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Governor of Poker 2 HD - Texas Holdem Poker without internet
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PLAY POKER, FREE SINGLE PLAYER HOLDEM POKER OFFLINE on your iOS device and beat every cowboy in...
Purple Phoenix Games (2266 KP) rated Quests of Valeria 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!
A royal King may rule the city of Valeria, but we all know who really is responsible for the prosperity of this kingdom – it’s YOU, the Guild Masters! Your hard work behind the scenes (providing work for Citizens, and overseeing the completion of various Quests) has helped turn Valeria into the thriving epicenter of life and commerce that it is today! Make sure you keep up the good work, because if you don’t, another Guild Master will jump at the opportunity to outperform you and win the favor of the King!
Quests of Valeria, a game of card drafting and hand management, pits players against each other as they try to hire Citizens to complete Quests and earn Victory Points. Each Quest requires certain Citizen roles and Resources to be completed, so strategy is key! Work efficiently, or another Guild Master could swipe a Citizen or Quest right out from under you! On your turn, you will take 2 actions from these listed: Draw, Hire, Reserve, or Quest. Citizen and Quest cards sometimes have special powers that, when played, allow you to take bonus actions on your turn. The game continues until a player has completed their 5th quest, and then all players count up their Victory Points. The player with the highest score is the winner! In solo play, the game ends when either the Citizen or Quest card deck is completely depleted – the solo player then counts up their Victory Points and tries to beat their personal best score!
As a solo game, Quests of Valeria is played almost exactly the same way, with one main gameplay difference. That difference has to do with the setup and handling of the available Citizen and Quest cards. In group play, Citizens and Quest cards remain in the game until their are either hired, completed, or actively discarded. In solo play, at the end of each turn, the Citizen and Quest cards at the furthest left side of the Tavern Line (play area, see photo below for reference) are discarded permanently from the game. All other cards shift one or more spaces as far left as possible in the Tavern Line and any remaining empty slots are refilled from their respective draw decks. This puts a time limit on how long cards remain in the game without being hired/completed. It really forces you to strategize which Citizens to hire and when since they only appear for a finite amount of time. The same goes for Quests – each turn pushes Quests closer to elimination from the game, so you must act quickly and efficiently to complete as many as you can before they are discarded.
I really like the idea of the shifting Tavern Line in solo play. The game would be so easy without it – there would be no rush to do anything and no real strategy involved since I could just bide my time until I have the appropriate Citizens to complete each Quest. With the shifting line, I do have to come up with an ever-changing strategy. I can’t just focus on one Quest – I have to be looking ahead to see what I need for the next quest and how long I have to complete that one too.
My only dislike of this game is that sometimes it can be slow-going getting your Guild up and running. Sometimes the Citizens and Resources I need just aren’t showing up in the Tavern Line (thanks to my awful card shuffling, I’m sure) and I just get to watch those Quests make their way through the line towards the discard pile. And then usually with my luck, I discard precious cards from my hand to Hire a Citizen that I was waiting for only to have all of those Quests slowly replaced by Quests for the Citizens that I was passing on! Since I can only have a maximum of 8 Citizens in my Guild at any given time, I can’t just recruit everybody until I get a Quest that needs those people. It’s a balancing act for sure, and it’s one that I haven’t quite mastered. I’m sure that once I figure out a better strategy for handling this type of situation, I’ll enjoy the game more. But for now, these stand-stills have me stumped.
Overall, I enjoy Quests of Valeria as a solo game. It requires a decent amount of strategy, and the more I play it, the more I like it. There’s no single strategy for success, and I like to try out different ones with each game – do I try to finish as many easy Quests as possible (fewer VPs each, but more Quests overall), or do I save up my Citizens and go only for the big Quests (lots of VPs, but also lots of required Citizens/Resources)? There’s not a right answer, and I enjoy being able to adapt my strategy to the cards currently in play. For such a simple game (Hire Citizens, complete Quests), Quest of Valeria keeps me engaged the entire time. It’s easy to learn, fast to play, and strategic enough that it keeps you hooked. Give it a try as a solo game – it might surprise you!
https://purplephoenixgames.wordpress.com/2019/03/28/solo-chronicles-quests-of-valeria/
A royal King may rule the city of Valeria, but we all know who really is responsible for the prosperity of this kingdom – it’s YOU, the Guild Masters! Your hard work behind the scenes (providing work for Citizens, and overseeing the completion of various Quests) has helped turn Valeria into the thriving epicenter of life and commerce that it is today! Make sure you keep up the good work, because if you don’t, another Guild Master will jump at the opportunity to outperform you and win the favor of the King!
Quests of Valeria, a game of card drafting and hand management, pits players against each other as they try to hire Citizens to complete Quests and earn Victory Points. Each Quest requires certain Citizen roles and Resources to be completed, so strategy is key! Work efficiently, or another Guild Master could swipe a Citizen or Quest right out from under you! On your turn, you will take 2 actions from these listed: Draw, Hire, Reserve, or Quest. Citizen and Quest cards sometimes have special powers that, when played, allow you to take bonus actions on your turn. The game continues until a player has completed their 5th quest, and then all players count up their Victory Points. The player with the highest score is the winner! In solo play, the game ends when either the Citizen or Quest card deck is completely depleted – the solo player then counts up their Victory Points and tries to beat their personal best score!
As a solo game, Quests of Valeria is played almost exactly the same way, with one main gameplay difference. That difference has to do with the setup and handling of the available Citizen and Quest cards. In group play, Citizens and Quest cards remain in the game until their are either hired, completed, or actively discarded. In solo play, at the end of each turn, the Citizen and Quest cards at the furthest left side of the Tavern Line (play area, see photo below for reference) are discarded permanently from the game. All other cards shift one or more spaces as far left as possible in the Tavern Line and any remaining empty slots are refilled from their respective draw decks. This puts a time limit on how long cards remain in the game without being hired/completed. It really forces you to strategize which Citizens to hire and when since they only appear for a finite amount of time. The same goes for Quests – each turn pushes Quests closer to elimination from the game, so you must act quickly and efficiently to complete as many as you can before they are discarded.
