Search
Search results
Root
Tabletop Game
Root is a game of adventure and war in which 2 to 4 (6 with the 'Riverfolk' expansion) players...
Boardgames 2018Games
Purple Phoenix Games (2266 KP) rated Tiny Epic Galaxies: BLAST OFF! in Tabletop Games
Mar 30, 2021
Yes, we have reviewed Tiny Epic Galaxies in the past. We loved it. It’s close to being a Golden Feather Award recipient. It has earned a spot on my Top 10 Games of All Time list. I cannot say enough great things about the game. But wait, a newer updated version has recently hit the scene. Is it just new art on the same game? Nope. Read on.
I will not be explaining the entire game in this review as indeed it is mostly the same game as before. However, I will be visiting some differences between this version and the original.
Firstly, the art is most certainly different. The card layouts are all different. The components are completely different. It is markedly improved for me, but I will save my gushings until the end.
Mechanics-wise, the differences are slight, but perfectly altered. For starters, many of the benefits of using planet powers have been streamlined, simplified, and make a lot of sense. Much of this has to do with iconography on the cards, but also the powers are mostly brand new. Additionally, this version rids players of the Secret Mission cards from the original. Now, I enjoyed that aspect of OG TEG, but I did not find myself pining for it whilst playing BLAST OFF! Also removed from this version is the seventh action die; BLAST OFF! comes complete with six dice total. Again, it reduces the number of actions that can be completed on a turn, but I haven’t missed that extra die. One of the greatest changes in this version is the Converter tweak. In the original game a player would need to sacrifice two inactive dice to convert a third die to whichever face was needed. In the new version, only one die is needed for sacrifice along with either one Energy or one Culture value. The Converter was always neglected in the older version, and now it’s a real option during play.
I do wish certain aspects of the older version were included, however. What has been eliminated in the streamlining process is the Solo mode and the fifth player. BLAST OFF! can accommodate two to four players now instead of one to five players, with the black components being axed from this version. I will miss the Solo mode mostly because I used to love breaking out the game later at night once the kids were asleep to try to conquer the Red rival (I almost never play Red). I do understand that a Solo mode may still be created in the future by Gamelyn directly or by another gamer.
All of these changes are minor, but equate to a much better gameplay overall. I do want to speak more on components, so let’s away with them.
Components. Okay, BLAST OFF! boasts improvements on the original game on every facet of components. Yes, the materials are similar quality, so it’s a wash there, but everything else is so much better. The dice are bigger, and ORANGE (great choice btw)! The iconography is much easier to understand and decipher throughout the game. The planets now have two new alignments: Life (plant icon) and Tech (gear icon). I feel the iconography and terminology in the first version could be confusing to new players, but plants vs gears is easy to distinguish. The ships are more stylized now, and the inclusion of this new Galaxy Slider to move up the Galaxy Track on the mats is most excellent. All of these improvements definitely cater to new Tiny Epic Galaxies players, and are most welcome as I try to convince my brother that this is one of the best games out there.
Obviously I am keeping this version and am seriously considering weeding out my original version of TEG with all expansions in favor for this. I just feel better playing it. It is more streamlined, easier to play and teach, and I love the way it looks on the table much more. One minor wish I have for the game is different player colors. This game could have been a triumph with just four different player colors from the original. Now, there’s nothing wrong with tried and true blue, yellow, green, and red, but I’m much more interested in playing a game with fuscia, purple, volt (like our green color we use throughout our branding), and aqua. Maybe it has to do with colorblindness, I don’t know, but take on the colors like are found in Seasons or something, and this game would blast off higher on my Top 10 Games of All Time list for sure.
That said, Purple Phoenix Games still gives this one a rocket of a GOLDEN FEATHER AWARD! If you are a fan of the original but wish new players to the game would enjoy it more, check out BLAST OFF! Nearly everything that has been changed caters to newer players and giving all players a more aesthetically-pleasing experience over the original. I will definitely be playing my copy a TON. Maybe if I ask nicely Gamelyn Games will make me some different player colors. Maybe.
I will not be explaining the entire game in this review as indeed it is mostly the same game as before. However, I will be visiting some differences between this version and the original.
Firstly, the art is most certainly different. The card layouts are all different. The components are completely different. It is markedly improved for me, but I will save my gushings until the end.
Mechanics-wise, the differences are slight, but perfectly altered. For starters, many of the benefits of using planet powers have been streamlined, simplified, and make a lot of sense. Much of this has to do with iconography on the cards, but also the powers are mostly brand new. Additionally, this version rids players of the Secret Mission cards from the original. Now, I enjoyed that aspect of OG TEG, but I did not find myself pining for it whilst playing BLAST OFF! Also removed from this version is the seventh action die; BLAST OFF! comes complete with six dice total. Again, it reduces the number of actions that can be completed on a turn, but I haven’t missed that extra die. One of the greatest changes in this version is the Converter tweak. In the original game a player would need to sacrifice two inactive dice to convert a third die to whichever face was needed. In the new version, only one die is needed for sacrifice along with either one Energy or one Culture value. The Converter was always neglected in the older version, and now it’s a real option during play.
