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Big Easy Busking
Big Easy Busking
2020 | Card Game, Music
Ahh New Orleans. If there ever was a city I NEED to revisit, it’s New Orleans. I love nearly everything about it. The history, the art and music, the architecture, and strolling down Frenchman Street at night listening to the hottest music I’ve ever heard live. But what is it like to BE a musician in NOLA? Or even a group’s manager? Well, I’ve never played in New Orleans (I am a professional trumpet player – don’t belive me? Check out the last photo in this review to see my axe and the box as proof), but I can imagine how it would go. Does Big Easy Busking capture the feeling? Let’s find out together.

Big Easy Busking is a card-based area control game with a sweet sweet music theme. Players will be taking turns learning charts, playing charts, and transferring energy from the musicians to the crowd and back. The winner of Big Easy Busking is the player who can score the biggest haul in tips for the weekend to become the hottest band in town.

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, two “streets” in New Orleans will need to be populated with song cards, both standards and learnable tunes. Crowd cards will be placed under the streets to depict certain crowds and what the moods of those crowds are. Each player will receive some starting bread (money for those not in the biz), energy for their 3-piece band of sax, trumpet, and drums, a starting set list of three tunes, and a reference card that has nothing to do with the metaphor. Decide who can play the highest note (if you are all trumpet players) and the gig may begin!
A turn is broken down into a few different parts. The first thing to be done on a turn is to finish playing the song that had been started in the previous round. Obviously you need to START playing a song to be able to finish, so the primary phase of the turn would be to either learn a song from the song offer or start playing a song from those dealt during setup. To play a song, players will choose a song card, place it under a crowd card (hopefully matching their mood: masks, hearts, beads, fleur-de-lis), gather the required energy from the musicians appropriately, and add those energy cubes to the song card.

After a song is started or learned, the player’s turn is over. On the next turn the player will finish playing the song by moving the spent energy to the crowd in full and taking $1 or moving some of the energy to the crowd and some back to their band members to be used on future songs.

The middle step in a turn (yes, I know I am explaining it out of order, but you do have to start playing a song before you can finish it) is to optionally tip your band members by trading in money for energy at a 1:1 ratio.


Once all players have used up their energy cubes or simply wish to, they will announce that they are “taking a break.” In other words, they pass for the remainder of the round. As the last player takes their break the end of round activities begin. Printed on each crowd card are two important icons: payout amounts for majority of energy and payout amounts for energy reaching the threshold. Resolving each crowd card will determine the players that hold majority or shared majority in each crowd location. For the majority holders payouts will reflect what is printed on the upper left of the crowd card. The upper right of the crowd card displays the number of energy needed upon it to meet the threshold in order to be paid the amount shown. When all crowd cards have been scored players will setup for the next night (round) per the rules. Play continues in this way over three rounds with the winner being the player at the end of the game with the most money.
Components. This is a smaller box (not exactly the same size, but think Tiny Epic), but it is packed with some really amazing bits. First off, as you can tell from the photos the art and color palette used here is simply phenomenal. I absolutely love the color scheme and the art certainly reminds me of some paintings we purchased from an artist on Jackson Square last time we were able to visit. The cards are nice, but I think I will want to sleeve them eventually as I had them in my hands the whole game. The cardboard money and mood tokens are fine, and the wooden cubes reflect the colorful nature of this little gem. All in all, exactly what I would expect from components in a Weird Giraffe Games production. Stellar (see what I did there, Carla?).

I have not really enjoyed a ton of area control games in my gaming history. So this came as a little bit of a shock as I truly loved playing this game. Even the solo rules are engaging and DIFFICULT to win. I came close though – within $1. The game is super quick as you are trying to please the crowds and their distinct moods with your best charts, but having to be mindful of not overextending your musicians lest they be too exhausted to give you the gas when you need it. THAT part resonates with me personally. Being a musician myself, I can tell you that crowds that are into a tune or a band and give them all the energy they have will be rewarded with even more from the band. I definitely give it more when the crowd digs what we’re laying down.