I really like the idea of the shifting Tavern Line in solo play. The game would be so easy without it – there would be no rush to do anything and no real strategy involved since I could just bide my time until I have the appropriate Citizens to complete each Quest. With the shifting line, I do have to come up with an ever-changing strategy. I can’t just focus on one Quest – I have to be looking ahead to see what I need for the next quest and how long I have to complete that one too.
My only dislike of this game is that sometimes it can be slow-going getting your Guild up and running. Sometimes the Citizens and Resources I need just aren’t showing up in the Tavern Line (thanks to my awful card shuffling, I’m sure) and I just get to watch those Quests make their way through the line towards the discard pile. And then usually with my luck, I discard precious cards from my hand to Hire a Citizen that I was waiting for only to have all of those Quests slowly replaced by Quests for the Citizens that I was passing on! Since I can only have a maximum of 8 Citizens in my Guild at any given time, I can’t just recruit everybody until I get a Quest that needs those people. It’s a balancing act for sure, and it’s one that I haven’t quite mastered. I’m sure that once I figure out a better strategy for handling this type of situation, I’ll enjoy the game more. But for now, these stand-stills have me stumped.
Overall, I enjoy Quests of Valeria as a solo game. It requires a decent amount of strategy, and the more I play it, the more I like it. There’s no single strategy for success, and I like to try out different ones with each game – do I try to finish as many easy Quests as possible (fewer VPs each, but more Quests overall), or do I save up my Citizens and go only for the big Quests (lots of VPs, but also lots of required Citizens/Resources)? There’s not a right answer, and I enjoy being able to adapt my strategy to the cards currently in play. For such a simple game (Hire Citizens, complete Quests), Quest of Valeria keeps me engaged the entire time. It’s easy to learn, fast to play, and strategic enough that it keeps you hooked. Give it a try as a solo game – it might surprise you!
https://purplephoenixgames.wordpress.com/2019/03/28/solo-chronicles-quests-of-valeria/
Josh Burns (166 KP) rated Spartacus: A Game of Blood and Treachery in Tabletop Games
Jun 20, 2019
Easy to learn but a ton of fun (1 more)
Great strategy and combat
I had my eye on this game for a while before finally pulling the trigger and ordering it a few years ago. I had little faith in a game based on a tv show, but I love gladiator games and there aren't many to choose from.
The base game is 3-4 players, there are expansions that increase that, but I'm sticking with the base game for this review. Each player controls a different House, which have their own stats, abilities, and alternate objectives, with the main objective being to reach 10 influence.
The game plays basically as follows:
Upkeep phase: collect money, try to heal wounded gladiators, and reactivate slaves that were used.
Market: A number of cards are drawn and placed face down, then one card is flipped. It could be a gladiator, a slave (can earn you money and may have abilities that are useful outside the arena) or gear for your gladiators. All players choose how many coins to bid and keep them in a closed fist until everyone is ready, then everyone reveals their bid. Whoever was highest wins. You then repeat till each card is flipped. You can also put your own cards up for auction or offer trades.
the arena: after this, 2 players chosen by another player have to either fight each other, pitting a slave or gladiator against the oppents, or forfeit at the cost of Influence. Players may place bets on who will win and if the loser will be killed, or badly injured.
The game is basically 2 games in 1: outside the arena and in it.
Outside: It is primarily about making deals, lying, setting each other up, making temporary allies and backstabbing. Literally the only rule in the actual rulebook about how to go about this is: "Don't be a dick. " It actually says that, and says they mean keep it fun, don't actually try to be a spiteful douche. There is nothing directing you when to lie or be honest, if you have to keep promises, etc.
In the arena: Combat is fun and simple. Not all fighters are equal but I have seen weak ones overcome the odds. If you're a fan of the show you will recognize many names. As a quick sidenote, an expansion can turn these fights from 1 vs 1 to 2 vs 2. I've won hard fought games, and I've lost on purpose to win a bet or fulfill a deal. Your fighter may or may not die or be injured. The player who chose the participants also decides the fate of the losing fighter (if they didn't die fighting) with a thumbs up or down. The player with the losing fighter can plead for the fighters survival or bribe, or maybe the player chosing wants the losing player to owe them a favor. There is never a clear cut choice.
In conclusion: This is a favorite of mine. It is unbelievably fun making deals (whether you keep them or not) bribing, setting players against each other etc. The combat is fun and easy to learn and the other players are typically screaming at whoever they want to win if they aren't doing well (in good fun, not actual anger). I can't think of anything to not like about it. If you like the show you'll love references such as the "Jupiter's Cock" card and seeing all the characters (slaves, gladiators, and dominas). If you don't like the show, it's still a hell of a game and you don't need to watch the show to know what's going on.
The base game is 3-4 players, there are expansions that increase that, but I'm sticking with the base game for this review. Each player controls a different House, which have their own stats, abilities, and alternate objectives, with the main objective being to reach 10 influence.
The game plays basically as follows:
Upkeep phase: collect money, try to heal wounded gladiators, and reactivate slaves that were used.
Market: A number of cards are drawn and placed face down, then one card is flipped. It could be a gladiator, a slave (can earn you money and may have abilities that are useful outside the arena) or gear for your gladiators. All players choose how many coins to bid and keep them in a closed fist until everyone is ready, then everyone reveals their bid. Whoever was highest wins. You then repeat till each card is flipped. You can also put your own cards up for auction or offer trades.
the arena: after this, 2 players chosen by another player have to either fight each other, pitting a slave or gladiator against the oppents, or forfeit at the cost of Influence. Players may place bets on who will win and if the loser will be killed, or badly injured.
The game is basically 2 games in 1: outside the arena and in it.