I do wish certain aspects of the older version were included, however. What has been eliminated in the streamlining process is the Solo mode and the fifth player. BLAST OFF! can accommodate two to four players now instead of one to five players, with the black components being axed from this version. I will miss the Solo mode mostly because I used to love breaking out the game later at night once the kids were asleep to try to conquer the Red rival (I almost never play Red). I do understand that a Solo mode may still be created in the future by Gamelyn directly or by another gamer.
All of these changes are minor, but equate to a much better gameplay overall. I do want to speak more on components, so let’s away with them.
Components. Okay, BLAST OFF! boasts improvements on the original game on every facet of components. Yes, the materials are similar quality, so it’s a wash there, but everything else is so much better. The dice are bigger, and ORANGE (great choice btw)! The iconography is much easier to understand and decipher throughout the game. The planets now have two new alignments: Life (plant icon) and Tech (gear icon). I feel the iconography and terminology in the first version could be confusing to new players, but plants vs gears is easy to distinguish. The ships are more stylized now, and the inclusion of this new Galaxy Slider to move up the Galaxy Track on the mats is most excellent. All of these improvements definitely cater to new Tiny Epic Galaxies players, and are most welcome as I try to convince my brother that this is one of the best games out there.
Obviously I am keeping this version and am seriously considering weeding out my original version of TEG with all expansions in favor for this. I just feel better playing it. It is more streamlined, easier to play and teach, and I love the way it looks on the table much more. One minor wish I have for the game is different player colors. This game could have been a triumph with just four different player colors from the original. Now, there’s nothing wrong with tried and true blue, yellow, green, and red, but I’m much more interested in playing a game with fuscia, purple, volt (like our green color we use throughout our branding), and aqua. Maybe it has to do with colorblindness, I don’t know, but take on the colors like are found in Seasons or something, and this game would blast off higher on my Top 10 Games of All Time list for sure.
That said, Purple Phoenix Games still gives this one a rocket of a GOLDEN FEATHER AWARD! If you are a fan of the original but wish new players to the game would enjoy it more, check out BLAST OFF! Nearly everything that has been changed caters to newer players and giving all players a more aesthetically-pleasing experience over the original. I will definitely be playing my copy a TON. Maybe if I ask nicely Gamelyn Games will make me some different player colors. Maybe.
Purple Phoenix Games (2266 KP) rated ICECOOL in Tabletop Games
Jun 25, 2019 (Updated Aug 13, 2020)
Moving components around the board/play area is a staple of most board games. As board games have evolved, that mechanic has maintained an integral role in many games. If it ain’t broke, don’t fix it, right? Well just because it’s not broken, doesn’t mean it can’t use a little innovation….and that’s where ICECOOL comes into play.
You and your Penguin buddies are so hungry that you decide to skip out on class early to go grab some snacks. But you’ve forgotten about the Hall Monitor! Their mission is to catch any unauthorized hall wanderers and send them back to class. Can you outmaneuver the Hall Monitor, or will you be caught and forced to go hungry until the end of class?
Disclaimer: I do not intend to rehash the rulebook in its entirety in this review, but rather provide a general overview of the rules and gameplay. To read the rules more in-depth, grab a copy of the game from your FLGS! -L
ICECOOL is a dexterity game in which players are trying to amass the most points over a number of rounds. Here’s how a round plays out. Select one player to be the Hall Monitor (called the Catcher) for the first round, and place their Penguin pawn in the kitchen box. All other players, aka the Runners, take their 3 colored fish tokens and attach them to the three corresponding doorways, and begin with their Penguin pawns in the classroom box. As a Runner, your goal is to collect your 3 fish tokens from their doorways. How do you do that? Flick your Penguin through a fish doorway to collect your snack. Yes, you read that right – flick. In this game, all movement is achieved by literally flicking your pieces throughout the boxes. To collect a fish, you must pass through the corresponding doorway completely in one single flick. Each time you collect a fish, draw the top card from the fish deck and keep it hidden from your opponents. Your other goal? Avoid the Catcher. If at any point, your Penguin comes into contact with the Catcher, you must forfeit your Hall Pass to the Catcher.
As the Catcher, your goal is to collect the Hall Pass of every other player. You achieve this goal by flicking your Penguin into any of the Runners. Turn order is as follows: Runners-Catcher, Runners-Catcher, etc., until the end of the round is triggered. The round is over when the Catcher has collected Hall Passes from every other player, or any Runner has collected all 3 of their fish. At the end of the round, each player collects 1 fish card per Hall Pass in their possession. So if you were caught by the Catcher, you’re outta luck! For the next round a new player is selected to be the Catcher, and play continues as above. The game ends once every player has taken a turn as the Catcher. Count up the points from your collected fish cards, and the player with the most points wins!
So a game of flicking Penguins around some boxes – sounds pretty simple, right? Yes and no. ICECOOL admittedly does not really require any serious strategy. Yes, you are trying to collect all 3 of your fish, but you’re mainly playing keep-away from the Catcher. And as the Catcher, you’re “It” in this quasi-game of Tag. So strategic, this is not. On the other hand, mastering the art of flicking your Penguin is a long and arduous process. Ok, it’s not arduous, but it is tricky to master! ICECOOL really puts your dexterity to the test to see if you have the proper form and control to move your Penguin to exactly where you want it to go. Half of the fun of this game is all the whiffed flicks and the comically accidental misdirections. The rulebook offers some flicking techniques to try out before your first game, and they are actually pretty helpful. I’ve not yet been able to achieve the jumping flick, but maybe one day I will rise to that level.
