host that it comes into contact with, just happens to bond perfectly with this couple, is a bit of a stretch. However, this is a comic book movie with aliens, so I'm willing to accept a few stretches in the movie's logic.
Lastly I like the fact that they teased Carnage in the post credits tease and I am glad that they got Woody Harrelson to play him, he is one of my favourite actors... but my God he looked really dumb in that red wig, like almost parody bad.
Overall, although I had extremely low expectations going into Venom, it exceeded them by a great deal. Sure, it's not Infinity War and it's not even Spiderman: Homecoming, but it is a lot of fun and there is definitely a good amount of enjoyment to be had in Venom.