Outside: It is primarily about making deals, lying, setting each other up, making temporary allies and backstabbing. Literally the only rule in the actual rulebook about how to go about this is: "Don't be a dick. " It actually says that, and says they mean keep it fun, don't actually try to be a spiteful douche. There is nothing directing you when to lie or be honest, if you have to keep promises, etc.
In the arena: Combat is fun and simple. Not all fighters are equal but I have seen weak ones overcome the odds. If you're a fan of the show you will recognize many names. As a quick sidenote, an expansion can turn these fights from 1 vs 1 to 2 vs 2. I've won hard fought games, and I've lost on purpose to win a bet or fulfill a deal. Your fighter may or may not die or be injured. The player who chose the participants also decides the fate of the losing fighter (if they didn't die fighting) with a thumbs up or down. The player with the losing fighter can plead for the fighters survival or bribe, or maybe the player chosing wants the losing player to owe them a favor. There is never a clear cut choice.
In conclusion: This is a favorite of mine. It is unbelievably fun making deals (whether you keep them or not) bribing, setting players against each other etc. The combat is fun and easy to learn and the other players are typically screaming at whoever they want to win if they aren't doing well (in good fun, not actual anger). I can't think of anything to not like about it. If you like the show you'll love references such as the "Jupiter's Cock" card and seeing all the characters (slaves, gladiators, and dominas). If you don't like the show, it's still a hell of a game and you don't need to watch the show to know what's going on.
Purple Phoenix Games (2266 KP) rated Mysterium in Tabletop Games
Jul 6, 2019
Murder! A poor soul has been murdered in this house, and the homeowner has hired a group of mediums to solve the crime and give the spirit peace. One problem – the ghost can’t remember for sure who did it! Through a seance, the ghost sends visions to the mediums to lead them to potential suspects, crime scenes, and murder weapons. It is up to the mediums to work together and decipher the visions, narrow down the field, and find the criminal! Time is limited however – unless the culprit is caught in 7 hours, the magic of the seance will run out and the crime will remain a mystery!
DISCLAIMER: There are several expansions to this game, but we are not reviewing them at this time. Should we review them in the future we will either update this review or post a link to the new material here. -T
Mysterium is a cooperative game of deduction in which players take on the roles of mediums trying to solve the murder, and one player takes on the role of the ghost who is haunting the estate. Every turn, the ghost sends Visions (in the form of illustrated cards) to each medium in an attempt to guide them to investigate different suspects, locations, and potential murder weapons. The visions are not always clear, however, so the mediums must use their imaginations and deduction skills to decipher any hidden hints or clues contained in the visions. If all mediums are able to identify their suspects/locations/weapons before the 7th hour has passed, the ghost then sends one final Vision to all mediums to guide them to the true culprit. After receiving and deciphering this final Vision, the mediums must all vote on whom they believe the culprit to be. If the majority of the mediums select the correct culprit, the mystery has been solved and the ghost can be laid to rest! If not, however, the mystery remains and the ghost must wait an entire year before the magic ritual can be performed again…
I love Mysterium. I seriously think it’s a great game. One reason why I love it is because it’s a deduction game that is cooperative. Most of the deduction games I’ve played before are competitive or involve some form of bluffing. And I’m pretty terrible at lying, so I never really do well in those. What I like about Mysterium is that you’re still trying to figure out your own cards, but you’re allowed (and encouraged!) to ask your fellow mediums for their thoughts. It’s cool to see how everyone interprets the Vision cards because someone might notice or see something on your Vision card in a way you didn’t think of on your own. Your friends may be able to provide insight to help you through the game, just as you can help them decipher their clues. Especially since the game can’t be won unless everyone has found their cards, it really is in your best interest to cooperate and help everyone out.
Another thing I love about Mysterium is that it can be played with up to 7 players. I’ve probably mentioned this before, but I have 4 siblings, and sometimes finding engaging games for 5+ people can be pretty hard. Not an issue at all with Mysterium. It’s actually a favorite of my siblings to play, so I always bring it with me for holidays and family gatherings! I personally think Mysterium works better at higher player counts, so that really bodes well for me and my family!
One final thing I really like about Mysterium is the dynamic created between the mediums and the ghost player. The ghost is allowed to communicate with the mediums through visions only – no verbal communication at all! That means that as the ghost player, you’re trying to anticipate how each medium will interpret different visions so you can give them the one that will guide them to their specific card. When you’re a medium, you’re trying to think how the ghost player thinks – why did they give me this card and what did they want me to notice? In either role, you’re trying to get in the mind of your counterpart, and that just adds a fun little bonus twist for me.
I think Mysterium is a great game. Deduction drives the game and it keeps you constantly engaged, questioning every card you see. It’s an entertaining and lighthearted cooperative game for any player count, and it thrives with great non-confrontational player interaction. Mysterium was one of the first games in my collection – I was in my FLGS, picked it up off the shelf, and having done no research on it at all, I bought it. And boy oh boy am I glad I did. Definitely give Mysterium a try – it’s a good blend of mystery and fun! Purple Phoenix Games gives it an ethereal 11 / 12.
DISCLAIMER: There are several expansions to this game, but we are not reviewing them at this time. Should we review them in the future we will either update this review or post a link to the new material here. -T
Mysterium is a cooperative game of deduction in which players take on the roles of mediums trying to solve the murder, and one player takes on the role of the ghost who is haunting the estate. Every turn, the ghost sends Visions (in the form of illustrated cards) to each medium in an attempt to guide them to investigate different suspects, locations, and potential murder weapons. The visions are not always clear, however, so the mediums must use their imaginations and deduction skills to decipher any hidden hints or clues contained in the visions. If all mediums are able to identify their suspects/locations/weapons before the 7th hour has passed, the ghost then sends one final Vision to all mediums to guide them to the true culprit. After receiving and deciphering this final Vision, the mediums must all vote on whom they believe the culprit to be. If the majority of the mediums select the correct culprit, the mystery has been solved and the ghost can be laid to rest! If not, however, the mystery remains and the ghost must wait an entire year before the magic ritual can be performed again…
I love Mysterium. I seriously think it’s a great game. One reason why I love it is because it’s a deduction game that is cooperative. Most of the deduction games I’ve played before are competitive or involve some form of bluffing. And I’m pretty terrible at lying, so I never really do well in those. What I like about Mysterium is that you’re still trying to figure out your own cards, but you’re allowed (and encouraged!) to ask your fellow mediums for their thoughts. It’s cool to see how everyone interprets the Vision cards because someone might notice or see something on your Vision card in a way you didn’t think of on your own. Your friends may be able to provide insight to help you through the game, just as you can help them decipher their clues. Especially since the game can’t be won unless everyone has found their cards, it really is in your best interest to cooperate and help everyone out.