In any case, this is a game review, not a nostalgic trip down my musical memory lane. But then again, a little card game just brought me back wonderful memories of my band, and of visiting New Orleans, and of the joy of live music. Does Big Easy Busking completely mimic what it’s like to be a musician? Well, no, I can’t imagine how any game truly could, but it certainly shows the cyclical nature of energy being exchanged between musicians and appreciative crowds. Oh, the names of the tunes are also pretty funny on some. This all said, I super love this game and will be kicking out something in my collection to make room for it. If you are needing a smaller card game that you can bring out with musicians or non-musicians that appreciate the theme but also want to start introducing area control in a more accessible form, please do check out Big Easy Busking. Purple Phoenix Games gives it a good-for-the-soul 10 / 12. Maybe once I get into video I will do a Dan King (Game Boy Geek) serenade for Big Easy Busking as it travels into my collection.
  
Asator
Asator
2021 | Miniatures
Vikings. Raiding and pillaging and dragon riding. That’s about the extent of my knowledge of the ancient(?) civilization that so many people go bonkers romanticizing. Okay, so they didn’t REALLY ride dragons, but How To Train Your Dragon is great and the game I am previewing today also includes dragons, so I’m rolling with it. But how does this Viking game play and compare to its inspirations?

Asator is a head to head (or teams) game of troop maneuvering and attacking using 30 identical miniatures on each side. Each mini acts as a platoon of three different kinds of armies, plus a Chieftan, Master, Wizard, and Dragon that all have different special abilities. The winner of Asator is the player who can eliminate their opponent’s leadership (Chieftan, Master, and Wizard).

DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and I know that the final components will be slightly different from these shown. Also, it is not my intention to detail every rule in the game, as there are just too many. You are invited to download the rulebook, back the game through the Kickstarter campaign, or through any retailers stocking it after fulfillment. -T


To setup, place the battle mat on the table, and then players will place groups of minis on the field within the closest three rows of hexes in alternating turn fashion. Players will also take the two large Battle Sheets and a dry-erase marker to keep track of every one of their minis’ stats throughout the game. Each player will also choose five of the given 10 Wizard spell cards to use for the game, and each spell may only be used once during the game. Once all army minis are placed, the first player will move up to 20 units on the battlefield and attack opponent armies if possible. The game is now on and decimation is the goal.
Each mini type corresponds to a different group of armies, plus the dragon and three leader pieces. All armies of the same type have the same stats for movement, hit points (HP), armor rating (AR), and attack weapons. Also each mini is labeled on the bottom so keeping track of each unit is made a little easier. Obviously the leader pieces are more powerful and each has a special style of combat. The Master wields an axe and shield (which is broken after one hit) to increase AR and dole out the damage. The Chieftan wields a spear, twin axes, a bow, and a shield. Similar to the Master, the Chieftan’s shield is broken after an attack against him, and his spear is broken after a missed attack. The Wizard is not at all strong in melee, but has powerful spells at his disposal to be used for the disposal of enemy units.

Besides the leadership trio each side also brings a Dragon to the battle. Dragons can move slowly by land, but quite quickly by air. Once in the air he or she may deliver a Fire Blast that causes huge damage, but then the Dragon must ground themselves to regain stamina for flight. In addition, each player will have access to Cavalry, Infantry, and Bowmen, each with their own stat blocks and abilities.

This is all well and good, and is somewhat similar to the strategy one would use in Chess. Combat, however, is much more involved than that of simply moving into an enemy’s space and automatically overtaking it. In Asator combat victory is decided via a VERY pared down version of D&D combat. It uses a simplified d20-based attack versus the enemy Armor Rating (AR). Rolls over the AR of the enemy is a success and damage is dealt. Done. Some attacks require a roll of 2d6 for damage amount, like spells and Dragon attacks. That said, combat is decided using 1d20 and 2d6. That’s it.


The game continues in turns where the first player will move their pieces and attack, and then the next player will do the same until one player has defeated all three enemy leaders and earned the title of Asator – Master of War.
Components. Again, we were provided a prototype copy of the game, but most of the components are what will be received when the game is backed or purchased. That said, the game utilizes a cloth battle mat that folds into the box, four dry-erase Battle Sheets, two dry-erase markers, dice for both players, Wizard spell cards for both players, and 60 miniatures. The battle mat is great fabric quality with minimal art that doesn’t get in the way of play (much appreciated). The dry-erase components are good. The card quality is fine. The dice are black and white dice to correspond with players using the black or white minis, and are of normal quality. The minis are great and I enjoyed playing with them.

