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Fred (860 KP) rated The Thing: Infection at Outpost 31 in Tabletop Games
Mar 7, 2018
The first game I played, we had 6 players. We played the game wrong & had 3 infected. Even though we had too many infected, I was still able to pick all 3 infected. One I torched, 2 I got with the blood tests. Because the humans are able to talk about what cards are given to the captain with each mission, it's too easy to figure out the infected, unless the infected plays the game as a human & totally straight. Because of that, the game is boring as it was too easy for the humans to beat the missions & that it was a guarantee the game would get to the escape portion with no problem. During the game, the danger level didn't get past the third spot, so the danger never affected the missions. Far too easy for the humans. One friend, who was infected, played 2 sabotage cards & we easily figured out he was infected. The other 2 I guessed because of the way they acted. Not the way they acted in the game, just the way they acted. After the game, I suggested that we not be allowed to say what cards you give to the captain. I suggested we say either we can help with the mission or we cannot help. One friend disagreed & said it would be too easy for the infected to win the game by destroying 4 rooms or making 8 missions fail. I disagree.
Due to the arguments of my one friend, we decided it was up to the captain as to whether the cards were told during their missions. This doesn't work because only an infected would want to not have the cards said. As I mentioned, in the first game the danger level only moved up to the third spot. In the second game, we played with 8 players. The danger level only moved up once. Once! There is no suspense when the captain looks at his cards & says "No sabotage." because it's known the infected are playing the game as human, because they'll give themselves up otherwise. And once you're found out, you're left out for much of the game. I was infected in the second game. The first infected in fact. Every time I was chosen for a mission, it was with 3 or 4 player teams & would have been too easy to figure out I was the infected if I sabotaged the mission. So, I played the game straight to the end. It was only when my friend accused me of being infected & I gave up my "tell" that he was adamant I was infected. So again, it had nothing to do with the game, but rather reading my face.
So, basically, if you wanted, you could hand out the blood sample cards, accuse people of being infected, read their faces & guess who's infected without having to bother with the nonsense of the missions. Give the guesser 2 blood tests, because you're guaranteed to still be in danger level 1 & have 2 blood tests anyway. If the missions were exciting, I'd be all for it, but most of them aren't. It's just seeing who has the right cards, which with so many players, you're guaranteed to beat it.
And so, my suggestion of not being allowed to tell what cards you're given is one of the ways to fix this game. Yes, it may be easier for the infected to cause trouble, but without this change, there is no trouble, no sense of danger, no chance for the infected to win, unless they get lucky & get in on the escape. Without that chance of causing trouble, the game is monotonous & is just a big guess at the end. Another way I thought of fixing the game is throwing in a random card during a mission. Just draw an extra card, without looking at it, mix it in with other cards & then see what happens. That may seem unfair because then the mission may be too easily won (even more easily than they already are) & so I suggested another way. If a mission parameter is to have a choice of number of players, for example 4-5 players, then the captain can only choose a 4 player team & the 5th player would be a random card. This way, not every mission will have a random card drawn for it.
Anyway, I do like the game, but feel it could be made into a great game with some kind of tweak to fix this major problem.

Purple Phoenix Games (2266 KP) rated Yummy Yummy Monster Tummy in Tabletop Games
Jan 14, 2022
In Yummy Yummy Monster Tummy (which, again, I think I will just call “this game” from here on out), players are kids who are visiting their grandfather and hear noises in the attic. When the kids check out the noises, they find colorful little friendly monsters roaming about! These monsters are all super hungry, and you have found that they love eating items that are the same color as their fur. Oh, but they hate anything considered to be a “vitamin.” Sound familiar, parents?
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 this game, first download the official app to your phone or tablet. Yes, an app. Start the app and choose your skill level. Grab all the cards belonging to the Attic set, shuffle them, deal each player the appropriate amount of cards, and place the rest of the deck face-down to form a draw pile. You are now ready to play!
This game is a cooperative game, so players are all trying to win as a team. The whole object of the game is to play cards that will match the monster’s fur that shows up on the app. The color of the cards are very important, as the cards that are played (scanned by the app) will be mixed together to form the new color. So if the monster on screen is red, adding a blue and brown card just won’t do. This not only helps teach colors and mixing, but also encourages cooperation and concentration – something my kids definitely benefit from having in a game.
As the game progresses, other creatures are added that require players to scan other cards, or that give special abilities. I will leave those to you to discover through your plays; I do not wish to spoil much of anything.
Shown below is a screenshot from one of our games, so that you can see what most of the game looks like and how cute the little monsters are.
Players will continue to play cards, draw new cards, and try their hands at mixing the correct colors to match the monster as closely as they can until the app is finished throwing monsters at you. At that time, your success is evaluated and you may even progress to the next mission, or to a new area altogether, adding a new set of cards to the existing deck. This increases possibilities for new color combinations, but also slowly adds in new rules to keep the game interesting and fresh.
My little boy and I have played this game about three million times since we received it from Lucky Duck Games. We cannot get enough of it, and have tried to introduce other players to it with tons of success. The overall premise is very cute and easy to grasp. Even when adding in new creatures and their special rules, he has been handling it remarkably.
I really appreciate the effort that has gone into developing a hybrid app/board game for kids that is just really fun for all who play it. I have seen where this has been redeveloped and rethemed from a different game with more sensitive subject matter. So that’s a boon.
I think the hardest part about playing this game is finding the sweet spot of where to hold the card so that the front-facing camera on the device is able to scan the QR code on the card backs. I know my kid had a difficult time figuring out what “5-10 inches away from the camera” actually meant. An easy fix, and we were on our way to our hundredth play.
If you haven’t had the opportunity to play one of these app-drive hybrid games, I definitely recommend picking up a copy of Yummy Yummy Monster Tummy right away. It is very light, designed for children AND adults, and will provide innumerable hours of quality time with family.
Oh, and don’t worry about reading the rulebook. Just download the app, shuffle the cards, and let the app whisk you away… to your grampa’s attic. Enjoy!

