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The Manhattan Project: Energy Empire
The Manhattan Project: Energy Empire
2016 | Civilization, Dice Game, Economic, Environmental, Business / Industrial
Excellent Work Placement Game
The Manhattan Project: Energy Empire- is a excellent work placement game. I love work placement games and this one is one of them. Lets talk more about the game.

Players sit in the roles of countries trying to develop industry and energy production over a period of time roughly from the end of World War II to the present day. Throughout the game, players will construct buildings, power plants as dice, and manage the pollution in their environment with the aim of scoring the most points.

To begin play, the main board for Energy Empire is seeded with starting Building cards. These are divided into three different sectors: Government spaces, Industry spaces, and Commerce spaces. A set of pollution tokens, depending on the number of players, is also stacked on a track as the game timer.

Once the game begins, it flows continuously without rounds. Each player chooses, on their turn, to take a Work Turn or a Generate Turn.

Work Turn- During this type of turn, players must place a single worker on the main board on one of the spaces which represent activities and resources to collect. For example, this may be gaining science, steel, or purchasing oil. Afterwards, depending on which sector the player placed their worker, they can activate any previously purchased buildings, assuming they have enough workers and/or energy. Players can also activate their nation card and move up on the United Nations track, which is a pure competition for end game points. Energy is also used if a player wishes to place a worker on a space occupied by another worker. The player must place additional energy under the worker until their placement stack is larger than any other already placed.

Generate Turn: This type of turn represents the player resetting their work potential for a new set of placing workers. They do this by first potentially collecting an achievement which represents end game points for a variety of goals. They then recall any workers to their Player Mat and discard all Energy tokens. Players can also spend any oil resources to gain oil power plant dice. Finally the player rolls any or all power plant dice they have. This might include Solar/Wind (green dice), Hydro Power (blue dice, limited to one per player), Coal (black dice), and Nuclear (yellow dice). The resulting number of lightning bolts on the dice are delivered as energy tokens to the player. If a clean energy source rolled the highest cardinal number, the player does not collect pollution. If coal, oil, or nuclear dice resulted in the highest number, then the player places a single pollution token into their environment. Players continue this process one after another until a predesignated number of pollution tokens are removed from the game. Players get one final turn and then points are tallied. Players receive points for keeping their player mat free of pollution, building power plants, the United Nations track, and various points for each building constructed.

The most engaging part of the game and the main reason to seek it out, comes from the theme of global power intrigue. The building cards show off the exceptional art in the game.

Manhattan Project: Energy Empire Cards
The global impact cards for the first half of the game are green with a milder impact. Once they go red, prepare for some serious negative events. On top of this theme, the actions associated with everything in the game fit just right. The concept in game actions connect directly to the theme concept. In addition, the country actions to move up on the United Nations track also represent the tone and success formulas for those countries. The mechanism for rolling dice to gain energy and how much pollution is delivered feels just perfect given the competing goals of clean environments and high energy production.

The worker placement mechanism itself (largest stack among existing workers) is not new, but it is just the right mechanism to promote the overall feeling of energy competition. Choosing the space on which to place a worker is highly engaging and the choices tense to maximize efficiency. It is easy to connect with both strategy and tactics in this game.

Even with this engagement, it is also easy to see optimal routes for gaining points assuming opponents follow their strategies. It’s not “easy”, but it is possible to not even worry about opponents blocking a particular path to victory with low numbers of players.

Its a excellent work placement game. One i highly recordmend getting and play.
  
Welcome To...
Welcome To...
2018 | City Building
Welcome to...Palingrad
A really nice little roll-and-write style game (without dice, so less of the rolling) that lets you play at being a city planner. As many people can play as you like, it doesn't take long to complete, and it is fairly compact, so we have taken it on holiday before. Perfect for rainy afternoons, it is easily one of my favourite games
  
Jumanji: The Game
Jumanji: The Game
2018 | Adventure, Dice Game, Entertainment, Fantasy
Easy to play (1 more)
Good art work
Great family friendly game
This game is great and really fun to play as a family. Simple enough concept combining numbered dice, action cards and picture dice. Draw an action card at the end of moving your counter, the card has a short rhyme about the danger you are facing along with some nice art work, it also shows what picture you need to roll on the picture dice to stop you from filling up the danger zone. You have 6 seconds to roll the picture to match the card.

The game says for people aged 8 to adult but have to say my 4 and 6 year old have been able to play this and really enjoy it fully. We can normally finish the game in about 30 minutes so is a great little time killer and the replay ability is good.

