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Magic: The Gathering
Magic: The Gathering
1993 | Card Game, Collectible Components, Fantasy, Fighting
Many Groups Across the UK (2 more)
Quick to Play
Great to play anywhere
Not the easiest to learn (1 more)
Not a Cheap Hobby
A Game That After Years Still Isn't Tapped.
First thing's First. Some advice one of my closest friends gave me when I started.


'Buy a basic deck, play it, once you see the flaws THEN upgrade it. Don't buy cards and try to make a new deck if you haven't played.'

This is great advice for this hobby. Me being me. I didn't follow it, and I have regretted it.

BUT, on with the review.

So firstly, the artwork.
The artwork is insanely good, and all cards are different. The quality is fantastic and the amount of detail they put into each card is incredible. I now collect cards just for the artwork.

Secondly, Gameplay.
There are about 30 different variations of colour combinations, meaning you can make multiple decks and play each of them hundreds of ways. You can kill players by making them run out of cards or by bringing their health down to zero. Each deck built will work differently.

I personally play this casually, meaning I can use any card from any version, this means you don't need to keep checking the date on your cards. (Plus it allows you to screw over your friends much more).

All in All, I love this game, and it allows you to play games anywhere. I tend to carry a deck everywhere I go. This is a great way to pass time while waiting for a train or food.

TL;DR
-Great Fun
-Not Cheap to Play
-Quick games (or can take a few hours)
  
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Parfs (178 KP) Jun 3, 2019

Have never considered Magic the card game, always looked but never made that leap. I have been eyeballing the Magic Arena games as well but the reviews I have seen have not been kind to it, so again have held off. Might have to look a little more at the card side of things after those, thanks

40x40

BadgerMuffin (48 KP) Jun 3, 2019

No worries! Hope you enjoy it!

Rumpelstiltskin
Rumpelstiltskin
2015 | Bluff, Card Game, Deduction, Fantasy
You know the story: the imp (gnome?) that tricked that one lady into promising him her firstborn child in return for spinning hair into gold? You remember? And then she can get her child back if she can guess his true name? Well this game has nothing to do with most of the story. But, it does center around the name guessing part, so there IS a tie back to the original fable. Guessing names is what it’s all about. But do we like it?

During a game of Rumpelstiltskin the players will be attempting to guess the true name of their opponent. The first one to guess correctly will receive a victory cube. The first player to win three of the five victory cubes is the winner! Each player begins the game with the exact same deck of cards to be shuffled. Place the deck face down in front of you, secretly peek at the card on the bottom of the deck and that is your true name to be guessed. On your turn you will play a card and hopefully be able to guess your opponent’s name. Some cards let you guess when played and some cards let you switch up the cards in your deck or your opponent’s. That’s the game.

Components. So it’s like 20 cards and 5 wooden cubes in a small box. The components are all great, as AEG usually has great components. Nothing super amazing (but that art is pretty pretty pretty good).

Ok so here’s the rub. It’s a game that’s just more of an activity than a game. I see what it’s trying to do, but it’s just not much fun. You can win the game with one card. Or it can drag on for like 3 or even 7 cards… It’s just not any fun for me. I only gave it a 2 rating because the art is great and I chuckle when I hear some people try to pronounce the names on the cards. Other than that I don’t think I will want to play this any more. Let me know if you want to take it off my hands.

Purple Phoenix Games gives this one a woeful 5 / 12.

https://purplephoenixgames.wordpress.com/2019/05/02/rumpelstiltskin-review/
  
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    Dog Board Game

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The 7th Continent
The 7th Continent
2017 | Adventure, Card Game, Exploration, Horror, Science Fiction
Great art, map looks brilliant as it builds up as you explore (2 more)
Massive amount of gameplay
Great open world adventure
Roguelike - could be frustrating to have to restart especially on the longer curses (1 more)
A lot of cards, sorting them after a game is a bit of a faff
A Cool Adventure Survival game
7th Continent is an amazing and ambitious adventure / exploration game that is a lot more challenging than it appears.


On the surface, it looks like a card version of a choose your own adventure book, exploring and revealing a whole island as you find clues to lift a curse.


When you start playing however, you reveal a very tight card management and action optimization game that can be very unforgiving. This is both a great thing or a frustrating one depending on your view.


If you just want a light exploration game more like a CYOA book, or struggle finding card combos and optimal actions, this game might not be for you.


However, if you want a deeper game that rewards careful planning and finding the synergy between cards, 7th Continent is a rewarding experience.


The premise is simple - explore the island and try to find the right clues to lift a curse, one of several to choose from.


You start with an action deck of 35+ cards which also functions as your party's health. Everything you do requires you to discard cards from the deck. There is a big push your luck element here as every action requires a certain number of stars in order to succeed and every action card contains a varying number of stars. Do you play safe and draw more cards to minimise risk but drain more health or do you draw less and hope you succeed.


Every time you draw action cards, you can choose one to keep in your hand. These can be skills to help you control the deck or items you can build to make exploration and encounters easier.


You will find hunting spots along the way where you might find food to eat and replenish your action deck by returning cards from the discard pile but be warned, hunting also has it's own risks.


The action deck also contains 6 curse cards. These do nothing initially except reduce the chance of succeeding an encounter but, once all your action cards are discarded, you shuffle the discard pile and start drawing from that. If you ever draw a curse card from the discard, it's game over.


This is where the meat of the game is. You need to balance drawing cards and exploring the island with finding beneficial combos and cunning tricks to replenish the action deck. You won't be able to investigate every nook and cranny on the island in one game but, because of the roguelike nature, while you don't carry over any items between games, you can use your knowledge of the island to make your progress quicker. The more you play, the more familiar you get with the island and you know where to go to hunt, what things are worth looking at and what you should avoid.


The curses themselves are varied and play anywhere from 3 to 30 hours! This is great as it means there is a ton of play time but also a point of frustration as having to restart from the beginning after getting 10 hours into a curse can really put people off.


On the whole, I love it. 7th Continent really captures the feel of Jules Verne, HG Wells and that era of fiction. The way the map cards align seamlessly to reveal a complete landscape looks fantastic on the table and I enjoy the old school option of drawing maps and taking notes as I play.


I certainly recommend giving this game a try if you can.