One other super neat thing about ICECOOL is the game setup. You’re playing with boxes of varying sizes. But here’s the kicker: they all nest into each other!!! So for storing, it looks like you just have one box. But in reality, there are 4 other boxes hidden inside. This concept is not one I’ve seen before in any other game, so that just makes ICECOOL a little bit more unique and interesting for me. Since I’m talking about the boxes, let me touch on components. The boxes are all of great quality, and are sturdy enough to hold up to clashing penguins. The Penguins themselves are good solid plastic, and I know they will last forever. Be careful though, flicking too hard might hurt your fingers! The deck of fish cards are a standard card quality. The artwork of the game is cute and thematic, and overall it’s a fun, immersive experience.
ICECOOL is not a game that I pull off the shelf at every game night. But it is one that is light enough, and entertaining enough, that it certainly gets a good amount of gameplay from my collection. Whether you are using it as a nice, short filler game, or you’re playing with some young’uns, it makes for a happy atmosphere full of energy and happiness. And that’s why Purple Phoenix Games gives ICECOOL a brrrrrrrrrilliant 18 / 24.
You and your Penguin buddies are so hungry that you decide to skip out on class early to go grab some snacks. But you’ve forgotten about the Hall Monitor! Their mission is to catch any unauthorized hall wanderers and send them back to class. Can you outmaneuver the Hall Monitor, or will you be caught and forced to go hungry until the end of class?
Disclaimer: I do not intend to rehash the rulebook in its entirety in this review, but rather provide a general overview of the rules and gameplay. To read the rules more in-depth, grab a copy of the game from your FLGS! -L
ICECOOL is a dexterity game in which players are trying to amass the most points over a number of rounds. Here’s how a round plays out. Select one player to be the Hall Monitor (called the Catcher) for the first round, and place their Penguin pawn in the kitchen box. All other players, aka the Runners, take their 3 colored fish tokens and attach them to the three corresponding doorways, and begin with their Penguin pawns in the classroom box. As a Runner, your goal is to collect your 3 fish tokens from their doorways. How do you do that? Flick your Penguin through a fish doorway to collect your snack. Yes, you read that right – flick. In this game, all movement is achieved by literally flicking your pieces throughout the boxes. To collect a fish, you must pass through the corresponding doorway completely in one single flick. Each time you collect a fish, draw the top card from the fish deck and keep it hidden from your opponents. Your other goal? Avoid the Catcher. If at any point, your Penguin comes into contact with the Catcher, you must forfeit your Hall Pass to the Catcher.
As the Catcher, your goal is to collect the Hall Pass of every other player. You achieve this goal by flicking your Penguin into any of the Runners. Turn order is as follows: Runners-Catcher, Runners-Catcher, etc., until the end of the round is triggered. The round is over when the Catcher has collected Hall Passes from every other player, or any Runner has collected all 3 of their fish. At the end of the round, each player collects 1 fish card per Hall Pass in their possession. So if you were caught by the Catcher, you’re outta luck! For the next round a new player is selected to be the Catcher, and play continues as above. The game ends once every player has taken a turn as the Catcher. Count up the points from your collected fish cards, and the player with the most points wins!
So a game of flicking Penguins around some boxes – sounds pretty simple, right? Yes and no. ICECOOL admittedly does not really require any serious strategy. Yes, you are trying to collect all 3 of your fish, but you’re mainly playing keep-away from the Catcher. And as the Catcher, you’re “It” in this quasi-game of Tag. So strategic, this is not. On the other hand, mastering the art of flicking your Penguin is a long and arduous process. Ok, it’s not arduous, but it is tricky to master! ICECOOL really puts your dexterity to the test to see if you have the proper form and control to move your Penguin to exactly where you want it to go. Half of the fun of this game is all the whiffed flicks and the comically accidental misdirections. The rulebook offers some flicking techniques to try out before your first game, and they are actually pretty helpful. I’ve not yet been able to achieve the jumping flick, but maybe one day I will rise to that level.
One other super neat thing about ICECOOL is the game setup. You’re playing with boxes of varying sizes. But here’s the kicker: they all nest into each other!!! So for storing, it looks like you just have one box. But in reality, there are 4 other boxes hidden inside. This concept is not one I’ve seen before in any other game, so that just makes ICECOOL a little bit more unique and interesting for me. Since I’m talking about the boxes, let me touch on components. The boxes are all of great quality, and are sturdy enough to hold up to clashing penguins. The Penguins themselves are good solid plastic, and I know they will last forever. Be careful though, flicking too hard might hurt your fingers! The deck of fish cards are a standard card quality. The artwork of the game is cute and thematic, and overall it’s a fun, immersive experience.
ICECOOL is not a game that I pull off the shelf at every game night. But it is one that is light enough, and entertaining enough, that it certainly gets a good amount of gameplay from my collection. Whether you are using it as a nice, short filler game, or you’re playing with some young’uns, it makes for a happy atmosphere full of energy and happiness. And that’s why Purple Phoenix Games gives ICECOOL a brrrrrrrrrilliant 18 / 24.
Purple Phoenix Games (2266 KP) rated Cytress in Tabletop Games
May 13, 2022
You ever play a game where you feel completely overwhelmed at first, but then slowly figure everything out just to fall in love with it? I really hadn’t… until Cytress. This thing is beastly, huge, and like 4 main games crammed into one experience and one box. I really wasn’t planning on letting on to my final thoughts so quickly, but here we are.