I would have liked the counters to have been shaped to match the game pieces from the movie instead of the plain coloured cones that are supplied but it is a minor gripe.

All in all if you are after an enjoyable board game you really can't go wrong with this game. It is well priced at below £15 from most retailers and is worth every penny.
  
Catan
Catan
1995 | Economic, Territory Building
If you are good at Rolling dice, this game is great (0 more)
if you are Bad at rolling dice, this game hates you.... (0 more)
It's a good game to trading and playing the odds
Picking a settlement means picking specific numbers to get specific resources. when rolling two dice the most likely roll is a 7 statistically. with 6's and 8's being the next most and so on both up and down. Starting the game fast is vital so your placements are vital. then you collect resources and build from there. Negotiation with your neighbors to trade what you have to get what you need is a great part of the game.... unless you play with the people who just don't trade.... which happens. Also if the rolls are going to everyone else's numbers and not yours, there is literally nothing you can do about it. This game can be both amazing and frustrating at the same time, and with the right people this is a great time. It has some flaws but over all it's a great gateway game into modern board games, and everyone should play it once in their lifetimes even if you out grow it shortly after.... If all you play is monopoly and scrabble, this is a game that will blow your mind.
  
Tiny Ninjas
Tiny Ninjas
2018 | Card Game, Dice Game, Fighting
We at Purple Phoenix Games love Kickstarting games. We probably do it more than we should, but I am sure we are not alone in this. I, myself, have backed 59 games or game-related products to date (as of February 2019). Not all of them have been that good (I’m looking at you Shadow Days, IncrediBrawl, and A Duel Betwixt Us!), but some have been simply amazing. Where does this game about dueling ninjas rate? Pretty dang good.

So this one is a riff off the old regular deck of cards game “War.” In War you simply blindly compare cards from your personal deck and the highest number wins… essentially. In Tiny Ninjas, however, that concept has expanded this very familiar game and made it really sexy. Well, as sexy as you can make a game with chibi-esque ninja artwork.

There is still comparison of strength, but you take turns being the attacker and the defender. As the attacker, you decide how many of your hand of 5 cards you wish to play this round, resolve their effects, and then you become the defender. On defense, you are able to use only the cards you didn’t use as the attacker, whereas the attacker refills their hand back to the hand limit of 5 cards. Uh oh. Did I plan well enough to have plenty of defense, or will my hit points be depleted?? This is essentially the game’s skeleton.

Each card has a special attack or defense ability and sometimes it requires you to roll one of the two dice that comes with the game to determine strength or proc abilities. We all know that once dice are invited to the game a certain amount of luck is also introduced. That isn’t necessarily a bad thing here. I like a small amount of luck in my games. For me, it’s just another little wrinkle to be applied to my perfect strategy.

But let’s talk about those dice. The dice themselves are really great quality, and the stamping is great, and the icons on the dice are really really good. But I have problems with the card iconography that corresponds with the dice. On the cards, icons are printed in a variation of a circle. The circle looks a certain way if you are to use the white die. And then the circle looks differently to indicate usage of the red die. But then there are circles that correspond to the ink colors of the white and red dice that are also different but the same. That irks me just a bit because I think there could be other ways to do that. I found myself constantly looking at the reference card (which, THANK YOU SO MUCH FOR INCLUDING THIS) but maybe that’s just me and my preferences. After a while I caught on and it didn’t impede my enjoyment of the game any longer, but it was annoying at first.

I have not mentioned any of the other components because, frankly, they are really really great. The ingenious box-becomes-the-game-board idea is wonderful, the life trackers that hang out on the sides of the dice tray are great, the dojo sensei trackers, the cards and art on them are all top notch. For such an affordable package, you really do get quite a production.

I have no other qualms about the components, or the game play. It’s truly a fun experience. That said, Purple Phoenix Games gives Tiny Ninjas a stealthy 15 / 18. Don’t let this one sneak under your radar!

https://purplephoenixgames.wordpress.com/2019/02/22/tiny-ninjas-review/
  
Steam Park: Play Dirty
Steam Park: Play Dirty
2016 | City Building, Dice Game, Game Expansion, Real-time, Science Fiction
In the expansion review series, we take a look at a game expansion to discuss whether it is a necessary purchase/addition to one’s collection.

This breakdown is for the action dice-rolling and them park-building game Steam Park’s modular expansion, Play Dirty (as in dirt, not as in adult themes). Play Dirty is a modular expansion, so some modules may be added or left out depending on comfort level and enjoyment of each module.