Another thing I love about Mysterium is that it can be played with up to 7 players. I’ve probably mentioned this before, but I have 4 siblings, and sometimes finding engaging games for 5+ people can be pretty hard. Not an issue at all with Mysterium. It’s actually a favorite of my siblings to play, so I always bring it with me for holidays and family gatherings! I personally think Mysterium works better at higher player counts, so that really bodes well for me and my family!
One final thing I really like about Mysterium is the dynamic created between the mediums and the ghost player. The ghost is allowed to communicate with the mediums through visions only – no verbal communication at all! That means that as the ghost player, you’re trying to anticipate how each medium will interpret different visions so you can give them the one that will guide them to their specific card. When you’re a medium, you’re trying to think how the ghost player thinks – why did they give me this card and what did they want me to notice? In either role, you’re trying to get in the mind of your counterpart, and that just adds a fun little bonus twist for me.
I think Mysterium is a great game. Deduction drives the game and it keeps you constantly engaged, questioning every card you see. It’s an entertaining and lighthearted cooperative game for any player count, and it thrives with great non-confrontational player interaction. Mysterium was one of the first games in my collection – I was in my FLGS, picked it up off the shelf, and having done no research on it at all, I bought it. And boy oh boy am I glad I did. Definitely give Mysterium a try – it’s a good blend of mystery and fun! Purple Phoenix Games gives it an ethereal 11 / 12.
Matthew Krueger (10051 KP) rated The Manhattan Project: Energy Empire in Tabletop Games
Feb 22, 2021
Excellent Work Placement Game
The Manhattan Project: Energy Empire- is a excellent work placement game. I love work placement games and this one is one of them. Lets talk more about the game.
Players sit in the roles of countries trying to develop industry and energy production over a period of time roughly from the end of World War II to the present day. Throughout the game, players will construct buildings, power plants as dice, and manage the pollution in their environment with the aim of scoring the most points.
To begin play, the main board for Energy Empire is seeded with starting Building cards. These are divided into three different sectors: Government spaces, Industry spaces, and Commerce spaces. A set of pollution tokens, depending on the number of players, is also stacked on a track as the game timer.
Once the game begins, it flows continuously without rounds. Each player chooses, on their turn, to take a Work Turn or a Generate Turn.
Work Turn- During this type of turn, players must place a single worker on the main board on one of the spaces which represent activities and resources to collect. For example, this may be gaining science, steel, or purchasing oil. Afterwards, depending on which sector the player placed their worker, they can activate any previously purchased buildings, assuming they have enough workers and/or energy. Players can also activate their nation card and move up on the United Nations track, which is a pure competition for end game points. Energy is also used if a player wishes to place a worker on a space occupied by another worker. The player must place additional energy under the worker until their placement stack is larger than any other already placed.
Generate Turn: This type of turn represents the player resetting their work potential for a new set of placing workers. They do this by first potentially collecting an achievement which represents end game points for a variety of goals. They then recall any workers to their Player Mat and discard all Energy tokens. Players can also spend any oil resources to gain oil power plant dice. Finally the player rolls any or all power plant dice they have. This might include Solar/Wind (green dice), Hydro Power (blue dice, limited to one per player), Coal (black dice), and Nuclear (yellow dice). The resulting number of lightning bolts on the dice are delivered as energy tokens to the player. If a clean energy source rolled the highest cardinal number, the player does not collect pollution. If coal, oil, or nuclear dice resulted in the highest number, then the player places a single pollution token into their environment. Players continue this process one after another until a predesignated number of pollution tokens are removed from the game. Players get one final turn and then points are tallied. Players receive points for keeping their player mat free of pollution, building power plants, the United Nations track, and various points for each building constructed.
The most engaging part of the game and the main reason to seek it out, comes from the theme of global power intrigue. The building cards show off the exceptional art in the game.
Manhattan Project: Energy Empire Cards
The global impact cards for the first half of the game are green with a milder impact. Once they go red, prepare for some serious negative events. On top of this theme, the actions associated with everything in the game fit just right. The concept in game actions connect directly to the theme concept. In addition, the country actions to move up on the United Nations track also represent the tone and success formulas for those countries. The mechanism for rolling dice to gain energy and how much pollution is delivered feels just perfect given the competing goals of clean environments and high energy production.
The worker placement mechanism itself (largest stack among existing workers) is not new, but it is just the right mechanism to promote the overall feeling of energy competition. Choosing the space on which to place a worker is highly engaging and the choices tense to maximize efficiency. It is easy to connect with both strategy and tactics in this game.
Even with this engagement, it is also easy to see optimal routes for gaining points assuming opponents follow their strategies. It’s not “easy”, but it is possible to not even worry about opponents blocking a particular path to victory with low numbers of players.
Its a excellent work placement game. One i highly recordmend getting and play.
Players sit in the roles of countries trying to develop industry and energy production over a period of time roughly from the end of World War II to the present day. Throughout the game, players will construct buildings, power plants as dice, and manage the pollution in their environment with the aim of scoring the most points.
To begin play, the main board for Energy Empire is seeded with starting Building cards. These are divided into three different sectors: Government spaces, Industry spaces, and Commerce spaces. A set of pollution tokens, depending on the number of players, is also stacked on a track as the game timer.