So like I mentioned, this game is an utter beast. I mean this lovingly, but for many different purposes. First, it will take some time to fully read the rulebook and understand everything mentioned within. Secondly, it will take way more time than you think to setup for the first game. Just stick with it – I promise it is worth it. Thirdly, players who are familiar with the game have a giant advantage over those who do not, so my immediate suggestion is to make a commitment to play with the same players as often as possible.
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. 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
Typically in my reviews I like to explain the setup and paraphrase the rules to give a great idea of how the game looks and plays. This time, however, I just don’t think I can paraphrase the rules well enough to do anything justice. That said, I will provide a link to the designer explaining the game and provide photos and my final thoughts at the end as normal.
I should get back to normal format now.
Components. Just as a reminder, we were sent a preview copy of the game. That said, we were sent a box just FULL of components. There are about a billion cards of different types and sizes, translucent tracking cubes, tunnel/tube pieces, standees, boards, chits, and even DeLorean-looking ships. Everything in my box was really great quality, especially for a prototype preview copy. It is difficult to tell from the Kickstarter campaign page what the final game will look like (with final components and all), but even if it came to backers the same quality as what I was forwarded, I imagine backers would be decently satisfied.
Okay, I know I did not explain the game at all, but if you watched the video, you will understand why. Essentially, players are trying to score the most points and get their team into the floating city of Stratos. They accomplish this by building tall tubes on the main board. Influence in each subsection (or neighborhood I guess) on the main board allows players to build these tubes, and completing missions for different crime bosses allows influence over the different neighborhoods. Throughout the game players are able to leverage their resources at several locations, and even increase effectiveness of their characters through different means of leveling up. It’s a great combination of mechanics and design choices that Laura would more than likely give it a chef’s kiss.
I will always have extreme fondness for games that allow me to level up my character. Years and years of playing RPGs both digitally and tabletopally have fed my love of character development. Cytress allows me to indulge that part of my gaming preferences and really create characters that are interesting for me to play. I mean, if I am playing a character in a game, I would prefer to have some say in how they are built. Immediately Cytress scores big points from me for this factor alone.
Playing a game on different levels is also a really big enjoyment factor for me. I mean this as being able to concentrate my turns to specific but different areas of the board/game, but also that incredible 3D Stratos board creation is simply divine. I really appreciate when designers think in that third dimension and are able to create meaningful design choices to incorporate it (like in Everdell), instead of just throwing a random element for coolness factor. Playing my cards and pushing my cubes to climb ever higher is not only something I enjoy in games, but also in life… if that can be a metaphor for life.
I really could write for hours on what I love about Cytress, but I don’t want to beleaguer the point. This is a game that, if it sounds even remotely interesting to you, should be backed immediately. The campaign ends May 24 so you have some time still, but don’t wait. You certainly don’t want it to slip away. I have had such a blast with Cytress with all the play counts, and I cannot decide which I like best, so I won’t decide – it is great with all play counts! Purple Phoenix Games enthusiastically recommends Cytress to any and all lovers of games. The theme is amazing, presentation is through the roof (almost literally), and the gameplay is surprisingly interesting from a first-time designer. You can thank me for enticing you to back it when you see me at the next convention by buying me a delicious beverage. Then we can play a game of Cytress and school some randos.
So like I mentioned, this game is an utter beast. I mean this lovingly, but for many different purposes. First, it will take some time to fully read the rulebook and understand everything mentioned within. Secondly, it will take way more time than you think to setup for the first game. Just stick with it – I promise it is worth it. Thirdly, players who are familiar with the game have a giant advantage over those who do not, so my immediate suggestion is to make a commitment to play with the same players as often as possible.
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. 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
Typically in my reviews I like to explain the setup and paraphrase the rules to give a great idea of how the game looks and plays. This time, however, I just don’t think I can paraphrase the rules well enough to do anything justice. That said, I will provide a link to the designer explaining the game and provide photos and my final thoughts at the end as normal.
I should get back to normal format now.
Components. Just as a reminder, we were sent a preview copy of the game. That said, we were sent a box just FULL of components. There are about a billion cards of different types and sizes, translucent tracking cubes, tunnel/tube pieces, standees, boards, chits, and even DeLorean-looking ships. Everything in my box was really great quality, especially for a prototype preview copy. It is difficult to tell from the Kickstarter campaign page what the final game will look like (with final components and all), but even if it came to backers the same quality as what I was forwarded, I imagine backers would be decently satisfied.
Okay, I know I did not explain the game at all, but if you watched the video, you will understand why. Essentially, players are trying to score the most points and get their team into the floating city of Stratos. They accomplish this by building tall tubes on the main board. Influence in each subsection (or neighborhood I guess) on the main board allows players to build these tubes, and completing missions for different crime bosses allows influence over the different neighborhoods. Throughout the game players are able to leverage their resources at several locations, and even increase effectiveness of their characters through different means of leveling up. It’s a great combination of mechanics and design choices that Laura would more than likely give it a chef’s kiss.
