
Connor Sheffield (293 KP) rated Bloodborne: The Card Game in Tabletop Games
Aug 20, 2018
From what I learned during my playthrough, this game is super fun and I can't wait to get my other friends to play it so we can play a proper 3-5 player game with the Hunters Nightmare Expansion including penalties to trophies etc.
This game requires tactics, teamwork and also careful planning to try and make sure your fellow hunters don't win. You can do this by using certain abilities of certain weapons that allow you to deal damage to the hunter yourself, allow the monster to deal damage or double damage to the player, or ensuring that you take little to no damage from the monster and allowing the other hunters to take the hit and/or fall. The game is very sneaky and you have to make sure that with the 7 card limit you have, that in the hunters dream you choose the right upgrades and new weapons and discard any others you won't need, but make sure that the cards you choose help kill the monster as well as hinder your fellow hunters.
However, you can choose to simply play the game and be fair to see who comes out on top by playing the right cards to hurt the monster more and not harm each other...but where's the fun in that?
If you've played the video game, then you'll love the card game as it has all your favourite elements such as blood echoes, weapons, health vials, molotovs, and of course the monsters! Including mini bosses and a single Final Boss card who's effects are apparent throughout the entire game. For example, the Vicar Amelia boss card, cuts players health's down from the maximum of 8, to the new maximum of 6 during the entire game no matter what other cards are played. If you have a card that says return to Max health, your new Max health is 6 which makes the game harder but also makes you think more strategically, and you have to ask yourself that one question each turn "Am I willing to take the risk?"
The payoff as in the video game, is sweet and the fall also as in the game, is bitter, especially if you took that chance whilst holding unbanked blood echoes.
My only issue with the game is that I believe there could have easily been some form of the game that allowed for just two players, but instead Myself and others like me on the internet have to come up with hosuerules, and be careful not to take away the fun of the game, as well as being careful not to drift to far from the original rules so that it doesn't become too easy. Because again, where's the fun in that?
I highly recommend this game and it's expansion to those who have the friends willing to play and not lose their sh*t when things don't go their way :')

Purple Phoenix Games (2266 KP) rated Funny Pages: A Comical Puzzle Game in Tabletop Games
May 26, 2021
Funny Pages is a puzzle game for any number of players and any gaming skill level. In fact, as there are so few rules, this may be a somewhat perfect game (game?) for non-gamers. Read on.
DISCLAIMER: We were provided a prototype copy of the Promo Pack for the purposes of this preview. These are preview copy components, and I do not know for sure if the final components will be any different from these shown. You are invited to back the game through the Kickstarter campaign, or through any retailers stocking it after fulfillment. -T
To setup, open the envelope (or box, if playing the boxed final version) and display the cards. Done. Easy like Sunday morning.
Funny Pages is not a turn-based game, but rather an exercise in visual clue-hunting and some amount of Google-fu. In this Promo Pack, each card represents a day of the week, and some must be on Easy mode, because I was able to solve them pretty quickly. Others, I believe, echo the difficulty of the aforementioned Wish You Were Here.
In any case, the goal of this Promo Pack is to match up the puzzle with the correct day of the week. And while that sounds very easy, the puzzles certainly are not. Good luck to all who attempt!
Components. Well, these are large, oversized cards with linen finish and obviously amazing art. I am unable to speak on the final components, but have been assured that the game is 100% ready to go, so if it mimics the provided Promo Pack, these are a great size and feel.
I will be poring over these cards much much more until I absolutely figure every one of them out. I am still a bit away from that goal, but these puzzles are definitely more my speed than what I experienced previously. Some of the comics are actually funny, even when taken out of context of the game. I like the comic art style (naturally), and having clever puzzles embedded just makes them even more enjoyable.
I must admit that after solving a few of these I am feeling more confident in my ability to solve the others. I just need to take more time and think with alternate logic. Is alternate logic a thing? If not, I call dibs on coining the term. I very much enjoy these, and I think it is partly due to the fact that they look great and all seem to offer a different type of puzzle on each card. If this is something that piques your interest, then I recommend you check out the upcoming Kickstarter campaign to add this little gem to your collection. If nothing else, use it as a distraction for unwanted guests on your coffee table. Challenge them to solve the lot in a time frame and watch them go to town.
PS – Please do not ask me for hints. I may be wrong on some of my solutions.

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Paul Kellett (118 KP) created a post in Solo Gamers
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Matthew Krueger (10051 KP) rated The Manhattan Project: Energy Empire in Tabletop Games
Feb 22, 2021
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.