Once the game begins, it flows continuously without rounds. Each player chooses, on their turn, to take a Work Turn or a Generate Turn.
Work Turn- During this type of turn, players must place a single worker on the main board on one of the spaces which represent activities and resources to collect. For example, this may be gaining science, steel, or purchasing oil. Afterwards, depending on which sector the player placed their worker, they can activate any previously purchased buildings, assuming they have enough workers and/or energy. Players can also activate their nation card and move up on the United Nations track, which is a pure competition for end game points. Energy is also used if a player wishes to place a worker on a space occupied by another worker. The player must place additional energy under the worker until their placement stack is larger than any other already placed.
Generate Turn: This type of turn represents the player resetting their work potential for a new set of placing workers. They do this by first potentially collecting an achievement which represents end game points for a variety of goals. They then recall any workers to their Player Mat and discard all Energy tokens. Players can also spend any oil resources to gain oil power plant dice. Finally the player rolls any or all power plant dice they have. This might include Solar/Wind (green dice), Hydro Power (blue dice, limited to one per player), Coal (black dice), and Nuclear (yellow dice). The resulting number of lightning bolts on the dice are delivered as energy tokens to the player. If a clean energy source rolled the highest cardinal number, the player does not collect pollution. If coal, oil, or nuclear dice resulted in the highest number, then the player places a single pollution token into their environment. Players continue this process one after another until a predesignated number of pollution tokens are removed from the game. Players get one final turn and then points are tallied. Players receive points for keeping their player mat free of pollution, building power plants, the United Nations track, and various points for each building constructed.
The most engaging part of the game and the main reason to seek it out, comes from the theme of global power intrigue. The building cards show off the exceptional art in the game.
Manhattan Project: Energy Empire Cards
The global impact cards for the first half of the game are green with a milder impact. Once they go red, prepare for some serious negative events. On top of this theme, the actions associated with everything in the game fit just right. The concept in game actions connect directly to the theme concept. In addition, the country actions to move up on the United Nations track also represent the tone and success formulas for those countries. The mechanism for rolling dice to gain energy and how much pollution is delivered feels just perfect given the competing goals of clean environments and high energy production.
The worker placement mechanism itself (largest stack among existing workers) is not new, but it is just the right mechanism to promote the overall feeling of energy competition. Choosing the space on which to place a worker is highly engaging and the choices tense to maximize efficiency. It is easy to connect with both strategy and tactics in this game.
Even with this engagement, it is also easy to see optimal routes for gaining points assuming opponents follow their strategies. It’s not “easy”, but it is possible to not even worry about opponents blocking a particular path to victory with low numbers of players.
Its a excellent work placement game. One i highly recordmend getting and play.
Purple Phoenix Games (2266 KP) rated Dinos Not Assembled in Tabletop Games
Mar 15, 2021
I think it’s no secret that I would be super hyped to go on a dinosaur dig. My brother, Bryan, is certainly more of a dino dude than I am, but I still remember loving them as a child and wishing I could see a skeleton being unearthed. Now I am the one with children who wish the same thing, and now I can play games with just that theme and they enjoy themselves. This is just such a game.
Dinos Not Assembled is a competitive set collection board game with hints of take-that for two to four players that can be enjoyed by players as young as four years old (I know this because my son is four and he loves it). In it players are acting as assistant paleontologists vying for the prestigious opportunity to join a world-famous paleo on their next dig. The player who is first to display three complete dinosaur skeletons in their portion of the museum will win the chance to go on the dig and win the game.
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 Museum Board and Dig Site Board in the middle of the table. The Dino Cards are shuffled and each player receives two cards. In addition each player will choose their Character Boards and section of the museum. All Bone Tiles are shuffled into the Dirt Sack, four of these tiles are drawn and displayed on the Dig Site Board, and the Dino Meeples are placed on the table nearby. The first player receives the velociraptor talon (in my copy) and the game may begin!
On a turn a player may perform one action from a choice of five actions: Dig, Steal, Clear, Make, Plan. Since the players are attempting to build their dinosaur skeletons based on the necessary tile types from their Dino Cards, players may Dig by selecting two Bone Tiles from the Dig Site Board to add to their Character Board. Players may never have more than four tiles at any one time. Perhaps the Dig Site Board offers nothing of interest to the active player. The active player may choose to instead Steal one Bone Tile from another player onto their own Character Board. When this happens the player that was just stolen from alerts the Security Meeple and they take the meeple to their Character Board to signify they may not be stolen from again until another player has suffered a Steal action. The active player may choose to instead Clear the board by removing the tiles on offer and drawing four new tiles to the board.
Once a player has collected the necessary Bone Tiles to build a dino skeleton they may Make the skeleton. This requires the player to discard their Bone Tiles back to the Dirt Sack (which I mistakenly kept calling the Dirt Bag), place their completed Dino Card on their Character Board, and place the appropriate Dino Meeple on one of their museum spaces. This player is now one dino closer to winning the game.
If none of these options suit the active player they may always Plan a new dig by drawing a Dino Card from the pile on the Dig Site Board and adding it to their hand. Players may not hold more than three Dino Cards at any one time.
Play continues in this manner of players choosing one action to perform on their turn until one player has made their third dino skeleton. That player wins the game and then gloats to their father. I mean, that didn’t happen…
Components. This game is fabulously produced. The artwork is just perfect for this game. It is colorful, cartoony without being too wacky, and lovable all around. The components themselves are also very good quality. My favorite pieces are all the Dino Meeples and the fancy Security Meeple. Securiteeple?
For a game that states it is intended for players aged eight and above this is a great family game. Yes, my four year old plays it and loves it, and absolutely zero reading skills are necessary to play. The Dino Cards have some fun facts on them, but are not required to enjoy the game. Once players truly understand the five actions that can be taken (and it may take several turns to click) the game is a breeze and flows really well. I would caution gamers playing with younger kids that the Steal action may cause some tears, but it can be used as an essential teaching moment.