I will always have extreme fondness for games that allow me to level up my character. Years and years of playing RPGs both digitally and tabletopally have fed my love of character development. Cytress allows me to indulge that part of my gaming preferences and really create characters that are interesting for me to play. I mean, if I am playing a character in a game, I would prefer to have some say in how they are built. Immediately Cytress scores big points from me for this factor alone.
Playing a game on different levels is also a really big enjoyment factor for me. I mean this as being able to concentrate my turns to specific but different areas of the board/game, but also that incredible 3D Stratos board creation is simply divine. I really appreciate when designers think in that third dimension and are able to create meaningful design choices to incorporate it (like in Everdell), instead of just throwing a random element for coolness factor. Playing my cards and pushing my cubes to climb ever higher is not only something I enjoy in games, but also in life… if that can be a metaphor for life.
I really could write for hours on what I love about Cytress, but I don’t want to beleaguer the point. This is a game that, if it sounds even remotely interesting to you, should be backed immediately. The campaign ends May 24 so you have some time still, but don’t wait. You certainly don’t want it to slip away. I have had such a blast with Cytress with all the play counts, and I cannot decide which I like best, so I won’t decide – it is great with all play counts! Purple Phoenix Games enthusiastically recommends Cytress to any and all lovers of games. The theme is amazing, presentation is through the roof (almost literally), and the gameplay is surprisingly interesting from a first-time designer. You can thank me for enticing you to back it when you see me at the next convention by buying me a delicious beverage. Then we can play a game of Cytress and school some randos.
Purple Phoenix Games (2266 KP) rated Divinus in Tabletop Games
Aug 10, 2021
Bragi. Hercules. Percy Jackson. All excellent examples of successful demigods. As you well know, demigods are offspring of a god and a mortal. Of all the things I have conjured in my lifetime to answer the old, “What do you want to be when you grow up?” question, I never really answered, “a demigod.” Well, that’s because I KNOW my parents and have a hard time believing I could be a son of a god or goddess. Unless it was some weird NPCs (novel series by Drew Hayes) universe with Grumble as my patron/parent. In any case, my new dream of becoming the greatest demigod alive must be played out in today’s preview: Divinus.
Divinus is a competitive tile placement, campaign, drafting, dice game in which players assume the roles of upcoming demigods fighting over the one last spot at the table. By appeasing the gods of the warring ancient Roman and Norse cultures players will earn their place among them. This game uses some interesting hybrid app-driven story mechanics along with legacy-style component alterations to create this world that is constantly under refurbishment and ripe for the claiming of the future Divinus.
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. 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 Gamefound campaign, or through any retailers stocking it after fulfillment. -T
To setup, place the main board on the table, sort out the Map tiles by player count, and populate the board per the rulebook. Each player chooses their Demigod box and takes all components contained within. As Divinus is intended to be played either as a scenario session or its Eternal Mode, which is infinitely replayable using the board and components already altered by previously-played scenarios, open the chosen Scenario Box to be played and allow the app to instruct on how to setup with these components. All players roll their dice and place them in the “ready” pile to be used on their first turn. The first player takes the token (a black meeple in the prototype version) and the game is ready to be played!
Divinus is played in turns starting with the first player and continuing around the table until one player places their final Map tile signaling the end of the game. On a turn, players will have a choice of using an Explore action or a Rest action. More actions may be available in future scenarios, but for the prototype scenarios, these are the two available choices. During an Explore action, the active player will choose any number of their rolled dice in order to create a mathematical equation that matches with one of the Map tiles on the main board. These spaces range from 1-12 in value, so an appropriate dice combination could be 5 + 4 – 1 = 8 in order to claim the Map tile on the 8 spot. Any number of dice can be used to claim tiles, and once a tile is claimed, it must be placed within the player’s personal play area map. In order to add these tiles, the edges will need to match up by terrain type with tiles already presently in play (see below), or may also be placed atop an existing tile. Map tiles may or may not contain symbols for factions, locations, and also Sacred Places. These will all be used in scenarios for different purposes.
Once a player decides they do not wish to (or cannot) take more Explore actions, they must Rest. To Rest, the active player reclaims all spent (and unspent ready) dice and rerolls them for the next turn, replacing empty spaces on the board with new Map tiles.
Play continues in this fashion of Exploring and Resting until one player places their 16th tile, thus completing their 4×4 personal map. Players will consult the app for scoring instructions and the winner will be announced. Should the players wish to play another scenario (or many, as we would have liked), they simply use the same Demigods and open a new Scenario Box. Inside these boxes are different gods to appease, new quests to fulfill (more on these later), and stickers to be applied to game components to improve their usefulness.
Components. Again, this is a prototype version of the game, and it includes two introductory scenarios, a bunch of sticker sheets, and a developmental app. That said, I really enjoyed my plays of the scenarios and they felt like great first steps to lure me into what I just know is going to be somewhat of a lifestyle game (assuming more and more expansions are in the plans). The sticker sheets are all fine, and as I understand it, the stickers that are placed on the Map tiles will have non-removable glue, but the stickers placed on the dice faces will have removable glue. As I am not a glue expert, I can’t really vouch for either. The app is somewhat similar to those that are used in the Chronicles of Crime series, but Divinus promises to deliver an app that can scan the components WITHOUT the use of QR codes. For those gamers who think the QRs are an eye-sore, then Divinus is taking a promising first step for you! I haven’t even touched on the artwork yet, and that’s usually my favorite aspect of a game’s components. The visual style and art on Divinus really make the game pop on the table, and just draw you into the lore and setting. I love it!