One major module added to this expansion is the addition of a fifth player to Steam Park. As if Steam Park wasn’t frantic enough with four, go ahead and throw in a fifth set of hands going crazy at the table! Also included are gray “Stingy Visitors,” which act as wild visitor types for color, but provide one less Danari (currency in Steam Park) but create NO DIRT. Excellent! Play Dirty also includes a new set of five stands for robots to do business: Fountain, Hall of Mirrors, Office, Shooting Gallery, and Incinerator. Along with these new stands are a set of stand reference tiles to remind players what each stand actually does in the game. Very handy.


The biggest difference-makers in the expansion box are the Ride Extensions, Park Directors, and Espionage Dice. Ride Extensions do just that – extend existing rides in one’s park, but the two different colored extensions (golden and rusty) have their own rules that are triggered depending on colors of robots upon them. The Park Directors module adds a new twist that changes the rules for an aspect of the base game for all players throughout the entire game. These are very powerful changes, and one Park Director is chosen to be used at the beginning of each game. Espionage Dice are very special in that one is added to each player’s white dice and rolled as normal throughout the game. However, the Espionage Dice cost 4 Danari to activate after the Roll Phase. The power here is that the player using the die pays one Danari less to use it when matching the face of white dice in their opponent’s pig sitting to their right. For example, to use a Build Stand face on Espionage Die will cost four Danari normally. However, should the opponent on the right have four Build Stand symbols showing on their white dice, the Espionage Die activates for free!
Must you own the Play Dirty expansion to truly enjoy your plays of Steam Park? Not at all. I do very much enjoy several of the modules in the box though. I really enjoy the powerful Park Directors because it freshens up a rule from the base game or modifies it in interesting ways. I like the new Stands that come in the box as well for additional options during play, but you MUST use the reference tiles, especially if combining all 10 Stands. The other modules are fine, but I would have been happy with just the ones I mentioned here.

Official recommendation: I remember my first play of Steam Park and falling in love with it right away. I have never felt stagnation in my future plays, but adding Play Dirty certainly is a game-changer in every sense of the term. I say definitely pick it up if you are feeling the base game no longer gives you the excitement and frenzy it once did.
  
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Bret Easton Ellis recommended L'Eclisse (1962) in Movies (curated)

 
L'Eclisse (1962)
L'Eclisse (1962)
1962 | International, Drama
(0 Ratings)
Movie Favorite

"A dice roll—it could have been L’avventura or La notte, but I rewatched this recently and was blown away by Antonioni’s mastery and control, and his epic nihilistic vision of upper-middle-class despair is sweeping and unrivaled. Alain Delon and Monica Vitti are the most gorgeous couple in ’60s international cinema—embalmed and yet completely alive. The trilogy is one of the great achievements in twentieth-century film."

Source
  
Alien Frontiers
Alien Frontiers
2010 | Dice Game, Science Fiction
A little slow to get started as first few rounds rely on random chance of dice rolls. From then on it's quick to pick up pace and much more strategy based. Very enjoyable. Artwork is good and a number of different ways to win keep it interesting. Replayable and competitive but fun. Instructions are fairly easy to pick up although a few minor points aren't covered! Overall very enjoyable.
  
The Castles of Burgundy
The Castles of Burgundy
2011 | Dice Game, Medieval, Territory Building
Castles of Burgundy is one of my favorite light Euros and a great introduction to the hobby. The component quality is definitely one of the worst things about it, but it's easy enough to get past once you learn the game.
At its simplest, Castles is a point fiesta all about picking up and putting tiles down.

It does use dice to introduce randomness and can lead to some feel bad moments for your originally set plans, but it rewards setting up to take advantage of any situation or dice rolls. Every action you do scores you points or leaves you in a better position than before, so as in any euro, there are more efficient actions, but nothing that will end your game immediately or set you behind. Your dice rolls are also malleable, either through workers (one time use to change the value incrementally) or various buffs that make picking up or placing tiles easier. There are a wide strategy of what tiles to focus on that allows you to adjust your plan based on what the opponent is doing. Every tile does something special, and there are rewarding combos that can be pulled off that reward skilled play. For someone who wants zero randomness in their euro, I'd definitely lean away from castles, but anyone who is just beginning their foray either into gaming or euros will definitely appreciate this game.
  
HeroQuest Advanced Quest
HeroQuest Advanced Quest
1990 | Adventure, Exploration, Fantasy, Fighting
The advanced quest was a step beyond the "newb-friendly" Hero Quest. Dice rolling was made more complex, and the quests became more arduous. This was a step too far and possibly put me off a career in D&D for life, after the gentle, easy to follow rules of the original. The added rules and complexity took away from the enjoyment for me, but then I was only about 11 at the time...