Even with strictly adults this game is excellent. Very light and gateway, but still very enjoyable. There is just something about collecting dinosaur bones and building your beasts, but having to also struggle with deciding which bones to keep and which to pass on, as your board can only hold four tiles at a time, but each dinosaur requires three bones to complete. It can be a tasty balancing act of resource collection that I truly love.
This all said Purple Phoenix Games gives this one a very enthusiastic 11 / 12, with a guest score from my son. If your collection lacks a great family game for younger gamers or you are completely invested in the dinosaur theme then this one is a no-brainer. If you enjoy family games with a little bit of take-that, then this is a little gem for you to consider. I am so glad to have this in my collection and my son is already asking to be its caretaker. He has only ever requested two games to ever become “his,” and this is one of them. High praise from the son of a game reviewer.
Dinos Not Assembled is a competitive set collection board game with hints of take-that for two to four players that can be enjoyed by players as young as four years old (I know this because my son is four and he loves it). In it players are acting as assistant paleontologists vying for the prestigious opportunity to join a world-famous paleo on their next dig. The player who is first to display three complete dinosaur skeletons in their portion of the museum will win the chance to go on the dig and win the game.
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 Museum Board and Dig Site Board in the middle of the table. The Dino Cards are shuffled and each player receives two cards. In addition each player will choose their Character Boards and section of the museum. All Bone Tiles are shuffled into the Dirt Sack, four of these tiles are drawn and displayed on the Dig Site Board, and the Dino Meeples are placed on the table nearby. The first player receives the velociraptor talon (in my copy) and the game may begin!
On a turn a player may perform one action from a choice of five actions: Dig, Steal, Clear, Make, Plan. Since the players are attempting to build their dinosaur skeletons based on the necessary tile types from their Dino Cards, players may Dig by selecting two Bone Tiles from the Dig Site Board to add to their Character Board. Players may never have more than four tiles at any one time. Perhaps the Dig Site Board offers nothing of interest to the active player. The active player may choose to instead Steal one Bone Tile from another player onto their own Character Board. When this happens the player that was just stolen from alerts the Security Meeple and they take the meeple to their Character Board to signify they may not be stolen from again until another player has suffered a Steal action. The active player may choose to instead Clear the board by removing the tiles on offer and drawing four new tiles to the board.
Once a player has collected the necessary Bone Tiles to build a dino skeleton they may Make the skeleton. This requires the player to discard their Bone Tiles back to the Dirt Sack (which I mistakenly kept calling the Dirt Bag), place their completed Dino Card on their Character Board, and place the appropriate Dino Meeple on one of their museum spaces. This player is now one dino closer to winning the game.
If none of these options suit the active player they may always Plan a new dig by drawing a Dino Card from the pile on the Dig Site Board and adding it to their hand. Players may not hold more than three Dino Cards at any one time.
Play continues in this manner of players choosing one action to perform on their turn until one player has made their third dino skeleton. That player wins the game and then gloats to their father. I mean, that didn’t happen…
Components. This game is fabulously produced. The artwork is just perfect for this game. It is colorful, cartoony without being too wacky, and lovable all around. The components themselves are also very good quality. My favorite pieces are all the Dino Meeples and the fancy Security Meeple. Securiteeple?
For a game that states it is intended for players aged eight and above this is a great family game. Yes, my four year old plays it and loves it, and absolutely zero reading skills are necessary to play. The Dino Cards have some fun facts on them, but are not required to enjoy the game. Once players truly understand the five actions that can be taken (and it may take several turns to click) the game is a breeze and flows really well. I would caution gamers playing with younger kids that the Steal action may cause some tears, but it can be used as an essential teaching moment.
Even with strictly adults this game is excellent. Very light and gateway, but still very enjoyable. There is just something about collecting dinosaur bones and building your beasts, but having to also struggle with deciding which bones to keep and which to pass on, as your board can only hold four tiles at a time, but each dinosaur requires three bones to complete. It can be a tasty balancing act of resource collection that I truly love.
This all said Purple Phoenix Games gives this one a very enthusiastic 11 / 12, with a guest score from my son. If your collection lacks a great family game for younger gamers or you are completely invested in the dinosaur theme then this one is a no-brainer. If you enjoy family games with a little bit of take-that, then this is a little gem for you to consider. I am so glad to have this in my collection and my son is already asking to be its caretaker. He has only ever requested two games to ever become “his,” and this is one of them. High praise from the son of a game reviewer.
Purple Phoenix Games (2266 KP) rated Chronicles of Crime: 1400 in Tabletop Games
Oct 21, 2020
Isn’t that box cover just awesome? I never open a preview with a comment about components, but this one warranted it because the box art is so good. Anyway, it’s Paris in the year, well, 1400 AD, and now some strange things are afoot at le Cercle K.
Chronicles of Crime: 1400 (which I shall shorten to 1400 for the duration of this preview) is an app-assisted campaign, murder-infested, cooperative storytelling game for one to four players. If you are familiar with the original Chronicles of Crime, you already know how to play 1400. However, should ye be of the uninitiated, allow me to set the stage for this incredible gaming experience.
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 Evidence Board in the middle of the table and the Home Location Board near. Keep all the decks of cards nearby (shuffled or unshuffled, whatever is your liking) as well as the alphabetically-labeled Location Boards. Fire up the Chronicles of Crime app, choose “1400,” and then choose the case you would like to play. The app will walk players through the additional setup steps for the case being played. For this solo preview I played through The Missing Pages case. Also, to be completely upfront I got a 95/110 for a final score, but no big deal.
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 1400 version, Vision Cards that may assist players in putting the case into focus. These Vision Cards do not really give the story away or anything, but are merely a vague framework of possible factors.
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, chatting up locals for information, and also new for 1400: consulting with the goodest boi dog companion! The dog, Perceval, assists the knight (the players) in cases by sniffing items. A word of caution, though, when you play this game do NOT have Perceval sniff any items until you are completely done with a location because he may drag you to another completely different location right away before you were ready. Not that it happened to me, mind you… okay, it did.