So while initially Divinus is a simple roll-and-draft game of building a 4×4 grid akin to Kingdomino, the addition and usage of the Quests and, later, the Charge Actions, morph this into something quite a bit meatier. Each Scenario Box (at least in this version) contains two god cards (that affect how the end of the scenario is scored) and some Quest cards (that are side-quests players can follow to earn some extra VP and other goodies). I imagine as the game progresses through Scenario Boxes that Quests will get more difficult and the god cards more interesting as well.
All in all Divinus has roped me in, and I am very much looking forward to all the other great things that Lucky Duck Games has planned for it. I can foresee soooooo many expansions being built on this excellent chassis, and I am very eager to finish the entire legacy aspect in order to play through the Eternal Mode a bunch of times. Can I divulge a little dirty secret of mine here? I have never before played any type of legacy board game, and if this is what they are like, then I will be breaking out my copy of Betrayal Legacy way sooner than I originally planned.
I believe that the theming here is great, the gameplay is relatively simple to grasp, and the hybrid app-driven story really adds to the entire experience. If you are someone who, like me, has yet to delve into legacy-style games where the components are constantly changing due to choices made at the table, and you have a penchant for dice games with a splash of ACTUAL math skills used, I urge you to take a look at backing Divinus on Gamefound ASAP. With just the initial two scenarios included, I am already addicted to the game and cannot wait to sink my teeth into more scenarios and more crucial decisions that will alter the landscape of my copy of the game. I know that as of the publish date of this preview, the campaign is already about 1000% funded and so many stretch goals have already been unlocked. It is a great time to hop on board and grab a big ol’ chunk of goodies for this one. You may have a preference for Roman or Norse mythology before playing, but be warned: your loyalties may change as a result of playing Divinus… or maybe you will learn to accept both at the harmonious center of activity in your own little section of the world.
Divinus is a competitive tile placement, campaign, drafting, dice game in which players assume the roles of upcoming demigods fighting over the one last spot at the table. By appeasing the gods of the warring ancient Roman and Norse cultures players will earn their place among them. This game uses some interesting hybrid app-driven story mechanics along with legacy-style component alterations to create this world that is constantly under refurbishment and ripe for the claiming of the future Divinus.
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. 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 Gamefound campaign, or through any retailers stocking it after fulfillment. -T
To setup, place the main board on the table, sort out the Map tiles by player count, and populate the board per the rulebook. Each player chooses their Demigod box and takes all components contained within. As Divinus is intended to be played either as a scenario session or its Eternal Mode, which is infinitely replayable using the board and components already altered by previously-played scenarios, open the chosen Scenario Box to be played and allow the app to instruct on how to setup with these components. All players roll their dice and place them in the “ready” pile to be used on their first turn. The first player takes the token (a black meeple in the prototype version) and the game is ready to be played!
Divinus is played in turns starting with the first player and continuing around the table until one player places their final Map tile signaling the end of the game. On a turn, players will have a choice of using an Explore action or a Rest action. More actions may be available in future scenarios, but for the prototype scenarios, these are the two available choices. During an Explore action, the active player will choose any number of their rolled dice in order to create a mathematical equation that matches with one of the Map tiles on the main board. These spaces range from 1-12 in value, so an appropriate dice combination could be 5 + 4 – 1 = 8 in order to claim the Map tile on the 8 spot. Any number of dice can be used to claim tiles, and once a tile is claimed, it must be placed within the player’s personal play area map. In order to add these tiles, the edges will need to match up by terrain type with tiles already presently in play (see below), or may also be placed atop an existing tile. Map tiles may or may not contain symbols for factions, locations, and also Sacred Places. These will all be used in scenarios for different purposes.
Once a player decides they do not wish to (or cannot) take more Explore actions, they must Rest. To Rest, the active player reclaims all spent (and unspent ready) dice and rerolls them for the next turn, replacing empty spaces on the board with new Map tiles.
Play continues in this fashion of Exploring and Resting until one player places their 16th tile, thus completing their 4×4 personal map. Players will consult the app for scoring instructions and the winner will be announced. Should the players wish to play another scenario (or many, as we would have liked), they simply use the same Demigods and open a new Scenario Box. Inside these boxes are different gods to appease, new quests to fulfill (more on these later), and stickers to be applied to game components to improve their usefulness.
Components. Again, this is a prototype version of the game, and it includes two introductory scenarios, a bunch of sticker sheets, and a developmental app. That said, I really enjoyed my plays of the scenarios and they felt like great first steps to lure me into what I just know is going to be somewhat of a lifestyle game (assuming more and more expansions are in the plans). The sticker sheets are all fine, and as I understand it, the stickers that are placed on the Map tiles will have non-removable glue, but the stickers placed on the dice faces will have removable glue. As I am not a glue expert, I can’t really vouch for either. The app is somewhat similar to those that are used in the Chronicles of Crime series, but Divinus promises to deliver an app that can scan the components WITHOUT the use of QR codes. For those gamers who think the QRs are an eye-sore, then Divinus is taking a promising first step for you! I haven’t even touched on the artwork yet, and that’s usually my favorite aspect of a game’s components. The visual style and art on Divinus really make the game pop on the table, and just draw you into the lore and setting. I love it!
