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Purple Phoenix Games (2266 KP) rated Dinosaur Island in Tabletop Games
Jun 12, 2019
In Dinosaur Island, you have successfully created a theme park of the Jurassic variety (see what I did there?), and are now tasked with managing and supervising the day-to-day operations. Think “Zoo Tycoon” on steroids. You have to collect new DNA, upgrade your facilities, build new attractions, hire specialists, oversee your workers, and create new dinosaurs to populate your park! Make sure you manage your resources wisely for maximum benefit, and keep a close eye on the security of your park to ensure the safety of your guests! The goal is to create and maintain the most successful dinosaur park!
DISCLAIMER: An expansion exists for Dinosaur Island, and I do own it, but I have yet to incorporate it into my games. Once I get some experience with the expansion, I will either amend this review or address it in a separate post! -L
Let me first begin this review by saying that there is A LOT going on in this game. Seriously, a lot. And it can be pretty overwhelming at first. But one thing I cannot praise enough about Dinosaur Island is its rulebook. It’s kind of hefty, but it is so detailed and clear (with numerous examples) that I understood how to play the game on my first read-through. And sometimes with games that have so many moving elements, total understanding from the get-go can be rare, for me especially. The excellent rulebook makes a seemingly daunting game not so scary. I always keep the rulebook on hand when I play (just to be safe!), but once I got the hang of all of the steps, I don’t really need to refer back to it anymore!
As a solo game, Dinosaur Island plays very similarly as it does in group play with a few minor differences. For one, no regular Objective cards are used – instead you use a set of specified Solo Objective cards. Next, to simulate player interaction during the Research and Market Phases, the solo player draws a card from an AI deck and eliminates the options/discards the resources listed on the card – this mimics group play in the sense that turn order changes every round and you do not always get your first pick during these phases. The remaining 2 Phases (Worker and Park) occur simultaneously and involve no player interaction, so those are played as normal. One final difference between group and solo play is that the solo player can choose to play without Plot Twist cards. A solo game is played over the course of 7 total rounds, and the overall goal of the game remains the same – amass the most Victory Points.
The trickiest part of playing Dinosaur Island solo, for me, has to do with the Solo Objectives. You have 7 Solo Objectives to be completed throughout the game, and they reward Victory Points based on the round in which they were completed – finishing objectives in earlier rounds yields a higher number of points. If you are unable to complete any objective in a given round, you must discard one (of your choice) at the end of that round. The hard thing is that depending on which objectives are currently in play, it can be difficult to complete one each round to earn those points. Some things take time (and a couple of rounds) to be able to complete – like “Reach a threat level of 15.” If you have multiple long-term objectives in play, they can really limit the number of points you can earn from them. A nice mix of objectives (both short-term and long-term) can help balance out the game a little more, but it’s ultimately a luck of the draw.
One positive thing I can say about the objectives, though, is that they really force you to come up with a multi-faceted strategy. Depending on which objectives are in play, you have to decide on a logical strategy and order in which to complete them for maximum points. You can’t just focus on one objective – you also need to be setting yourself up to complete future objectives. I never feel like I’m just going through the motions because I always need to be thinking ahead to my future rounds.
The thing I really like about Dinosaur Island as a solo game is that it is still extremely engaging. I’m not a huge fan of “Beat your own personal best” solo games, but this one keeps me so involved that I don’t mind the fact that there’s no real ‘winner.’ Since a group game doesn’t involve that much player interaction anyway, Dinosaur Island doesn’t really even necessarily feel like a solo game. Every play requires a different strategy, and that makes it feel like a new game every time. If you enjoy Dinosaur Island in a group setting, give it a try as a solo game. There’s really not much of a gameplay difference, and I think you’ll enjoy it just as much!
https://purplephoenixgames.wordpress.com/2019/05/21/solo-chronicles-dinosaur-island/
Purple Phoenix Games (2266 KP) rated Sacred Rites in Tabletop Games
Jan 14, 2021
Sacred Rites is a semi-cooperative, social deduction party game for three to nine initiates. These special few are about to be accepted into the cult full-time, assuming they all know the rites and traditions to be celebrated. Did you remember all your moves to the required interpretive dance?
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 gather enough windowed Believer envelopes for the number of players and also include the two Outsider envelopes. Believer envelopes have a cutout section whereas the Outsider envelopes have no cutouts. Shuffle these together and place them on the table Crown-side up (so one cannot see which have windows and which do not). Each player chooses an envelope. Shuffle the deck of Rite cards into a draw pile and similarly shuffle the Tradition tiles into a draw pile. Sprinkle the flower tokens around the table (which I just now considered and should have included that little setup action for more immersion) within reach of all initiates. The game may now begin!
To start a round one player chooses a Rite card from the pile and slides it into their envelope. After contemplating the meaning, they then slide out the Rite and pass it to the next player in table order to peruse in their window (if they have one). This continues around the table so everyone has a chance to “look” at it. Each player then chooses a Tradition tile from the pile and similarly secretly peruses it.
Once everyone has completed these steps the Ritual may begin. Any player may begin by revealing their Tradition tile to the group and stating, “The (whatever Tradition tile says) of our Sacred Rite is…” At this point the player will attempt to give the group a clue as to what the Rite card said without being blatant about it. This could be a word, a movement, a sound, or whatever they so choose. When done, the rest of the initiates respond with, “Ahhhh, (whatever the player just said/did/etc).” Every player will need to present their idea of the Rite with their Tradition, even if they are an Outsider.
When all players have performed, a count of three is made and all players will then either point to the player they feel is an Outsider, or point to the sky to declare they believe no initiate is an Outsider. Initiates who guess correctly immediately score two VP (white flowers), and any initiate not accused will score one VP flower. At this point the Outsider(s) will have a chance to guess the Rite, scoring two VP for a correct guess. The round ends and a new round begins. The winner is the initiate who earns 13 points (or more) first!
Components. This is a BEAUTIFUL game to look at and play. The minimalistic style and color palette are perfect choices for this style and theme of game. The cards are those nice smaller cards, and the tiles are lovely wooden tiles. The VP flower tokens are a nice touch, and it also comes with a great little embroidered bag. This is one of the prettiest games I have played and I love all the component choices made.
The gameplay is something that surprised me. I typically do not enjoy my plays of a similar game called Spyfall, but found myself loving every play of Sacred Rites. You see, in Spyfall players ask each other questions in order to suss out the spy, and rounds can go for too many minutes. In Sacred Rites, each turn is similar in timeframe and have a “shoot-them-to-vote-them-out” mechanic like is found in Ca$h ‘n Guns. I much prefer Sacred Rites to Spyfall and will be pulling it off the shelf every time we get the itch to be shady.
I understand that some people may not be into the theme of rituals for cult initiation, but this isn’t a dark game or have any sort of strange, questionable content. I would feel comfortable playing this with my in-laws as much as I would with anyone’s sweet granny. That said, Purple Phoenix Games gives this one a moonbeam hippy flowerstone 10 / 12. I believe it to be a wonderful addition to any collection, especially if it lacks a somewhat silly game of accusations and performance, or if, like me, your plays of Spyfall are falling flat. I am so happy to have this one I may actually do a full-length interpretive dance right now. Just let me turn off my webcam…