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 Home to report to their family members 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. For reference, though I did receive 95/110 on my first play of 1400 I did only receive a 70/100 on my first runthrough of the original Chronicles of Crime, so playing this style of game several times seems to improve how one plays.
Components. As most items in the box of the game are card or cardboard-based, and all really great quality, I will speak on other component items. Firstly, the art and art style throughout the game is simply stunning. I mean look at that Perceval card! And I already raved about the box cover in my opening statement. This art really speaks to me and it says, “I’m gorgeous.”
The app. I have only great things to say about the app. It’s the same app that you would use for original Chronicles of Crime, and operates the exact same way. For me it has been flawless to use and just a joy to bring technology into the gaming world, even for a game set in the year 1400. I am obviously no purist game enthusiast, as I enjoy these hybrid model games. Once you play with the app you will see how ingenious a system it really is. The app coupled with the nondescript cards and other components in the game make for infinite storytelling possibilities that can only be limited by creativity and time constraints. I love the components in the box AND the marvelous app.
Gameplay for me is also just glorious. I love being able to sit down, setup the game, and let the app tell me what’s going on. So what should I do first? Oh, let’s mosey on down here to this Location Board and drum up some information. Ooh I found an Item! I should bring it back to my Family Location Board and ask my merchant sister about it. Hmm, it’s religious in nature? Okay then, my Monkle (monk uncle) will know something about it. Okay, time to go back to that location and speak with the other person who was in there. OH CRAP, I wasted too much (in game) time and now that other person is gone?! Uh oh, I better stop messing around here…
It’s just amazing, and I love this family of games. I am so stoked to delve more into 1400 and discover more shenanigans happening in Paris. Perceval and I are out to solve all the cases and beg for more. If you are looking for a game that uses a hybrid board game/app model, are a fan of this era in history, or just want to have a really great experience playing a game, I urge you to consider Chronicles of Crime: 1400. It has everything I love in a unique game and I just can’t get enough!
Chronicles of Crime: 1400 (which I shall shorten to 1400 for the duration of this preview) is an app-assisted campaign, murder-infested, cooperative storytelling game for one to four players. If you are familiar with the original Chronicles of Crime, you already know how to play 1400. However, should ye be of the uninitiated, allow me to set the stage for this incredible gaming experience.
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 Evidence Board in the middle of the table and the Home Location Board near. Keep all the decks of cards nearby (shuffled or unshuffled, whatever is your liking) as well as the alphabetically-labeled Location Boards. Fire up the Chronicles of Crime app, choose “1400,” and then choose the case you would like to play. The app will walk players through the additional setup steps for the case being played. For this solo preview I played through The Missing Pages case. Also, to be completely upfront I got a 95/110 for a final score, but no big deal.
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 1400 version, Vision Cards that may assist players in putting the case into focus. These Vision Cards do not really give the story away or anything, but are merely a vague framework of possible factors.
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, chatting up locals for information, and also new for 1400: consulting with the goodest boi dog companion! The dog, Perceval, assists the knight (the players) in cases by sniffing items. A word of caution, though, when you play this game do NOT have Perceval sniff any items until you are completely done with a location because he may drag you to another completely different location right away before you were ready. Not that it happened to me, mind you… okay, it did.
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 Home to report to their family members 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. For reference, though I did receive 95/110 on my first play of 1400 I did only receive a 70/100 on my first runthrough of the original Chronicles of Crime, so playing this style of game several times seems to improve how one plays.
Components. As most items in the box of the game are card or cardboard-based, and all really great quality, I will speak on other component items. Firstly, the art and art style throughout the game is simply stunning. I mean look at that Perceval card! And I already raved about the box cover in my opening statement. This art really speaks to me and it says, “I’m gorgeous.”
The app. I have only great things to say about the app. It’s the same app that you would use for original Chronicles of Crime, and operates the exact same way. For me it has been flawless to use and just a joy to bring technology into the gaming world, even for a game set in the year 1400. I am obviously no purist game enthusiast, as I enjoy these hybrid model games. Once you play with the app you will see how ingenious a system it really is. The app coupled with the nondescript cards and other components in the game make for infinite storytelling possibilities that can only be limited by creativity and time constraints. I love the components in the box AND the marvelous app.
Gameplay for me is also just glorious. I love being able to sit down, setup the game, and let the app tell me what’s going on. So what should I do first? Oh, let’s mosey on down here to this Location Board and drum up some information. Ooh I found an Item! I should bring it back to my Family Location Board and ask my merchant sister about it. Hmm, it’s religious in nature? Okay then, my Monkle (monk uncle) will know something about it. Okay, time to go back to that location and speak with the other person who was in there. OH CRAP, I wasted too much (in game) time and now that other person is gone?! Uh oh, I better stop messing around here…
It’s just amazing, and I love this family of games. I am so stoked to delve more into 1400 and discover more shenanigans happening in Paris. Perceval and I are out to solve all the cases and beg for more. If you are looking for a game that uses a hybrid board game/app model, are a fan of this era in history, or just want to have a really great experience playing a game, I urge you to consider Chronicles of Crime: 1400. It has everything I love in a unique game and I just can’t get enough!
Purple Phoenix Games (2266 KP) rated Raccoon Tycoon in Tabletop Games
Jun 12, 2019
ALERT! This game has railroads! ALERT #2! This is NOT a train game! That makes ME feel lots better. Right now in my life train games and war games scare me. I don’t have the time, and frankly I do not think I am quite smart enough for either. But then this game comes along and it looks intimidating at first. Like games I am not smart enough to play, and that’s a huge compliment. Not because I think I am smart, but because this game seems like it would be way more complex than it actually is.
Technically, the players are these cute little Victorian-era anthropomorphized animals trying to become the wealthiest of all Astorians (the city is called Astoria). This is measured by Victory Points. You gain VPs in several ways and the actions you take on your turn are limited.