So while initially Divinus is a simple roll-and-draft game of building a 4×4 grid akin to Kingdomino, the addition and usage of the Quests and, later, the Charge Actions, morph this into something quite a bit meatier. Each Scenario Box (at least in this version) contains two god cards (that affect how the end of the scenario is scored) and some Quest cards (that are side-quests players can follow to earn some extra VP and other goodies). I imagine as the game progresses through Scenario Boxes that Quests will get more difficult and the god cards more interesting as well.
All in all Divinus has roped me in, and I am very much looking forward to all the other great things that Lucky Duck Games has planned for it. I can foresee soooooo many expansions being built on this excellent chassis, and I am very eager to finish the entire legacy aspect in order to play through the Eternal Mode a bunch of times. Can I divulge a little dirty secret of mine here? I have never before played any type of legacy board game, and if this is what they are like, then I will be breaking out my copy of Betrayal Legacy way sooner than I originally planned.
I believe that the theming here is great, the gameplay is relatively simple to grasp, and the hybrid app-driven story really adds to the entire experience. If you are someone who, like me, has yet to delve into legacy-style games where the components are constantly changing due to choices made at the table, and you have a penchant for dice games with a splash of ACTUAL math skills used, I urge you to take a look at backing Divinus on Gamefound ASAP. With just the initial two scenarios included, I am already addicted to the game and cannot wait to sink my teeth into more scenarios and more crucial decisions that will alter the landscape of my copy of the game. I know that as of the publish date of this preview, the campaign is already about 1000% funded and so many stretch goals have already been unlocked. It is a great time to hop on board and grab a big ol’ chunk of goodies for this one. You may have a preference for Roman or Norse mythology before playing, but be warned: your loyalties may change as a result of playing Divinus… or maybe you will learn to accept both at the harmonious center of activity in your own little section of the world.
Movie Metropolis (309 KP) rated Ted 2 (2015) in Movies
Jun 11, 2019
The bear is back
The success of Ted was completely unexpected. I doubt even director Seth McFarlane knew just how popular it would go on to become.
From special DVD’s to limited edition cuddly (or not so cuddly) toys, Ted has become something of a phenomenon. A sequel was always going to be on the cards and after three years perfecting it, McFarlane returns with Ted 2. But is it as funny as its predecessor?
Ted 2 follows the titular bear as he embarks on a relationship with Tami-Lynn and continues his friendship with John, the ever-watchable Mark Wahlberg in another great performance.
Unfortunately for Ted, his rights have been challenged by the US government and he must fight to be recognised as a ‘person’, rather than just someone’s ‘property’.
What ensues is a film which whilst being as funny as its predecessor, manages to be somewhat disappointing with a serious shortage of plot. This becomes evident as McFarlane uses Family Guy-esque cut-scenes and incredibly long dance numbers.
The cast, on the whole, is fantastic. Amanda Seyfried takes over from Mila Kunis as John’s love interest and Ted’s lawyer, Samantha. As usual she is a joy to watch but her inexperience in the offensive comedy genre is evident – scenes of her taking drugs just don’t sit right.
Morgan Freeman is sorely underused as a civil rights attorney, though a quick reference to his silky-smooth voice is more than welcome. Giovanni Ribisi also makes a surprising return as Ted’s nemesis Donny.
An absolutely brilliant cameo from Liam Neeson is one of the highlights in a film packed with gags which generally hit the spot – but they’re certainly not for the feint-hearted.
Ted 2 is louder, more obnoxious and much more offensive than its predecessor with numerous scenes involving sperm banks and an endless supply of drug-related comedy.
Unfortunately, all these highs are brought crashing back down to Earth as the story continuously runs out of steam and picks up again. It’s such a shame that a film less than two hours long has such a plot problem.
Thankfully, the original Ted wasn’t a masterpiece and MacFarlane manages to shoot the film well with a real eye for the finer details. His love of movies is apparent with Star Wars references being used well.
Overall, Ted 2 is very close to the standard of its predecessor, despite the excess story-padding that occurs throughout the film. The comedic elements are cracking with Liam Neeson’s cameo being a laugh-out-loud moment – it’s worth a watch, but only if you’re a fan of the first.
https://moviemetropolis.net/2015/07/12/the-bear-is-back-ted-2-review/
From special DVD’s to limited edition cuddly (or not so cuddly) toys, Ted has become something of a phenomenon. A sequel was always going to be on the cards and after three years perfecting it, McFarlane returns with Ted 2. But is it as funny as its predecessor?
Ted 2 follows the titular bear as he embarks on a relationship with Tami-Lynn and continues his friendship with John, the ever-watchable Mark Wahlberg in another great performance.
Unfortunately for Ted, his rights have been challenged by the US government and he must fight to be recognised as a ‘person’, rather than just someone’s ‘property’.
What ensues is a film which whilst being as funny as its predecessor, manages to be somewhat disappointing with a serious shortage of plot. This becomes evident as McFarlane uses Family Guy-esque cut-scenes and incredibly long dance numbers.
The cast, on the whole, is fantastic. Amanda Seyfried takes over from Mila Kunis as John’s love interest and Ted’s lawyer, Samantha. As usual she is a joy to watch but her inexperience in the offensive comedy genre is evident – scenes of her taking drugs just don’t sit right.