Carbs & Cals Very Low Calorie Recipes & Meal Plans: Lose Weight, Improve Blood Sugar Levels and Reverse Type 2 Diabetes
Chris Cheyette and Yello Balolia
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The brains behind the #1 bestselling Carbs & Cals are back with the ideal soup book for the...

Purple Phoenix Games (2266 KP) rated 7 Wonders in Tabletop Games
Jun 12, 2019
The time has come for you to build your perfect civilization! You have plans for a glorious Wonder laid in front of you to truly emphasize your majesty. Will you be able to use your resources (and your neighbors’) wisely to construct your Wonder? Will you be able to build enough production facilities, guilds, trading facilities, temples, science, and military might to best your opponents? These are your goals as you play through 7 Wonders using a beautiful combination of card drafting, hand management, civilization building, and set collection mechanics.
DISCLAIMER: We are discussing 7 Wonders using the vanilla base game without any expansions. We have access to all expansions except the new Armada, and we will be reviewing those as well in the future, so stay tuned. -T
Okay, so like I mentioned in the intro: this game can be a bit of a bear to teach, especially if you use it as a gateway game to card drafting to newer gamers. The card drafting itself is not difficult – choose a card from the cards in your hand and then pass the rest to your neighbor. Grab the cards you received from your other neighbor and repeat the process. Drafting is easy. The hard part is deciding which of your cards will benefit you the most, and paying for the cost to build said card. I find that most players grasp the evaluating benefits and drafting, but then forget that they have to pay for the cards in order to place them on their civ. Once the payment is understood, and the combos of cards that fuel and pay for future cards, the game becomes a wonderful (eh? eh??) game of figuring out the best puzzle pieces to place in front of you.
I don’t want to explain the entire game here, so I will just tell you that 7 Wonders has been an evergreen game for me. I love it every single time it comes out, even if others in my group are less affectionate. When playing with players who get it and love it, the game can be an easy 13-15 minute exercise in VP optimization. When playing with newbies, though, there are lots of concepts to internalize and remember, and lots of nuances that may be missed when trying to remember aforementioned concepts. So, my recommendation is this: if you do not already own this game, buy it now. I feel it is a must to have in any collection, and it is a great starting point to other games.
Purple Phoenix Games gives this one a 21 / 24 because Bryan hates it.
https://purplephoenixgames.wordpress.com/2019/01/07/7-wonders-review/

Russell Evans (179 KP) rated Tyrants of the Underdark in Tabletop Games
Feb 24, 2020 (Updated Feb 24, 2020)
A brief overview of the Game
Each player controls a Drow house in the Underdark, competing to take control by getting the most Victory Points at the end of the game. Victory points are gained from various sources, for example, controlling locations on the board, assassinating your rivals troops, card abilities, cards owned in your deck or promoted.
Each turn the player draws cards from their own deck that determine what they can do in their turn. There are several different strategies you can pursue to try and win – subterfuge, violence, using spies, gathering a powerful deck etc. You can use influence that you gain in the game to buy new cards from the communal market to expand your deck and buy new minions with a range of different abilities. Random card drawers in the market can be frustrating when your opponents get the card you want straight after your turn, but that’s the nature of the game. Some of the cards can seem super–powered but there are several of these, so we find it balances out overall.
The promotion mechanic is rather interesting - it gives you the dilemma of promoting a card to gain increased victory points but means that the card (and its abilities) aren’t available for you to use for rest of the game. Do you hang on to it a bit longer to use that awesome ability and risk the game ending before you can promote that card for loads more victory points?
There are 4 decks included in the base game; Drow, Dragons, Elementals and Demons and they all play very differently. You use a mix of 2 decks each game, so that adds a bit of variety and re-playability. (Add in the 2 from the expansion for a bit more – Aberrations and Undead.)
Also worth mentioning; the artwork on the cards is nice and the board is good too.
I think Tyrants of the Underdark is a very enjoyable game and it gets a solid 9/10. I just wish there were some more expansions for it.