Search

Search only in certain items:

Ninja Assassin (2009)
Ninja Assassin (2009)
2009 | Action, Drama
An all out exercise for the eye-balls! This is a very violent, extremely bloody/gory martial arts film. I think they must use the same techniques used by Asian cinema with almost fountains of blood with every slice and dice of a Ninja sword. Revenge is the plot, of course....way over the top, humanely impossible action scenes, some cool effects and some great fights. It makes Kill Bill look tame in comparison.
  
Corsairs of Valeria
Corsairs of Valeria
2020 | Dice Game, Racing
If you look at my current Top 10 List (at date of publication), you will see that my #1 game is Valeria Card Kingdoms. I just love the lore, mechanics, artwork, and gameplay so much that it easily rose to my #1 spot after just 1 play! So I am definitely a sucker for all things Valeria. Quests of Valeria, Villagers of Valeria – you name it, I’ve got it. So when the latest VCK expansion was on Kickstarter, with the option to add a new little Valeria-verse themed dice game, I knew I was all in. Does Corsairs of Valeria live up to the hype of its predecessors?

Corsairs of Valeria is a dice rolling game in which players are racing to sail the Valerian islands and collect 6 treasure chests before any of the other pirate captains do. The first person to do so will claim the position of Commodore, and its associated status and power! To setup the game, each player receives a Ship board and ship meeple in their chosen color, 2 silver, and is randomly given a Captain card for the game. Each Captain card gives players a different special power to be used throughout the game. Ship boards have 2 dials to track Treasures and Grog. Set up the Start Island, shuffle and select 3 island Tracks to be placed above the Start, and finally end the lineup with Skull Island. Place 2 silver on Skull Island, and the game is ready to begin!

Each turn has four phases: Roll, Re-roll, Actions, End turn. First, gather all 5 dice and roll them. In the Re-roll phase, players may pay 1 Grog to re-roll any or all of their dice. You may re-roll as many times as you wish per turn, as long as you have Grog to spend. Once you are satisfied with your die rolls, you perform the actions shown on each die. Cursed dice must be executed first – for any dice that have a Skull on them, you must pay 1 silver to Skull Island per skull face shown. After Skulls are resolved, the rest of the die faces may be executed in any order you wish, as long as you resolve all the same symbols at the same time. The Grog symbol allows you to gain 1 Grog, the Silver symbol allows you to gain 1 silver, and the Map symbols allows you to move your ship meeple 1 space on the island track. Certain islands on the track provide additional resources once they are passed, so collect those as applicable. A Cannon symbol allows you to attack – either an opponent or a Merchant ship. To attack an opponent, you must roll at least 3 cannon symbols, and the chosen opponent then must give you all of their silver. To attack a Merchant ship, you must be sharing a space on the track with a Merchant ship, and you collect the resources printed on the ship for the number of cannons you spend to attack. After you have executed all of your dice actions, pass the dice to the next player and your turn is over.


At any point during the game, when you acquire 5 silver, you immediately trade them in for 1 treasure. Treasure is tracked on your ship board. The first player to reach 6 treasures wins the game! If, during the game, a player reaches Skull Island before 6 treasures have been claimed, a few things happen. First, that player receives all of the silver on Skull Island. Next, all ships are moved back to the Start Island, the 3 island Tracks are flipped to their opposite sides, and 2 silver are once again placed on Skull Island. The game continues in turn order, just now with new Tracks in play. If any player reaches Skull Island for a second time during the game, then the game ends once that player finishes their turn. In that case, if 6 treasures still have not been claimed, the player with the most Treasure wins.
I’m just going to start this off by saying that I love Corsairs of Valeria. Just like the other members of the Valeria family, this one checks off all the boxes that I love: great artwork, solid mechanics, and enjoyable immersion in the universe of Valeria. Let’s talk about gameplay first. At its core, Corsairs of Valeria is a dice rolling game, which is a luck-based mechanic. However, this game does provide options to employ strategies through the Captain powers and re-roll phase that give the player a little bit more control over what they can do each turn. Maybe you’re bad at rolling dice, but having the option to pay 1 Grog to re-roll any/all dice can get you out of a bad jam. Or maybe you have a powerful Captain ability that can really dictate your strategy and offer a path to success. It’s not just about the dice rolls, but about what you do to use those rolls to your benefit. So overall that just makes the game feel more engaging and enjoyable to me because I as a player have the ability to strategize each turn, I am not just at the mercy of the dice.