Morgan Freeman is sorely underused as a civil rights attorney, though a quick reference to his silky-smooth voice is more than welcome. Giovanni Ribisi also makes a surprising return as Ted’s nemesis Donny.
An absolutely brilliant cameo from Liam Neeson is one of the highlights in a film packed with gags which generally hit the spot – but they’re certainly not for the feint-hearted.
Ted 2 is louder, more obnoxious and much more offensive than its predecessor with numerous scenes involving sperm banks and an endless supply of drug-related comedy.
Unfortunately, all these highs are brought crashing back down to Earth as the story continuously runs out of steam and picks up again. It’s such a shame that a film less than two hours long has such a plot problem.
Thankfully, the original Ted wasn’t a masterpiece and MacFarlane manages to shoot the film well with a real eye for the finer details. His love of movies is apparent with Star Wars references being used well.
Overall, Ted 2 is very close to the standard of its predecessor, despite the excess story-padding that occurs throughout the film. The comedic elements are cracking with Liam Neeson’s cameo being a laugh-out-loud moment – it’s worth a watch, but only if you’re a fan of the first.
https://moviemetropolis.net/2015/07/12/the-bear-is-back-ted-2-review/
Emma @ The Movies (1786 KP) rated Hope Gap (2020) in Movies
Mar 8, 2020
When picking things to watch at the London Film Festival the criteria was simple... read the synopsis and choose from that. If I got bogged down in anything more I was going to miss things that could have been "hidden gems", my list would also have been never-ending... but when you spot Annette Bening and Bill Nighy in a film together you can't say no really.
Edward and Grace have been married for 29 years but the humdrum living has become too monotonous, for Edward at least. He's felt like his life needs something different for a while, knowing that Grace will react badly he invites their son to aid in his plan to leave, but he too is in the dark about what on the cards for his visit.
I was keen to enjoy this one but I think sadly the film doesn't hit all the right notes. The set up of Edward (Nighy) and Grace (Bening) in the house together perfectly reflects their relationship. Everything is together and yet they're separate. They work in different rooms, their backs to each other and while they acknowledge each other and interact it's more habit than anything else.
I'm not the best at picking up subtle things when watching films the first time around, but I noted down a couple of times that there seemed to be a lot of colour coordination. Both main characters seemed to match with parts of the house and yet those colours never seemed to cross together at any time... one of the perils od not being able to rewind a film to check is that I'm left wondering if I actually saw something or not. Perhaps I imagined it! The similarities also extended to their son Jamie and his room... according to my unverifiable notes.
I thought that Josh O'Connor and Bill Nighy had a great dynamic together, their characters share many "inherited" traits together and that played out well on screen. Annette Bening's performance was strong at times and you could definitely see the progression clearly in Grace... but...
With those good touches came a lethargic pace. The laid back sense of the whole film with just Grace as the energetic feature was a struggle to watch. I can see that it could be exactly how it would happen in reality but that doesn't mean it will work on film when you aren't invested in the parties involved.
Hope Gap touches on some strong points but never seems to address them very directly. I'm not sure I can see another way that this would have jumped off the screen, in my head it feels more suited for the intimate setting of a theatre.
Originally posted on: https://emmaatthemovies.blogspot.com/2020/03/hope-gap-movie-review.html
Edward and Grace have been married for 29 years but the humdrum living has become too monotonous, for Edward at least. He's felt like his life needs something different for a while, knowing that Grace will react badly he invites their son to aid in his plan to leave, but he too is in the dark about what on the cards for his visit.
I was keen to enjoy this one but I think sadly the film doesn't hit all the right notes. The set up of Edward (Nighy) and Grace (Bening) in the house together perfectly reflects their relationship. Everything is together and yet they're separate. They work in different rooms, their backs to each other and while they acknowledge each other and interact it's more habit than anything else.
I'm not the best at picking up subtle things when watching films the first time around, but I noted down a couple of times that there seemed to be a lot of colour coordination. Both main characters seemed to match with parts of the house and yet those colours never seemed to cross together at any time... one of the perils od not being able to rewind a film to check is that I'm left wondering if I actually saw something or not. Perhaps I imagined it! The similarities also extended to their son Jamie and his room... according to my unverifiable notes.
I thought that Josh O'Connor and Bill Nighy had a great dynamic together, their characters share many "inherited" traits together and that played out well on screen. Annette Bening's performance was strong at times and you could definitely see the progression clearly in Grace... but...
With those good touches came a lethargic pace. The laid back sense of the whole film with just Grace as the energetic feature was a struggle to watch. I can see that it could be exactly how it would happen in reality but that doesn't mean it will work on film when you aren't invested in the parties involved.
Hope Gap touches on some strong points but never seems to address them very directly. I'm not sure I can see another way that this would have jumped off the screen, in my head it feels more suited for the intimate setting of a theatre.
Originally posted on: https://emmaatthemovies.blogspot.com/2020/03/hope-gap-movie-review.html
RenWeb Home
Education
App
RenWeb Home provides parents and students always-logged-in instant access to ParentsWeb via their...
Epidemiology 4700 Notes & Quiz for Exam Preparation
Education and Medical
App
This app is a combination of sets, containing practice questions, study cards, terms & concepts for...
B787 Study App
Education and Book
App
B787 Study App by JETPUBS is a flash card based training aid used by airline pilots for memory...