Now for the negatives of what is included in the box. First, the art. Now, there is very minimal art used throughout the game. It’s just not a focal point, and it shows in the game’s production. I found the sketch on the cover of the rule book (which is the same as the watermark on the Battle Mat) to be very cool, but the box cover art leaves some to be desired. Similarly, the Wizard spell cards use very generic-looking art icons with text for explanation. I am most certainly being hyper-critical here because flashy art on these components are certainly not needed to play or highly enjoy the game. For my tastes, though, I would like to see more polished art on these pieces as the art is so sparse throughout.

But how does the game feel? It’s truly quite good. I don’t play many wargames or 1v1 skirmish style games, so to present me with something like this and for me to enjoy it as much as I have has to be a sign of something good. Again, I am no strategic war general, but being able to employ different strategies every game is exciting. Testing out the different combinations of Wizard spell cards is fun for a tinkerer. And, of course, playing with a bunch of minis is always good fun.

There is a good game here, and I absolutely love the combination of Chess maneuverability with the simplified RPG d20 battle system. It works well in a game like this where each piece owns a stat block of which players will need to be mindful. I didn’t quite mention my favorite part of the rules yet either: natural 20 on a combat roll equals insta-death. Yes, even to the Dragon, which happened in my very first game. THAT is a cool rule that tripped up tactics quite often in my plays.

All in all this game is a great example of combining a couple sets of mechanics that wouldn’t be expected and creating a great gaming experience from them. I invite you to back the game on Kickstarter when it goes live if you are looking for that special game that is unlike many others you currently own. If the art were spruced up a bit I would be fawning all over it, but even without impressive art I still find I have the twitch in my brain to play it again and again. I wonder how many natural 20s I can roll in a game. Great, now I want to set it up and see…
  
Shadows of Kilforth: A Fantasy Quest Game
Shadows of Kilforth: A Fantasy Quest Game
2019 | Card Game, Dice Game, Fantasy
Have you ever sat down to read a rulebook and had to split it up into several reading sessions? I have multiple times. This happened just recently when I sat down to learn Shadows of Kilforth. Granted, I have two kids that take up the majority of my time and they provide plenty of adorable distraction, but even still, this absolute unit of a rulebook took me a good few days to actually finish. Was the time and effort worth it in the end? Yes. Absolutely. Keep reading.

Shadows of Kilforth is subtitled, “A Fantasy Quest Game.” Right there in the title you find out exactly what you are up against in the very foreboding but unassumingly-sized box. A game set in a fantasy world that is focused on questing. I have to admit up front that this review will be treated a little differently as the rulebook is hefty and nobody wants to read a thorough rules essay on Shadows. So I will give you a very high-level overview of the main steps and then give you my thoughts on how it all works together.

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

Shadows of Kilforth is essentially a card and dice RPG-esque adventure game with an Asian-style theme but set in a fantasy world where locations will be devastated into gloom (building upon the first in the series Gloom of Kilforth). The players, as the heroes, have the daunting task of journeying throughout Kilforth’s 25 locations to collect items, allies, spells, and titles to overcome main quests and subquests before every location falls into gloom. These quests usually have the players gathering specific card types to satisfy and complete. Once main player storyline quests, called Sagas, are completed the hero levels up and when they complete their fourth quest in their main Saga they may attempt their Finale and then may finally assault the big boss, the Ancient.

Each turn players have Action Points (AP) to spend on doing different actions: movement, discovering rumours (yes, I know it’s the Queen’s English), confrontations, and regaling a Saga chapter, among several others. Some actions are free actions, called Deeds. These include resolving loot tokens, assaulting an ancient, exchanging items between players, and several others. By using combinations of Actions and Deeds players will be able to travel around collecting those items, allies, and so forth needed to complete their Saga chapters.