Another thing that I love about Corsairs of Valeria is that it is so simple, quick, and light to play. The rules seem a little involved at first, but ultimately here’s how a turn plays out: roll dice, re-roll if desired, perform actions/collect resources, end turn. The symbology is straight-forward, the turn phases are logical and concise, and there really is no down-time between turns. It requires strategy but still feels light enough to be a good palate cleanser or introductory game for newer gamers. And an awesome thing with quick games is that it is so easy to play several games in a row. I play at least 3 games of Corsairs before I decide to move on to the next game in my queue.


The consistency and continuity between all of the Valeria games is a huge plus for me. I love the artwork and appreciate that Daily Magic Games keeps bring back the same artist to create a cohesive universe! All of the Valeria games stand alone from each other, but the style and artwork make them all feel like a united entity.

Maybe I am a bit biased because VCK is my #1 game right now, but I think that Corsairs of Valeria is great. It is easily in my Top 20 games, and could continue moving up the list with more plays. It’s fast and light, yet strategic and engaging enough that it keeps me excited and energized throughout. There’s not a down moment when playing this game because ultimately, it’s a race! Keep an eye on the opponents, decide which strategy is best with your given die roll, and get a move on to get those treasures and best your rival captains. Purple Phoenix Games gives Corsairs of Valeria a sea-worthy 10 / 12.
  
40x40

Purple Phoenix Games (2266 KP) rated Steam Park in Tabletop Games

Aug 15, 2019 (Updated Aug 19, 2021)  
Steam Park
Steam Park
2013 | City Building, Dice Game, Real-time, Science Fiction
Who couldn’t go for a nice week or weekend at a fancy theme park these days? I think even our Alexas and Googles would like to catch some rays in their robot bodies, if they had them. Welcome to Steam Park, where all your robots can enjoy themselves on roller coasters, visit vendor stands, and also create metric tons of dirt. You ready?


Steam Park is a real-time dice rolling, theme park building, negative VP mitigating game for two to four players. In it players are theme park owners who are attempting to build the greatest park in the land hoping to attract many robots and keep their parks squeaky clean. The game spans six rounds of four phases and the player with the most VP at the game end will be the winner!
To setup, separate all the different components by type and color and shuffle the cards into a face-down deck. Deal each player six dice, one large starting tile to build upon, six cards from which they will choose to keep three, and one pig board. The game may now begin!

The four phases of each round are Roll, Dirt, Actions, and Income. During the Roll phase players will simultaneously be rolling their dice until they get a result they like. The first player to finish will quickly grab the First Player token in the middle of the table. Each other player may continue rolling as much as they like, but the turn order tokens will be taken one by one until they are all gone. Bonuses exist for the First and Second Player tokens and a negative bonus for the last player (more Dirt).

The Dirt phase causes each player to add Dirt tokens to their park according to the number of Dirt symbols rolled on their dice as well as the number of visitors currently in their park. The player who nabbed the First Player token can now discard four Dirt tokens from the bonus while the last player will add two more Dirt tokens to their park.

Actions that can be taken during the next phase include: Building Rides, Building Vendor Stands, Attracting Visitors, Cleaning Dirt, Playing Bonus Cards, and Expanding the Park. Each of these actions cost symbols rolled on the dice. To build a ride of capacity three, then three Build symbols would need to be spent from those rolled, et al. The only Action that requires no specific symbol is the Expand the Park. Use any symbol to add on a small square tile to the existing park layout.