What are these actions you can take on your turn? You may take one action on your turn: play a card from your hand to receive commodities (in really great meeples) and increase the price of commodities to be sold, sell commodities from your supply and decrease the price of the commodities by the number sold, purchase a town card using commodities, purchase a building using money earned, or begin an auction of a railroad using money. Each of these actions ultimately affects your opponents as they either adjust the market price of commodities, removes certain coveted assets from the offer, or otherwise depletes their resources. Also, there are mission cards in the box that are just not referenced in the rulebook, but two are to be dealt to the players and one chosen as a hidden goal for endgame scoring.
I will be honest. I would not normally be attracted to this style of game, and I may not have ever purchased it in the wild based on the box. I have zero games like it in my collection, and have not really played many that are similar. BUT, I absolutely love this game. Once you get the hang of the different actions you can really start planning ahead and creating your strategy based on what your opponents are doing and how the commodity market is shaping up. You can block opponents from monopolizing similar types of railroads, preventing them from scoring bulk points. You can just concentrate on liquidating assets for maximum return. All of this can be done by completing just one action on your turn, and it keeps you interested in what your opponents are doing as well. That is a mark of a great game. This isn’t just multiplayer solitaire at all.
Components. The box has really really great artwork on it. In fact, the whole game LOOKS incredible. I have seen some remarks that the artwork on the building tiles is in a different style from the rest of the game and it detracts from their enjoyment and immersion. I disagree. When we played the first time I asked if my opponent noticed the difference in art style and if it detracted from the enjoyment of the game. Nope. The game board is good quality and laid out well. The commodities tokens are really great. I do wish, however, that the meeple shape matched that of the icon shown throughout the game. This is apparent in coal and iron, specifically. The others are fine and they match well enough, but there is a missed opportunity. The town and railroad cards are of good quality, and the building tiles are very thick and chunky – and ultimately not necessary to be so since you don’t really handle them much, but it’s always nice to have deluxe-feeling components. The paper money is of good quality – for paper money, that is. The best component of the game – the 1st player marker. I didn’t get it in the shot below because it just woodent (I did that on purpose) fit! It is a HUGE brown raccoon meeple and it’s marvelous. Know what else I really appreciate? THERE IS NO INSERT. Nothing to throw away as soon as you open the box because undoubtedly once you punch everything and try to put it in the useless insert there is no way so you just throw it away anyway and are left feeling like maybe they could have saved some time and money not worrying about an insert that is actually pointless and detrimental to setup and teardown (I’m looking at you, pointless Fantasy Flight box-space-eater inserts).
I don’t know if you can tell from my verbosity in this review, but I adore this game. It is sleek, it is well-produced, and ultimately it is incredibly fun to play. We at Purple Phoenix Games give this one a VERY enthusiastic 14 / 18.
https://purplephoenixgames.wordpress.com/2019/03/01/raccoon-tycoon-review/
Technically, the players are these cute little Victorian-era anthropomorphized animals trying to become the wealthiest of all Astorians (the city is called Astoria). This is measured by Victory Points. You gain VPs in several ways and the actions you take on your turn are limited.
What are these actions you can take on your turn? You may take one action on your turn: play a card from your hand to receive commodities (in really great meeples) and increase the price of commodities to be sold, sell commodities from your supply and decrease the price of the commodities by the number sold, purchase a town card using commodities, purchase a building using money earned, or begin an auction of a railroad using money. Each of these actions ultimately affects your opponents as they either adjust the market price of commodities, removes certain coveted assets from the offer, or otherwise depletes their resources. Also, there are mission cards in the box that are just not referenced in the rulebook, but two are to be dealt to the players and one chosen as a hidden goal for endgame scoring.
I will be honest. I would not normally be attracted to this style of game, and I may not have ever purchased it in the wild based on the box. I have zero games like it in my collection, and have not really played many that are similar. BUT, I absolutely love this game. Once you get the hang of the different actions you can really start planning ahead and creating your strategy based on what your opponents are doing and how the commodity market is shaping up. You can block opponents from monopolizing similar types of railroads, preventing them from scoring bulk points. You can just concentrate on liquidating assets for maximum return. All of this can be done by completing just one action on your turn, and it keeps you interested in what your opponents are doing as well. That is a mark of a great game. This isn’t just multiplayer solitaire at all.
Components. The box has really really great artwork on it. In fact, the whole game LOOKS incredible. I have seen some remarks that the artwork on the building tiles is in a different style from the rest of the game and it detracts from their enjoyment and immersion. I disagree. When we played the first time I asked if my opponent noticed the difference in art style and if it detracted from the enjoyment of the game. Nope. The game board is good quality and laid out well. The commodities tokens are really great. I do wish, however, that the meeple shape matched that of the icon shown throughout the game. This is apparent in coal and iron, specifically. The others are fine and they match well enough, but there is a missed opportunity. The town and railroad cards are of good quality, and the building tiles are very thick and chunky – and ultimately not necessary to be so since you don’t really handle them much, but it’s always nice to have deluxe-feeling components. The paper money is of good quality – for paper money, that is. The best component of the game – the 1st player marker. I didn’t get it in the shot below because it just woodent (I did that on purpose) fit! It is a HUGE brown raccoon meeple and it’s marvelous. Know what else I really appreciate? THERE IS NO INSERT. Nothing to throw away as soon as you open the box because undoubtedly once you punch everything and try to put it in the useless insert there is no way so you just throw it away anyway and are left feeling like maybe they could have saved some time and money not worrying about an insert that is actually pointless and detrimental to setup and teardown (I’m looking at you, pointless Fantasy Flight box-space-eater inserts).
I don’t know if you can tell from my verbosity in this review, but I adore this game. It is sleek, it is well-produced, and ultimately it is incredibly fun to play. We at Purple Phoenix Games give this one a VERY enthusiastic 14 / 18.
https://purplephoenixgames.wordpress.com/2019/03/01/raccoon-tycoon-review/
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