To complete objectives and quests, players will typically be rolling dice to meet requirements on the cards. This, as all role-players know, can be either supremely lucky or incredibly and predictably debilitating. Skill checks are abundant in Shadows and diversifying characters may or may not have advantages by being able to complete Fight, Study, Sneak, and Influence tests. Players will win if they can complete their Sagas and defeat the Ancient before all of the locations fall into gloom, signaling the end of the game.

All this, again, is very high-level and there are many intricacies in Shadows that I just cannot go over for the sake of time and the health of my typing fingers. But, the game can be played solo, cooperatively, or competitively. So depending on the mode of play and number of players Shadows can range from a 45 minute foray to multi-hour epics. This is why I have played this solo with one character for my plays.

Components. Shadows of Kilforth is very card-heavy, but also includes other goodies. The cards themselves are firstly quite numerous, but also good quality. I can see myself sleeving this and loving every minute of that process. Aside from the cards, the game includes standees for player pieces on the card map, wooden components to track HP, AP, Fate, Obstacles, Gold, Hidden characters, great swirly 6d6, and also cardboard chits for Loot tokens. I haven’t even mentioned the art yet and that may be the most stunning component in this game! I LOVE a game with great art, and Shadows has simply amazing art. This is not usually my style of game art either, but it is so pleasing and everything makes sense and gets me immersed in the game. Everything provided is wonderful quality and an absolute joy to use during play.

Ok so like always, we place our ratings graphic right at the top of our posts so our readers can see right away what we think of the game. As you can tell, I love Shadows of Kilforth. It has essences of so many games I enjoy pieced together in a very attractive and captivating package. The movement and subsequent destruction of map-cards are reminiscent of Forbidden Island/Desert and Tiny Epic Defenders, which I really love (don’t hate – it’s a good game). The gathering of select card types and returning to a location to complete feels like fetch quests in MMORPGs (Final Fantasy XI being my main squeeze for many years). Obviously dice skill checks and level ups from tabletop RPGs are in there as well.

Shadows is just such a great collection of mechanics that I love that I can see myself playing this game over and over and over. Caveat: I will never play this any way other than absolutely solo. My first play, yes a learning session, was just shy of two hours from setup to tear-down. Adding players will increase game length, and playing with AP-prone friends is a no-go for me on Shadows; I had to reference both the excellent provided cheat sheet and the rulebook throughout the play but I eventually got the hang of it and was able to fly through. I may play this solo but with multiple characters cooperatively someday, but I do not wish to play this with other people. Ever.

So here’s my final thought. Shadow of Kilforth is a beefy game, but is well worth the time and effort to learn and play a couple times before passing judgment. It has everything I love in a game and I can’t stop thinking about it. I want to play all the different Race/Class combinations and just dunk on all the Ancients. If only my dice didn’t hate me so much. I will certainly be keeping this one forever, and if you are a fan of fantasy themed adventure card games with heavy use of dice and cool components, DEFINITELY take a look at Shadows of Kilforth. As I am the only one who has played this, I speak for the team in saying Purple Phoenix Games gives this one a 6 / 6. Treat yoself to this one, folks.
  
Spartacus: A Game of Blood and Treachery
Spartacus: A Game of Blood and Treachery
2012 | Abstract Strategy, Action, Adult, Economic, Fighting
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.
  
Hustlers (2019)
Hustlers (2019)
2019 | Drama
Verdict: Stylish Crime Story

Story: Hustlers starts as we follow a young stripper Destiny (Wu) who is working to make sure her Grandmother (Ho0 is supported, she sees the more successful dancers in the club as she is trying to find her own place in the club, looking up to the most popular dancer Ramona (Lopez).
Ramona takes Destiny under her wing to teacher her more techniques, which should give her a chance to get more money, let alone showing her about the extra tricks she has been working on for years, getting the credit cards and taking their money, showing the money flying in, taking advantage of the Wall Street clients.

Thoughts on Hustlers

Characters – Destiny is the young woman who just wants to make enough money in her life for her Grandmother who has always supported her. She has a job as a stripper which sees her start small before learning how to bring in the big money, while her life might not go to plan after she has a kid, she returns to the life as a dancer which sees her take advantage of the wall street bankers. Ramona is the experience dancer, she gets most of the attention in the club and takes Destiny under her wing in a mentor role, they have one brilliant year before things change. Once they are out the club, she leads a bigger scheme which takes thousands from the clients bringing the girls together. Elizabeth is a journalist hearing the story from Destiny about what happened with the women, she wants to hear everything to see whether they knew and thought what they did was right. We do meet plenty of the fellow girls that joined in the plan, each has different motivations and different skill levels to be part of it.
Performances – Constance Wu in the leading role is wonderful and such a big change from last years Crazy Rich Asians, proving herself as an actress that can play both sides of the acting range. Jennifer Lopez shines as the confident seductive dancer, she looks the part with ease and steals every scene she is in. Julia Stiles brings the calm reporter that is asking most of the questions that we would be asking. The rest of the cast including the dancers do a great job too.
Story – The story here follows two strippers that start their own business where they look to make massive amounts of money by drugging wall street banks and using their cards to fill their financial needs. The story here shows how the plan starts off small, but soon leads to them going for bigger scores which leads to them taking bigger risks which they didn’t need to be getting involved in. while this is based on a true story, it does show that there wasn’t much of a punishment for the women either. The mentor friendship between Destiny and Ramona is great to see as we can see how they both need each other to get through the problems they might the facing.
Comedy/Crime – The crime side of the film mixes with the comedy which shows how the women were getting away with the crime for so long without being caught in the middle of being a full-blown comedy.
Settings – The film is set in New York which shows where the targets will have too much money for their own good, which makes them an easy target.

Scene of the Movie – The bad party.
That Moment That Annoyed Me – The time jump does take away something from the story.
Final Thoughts – This is a fun crime comedy that showed how a group of hustlers swindled money out of wall street bankers who would spend anything.

Overall: Fun throughout.
  
    EMT Academy Exam Prep

    EMT Academy Exam Prep

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Paradox of Morality
Paradox of Morality
2020 | Adult, Humor, Party Game, Real-time
Paradox of Morality. That’s a super cool name for a game. What do you think of when you read it? I immediately thought of questionable choices that could mean life or death, or having to choose between two ugly outcomes, or questioning one’s own value systems. This is a great premise for a game. Does this one deliver on its namesake and give the players these excruciating choices?

Paradox of Morality is a moderated scenario game between players (or teams of players) where one player will be the judge and the others will be convincing the judge to award them points based on their responses to scenario prompts.

DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. 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


Setup is very easy: choose a judge, split up the remaining players into teams and choose the first scenario from the stack of large cards. The game may now begin!

Playing a round is similar to playing a company-mandated icebreaker activity where each team is given the same prompt by the judge to be discussed in their groups. Once the judge has called time for the scenario each team will need one or more spokespeople to deliver their arguments for what they have discussed. The judge then listens to all teams’ spokespeople and awards points based on responses given. The first team to reach 200 points is the winner.
Components. Again, this is a prototype and I do not know if the components will be any different once the game is officially produced. That said, this game is just a large stack of large prompt cards. The rules are printed on the inside of the box cover. There is minimal art in the game and it only resides on the box and on the card backs. I can describe the art as photos of trippy scantily-clad quasi-Egyptian masquerade attendees with the females wearing what appears to be only body paint. It certainly does not connect to the gameplay in any fashion, and I question its usage. Additionally, the verbiage throughout the game (and maybe it’s just for the prototype) uses abbreviated text-speech. So a prompt could read similar to, “u c a man walking down the street n he has 2 call out 2 u 2 ask a question.” I must be getting old because that is not at all endearing to me.

Similarly, the game as a whole just does not speak to me. The prompts are strange and almost railroad players and teams down paths of just grossness or straight up ridiculousness. I will admit, there are a few good scenarios in the box, but it is really hard to get past the delivery style and presentation of the game (at least in this format). Perhaps cleaning up the verbiage would help, and paring down the number of scenarios given to truly enhance the game’s offerings would be better. I don’t know, I’m not a designer.

All in all, if you are someone who lusts for those staff meetings like this, then Paradox of Morality is for you. If you dread those activities, I would stay away this time. Perhaps the game will change by the time it reaches Kickstarter or full production, and if so I would like to take another look at it. However, as it is presented now, I would be passing on this. Perhaps it is not targeting 41-year-old married men, but for me it has missed my bullseye.