Players will collect $3 (not USD, just the game money) for every visitor enjoying their park amenities during this Income phase. If a player has less than three Bonus Cards they may draw two from the deck and choose one to take in hand.


The game continues in this fashion over the course of six rounds total and once the final Income phase has been completed players will consult the Final Dirt Track to see how much will need to be paid in Dirt fees. Whomever ends the game with the most money wins!
Components. This game has a LOT of cardboard components. Nearly everything in the box is medium-quality cardboard and generally fine. The art is quirky, whimsical, and endearing. The insert leaves much to be desired so I made my own out of foam board. I have no complaints about the components except that I wish I could visit some of the rides, and I am still not super sure why the dice locking area is a metal pig token.

I originally played Josh’s copy he brought over to my house. I fell in love with it right away, and I still very much enjoy it. It will never make my Top 10 Games of All Time, but I will cherish my copy. I have yet to add in the Play Dirty expansion for it, as I like the base game so well, but I plan to sometime soon.

What I like most about it is the real-time rolling of the dice coupled with the grabbing of the turn order tokens when satisfied. This means that I could just go with what I roll after one roll, or I can take my time and just accept the Dirt coming my way. Sometimes being last and taking that extra Dirt is worth having all the dice read what you really want.

I also like having a lot of vendor stands in my park. Finding room for them is a different story, but I end up usually having just a few rides and mostly stands. They each provide some different benefit or way to change up the game a little that I just love to take advantage of them.

I adore games with real-time dice rolling, so I was predisposed to being attracted to Steam Park. Coupled with the great overall theme, this is an easy win for me, and a prized entry in my collection. In fact, I’m not the only one of us who thinks this as Purple Phoenix Games gives Steam Park a monotone-robot-thrill-seeker-scream 14 / 18. If you are tiring of Escape: The Curse of the Temple (which is possible), then pick up a copy of Steam Park. It will spark your joy of frantic dice rolling once more!
  
Dungeon Roll
Dungeon Roll
2013 | Dice Game, Fantasy, Fighting
One of the best parts of the board gaming experience is finding a fun group of people with whom to play! Sometimes, though, coordinating a game night is easier said than done. We all must occasionally forego the group experience and face the world as the Lonely Only. But fear not! The world of solo-play is a vast and exciting realm! What follows is a chronicle of my journey into the solo-playing world – notes on gameplay, mechanics, rules, difficulty, and overall experience with solo variations of commonly multiplayer games! I hope this will provide some insight as you continue to grow your collection, or explore your already owned games!

Dungeon Roll is a quick and fun dice-rolling game where Heroes delve into a dungeon to fight monsters (potentially including a dragon!), find treasure, and gain experience points based on how deep into the dungeon they go. If you are playing in a group or solo, the rules of the game are the same – the only difference is how you win! In group play, the winner is the player with the most experience points after 3 rounds of play. In solo play, you are working to get as many experience points as possible – competing against previous plays trying to best yourself!

After a few runs of Dungeon Roll, it has quickly become one of my favorite games to play solo for two main reasons. First, I like and appreciate the simplicity of the rules. It is quick and easy to learn, and the solo variation has no extra rules or stipulations. Simply put, I don’t have to worry about forgetting solo rules because there aren’t any! Don’t have any other players? Great! Just play like you normally would! Yeah, I may have to roll my own Dungeon Dice, but I don’t have to worry about controlling any ghost players or remembering whether or not I need to start the game with a solo handicap. The simplicity and uniformity of the rules, regardless of player count, means that I don’t have to spend time re-reading the rulebook to refresh my memory on solo play, and can just get down to playing instead!

The next reason why I love to play Dungeon Roll solo is due to the variability and unpredictability of the game. The base game comes with 8 Hero cards, each with unique abilities, and the expansion packs provide even more Hero choices. Different heroes/abilities lend themselves to different strategies for success – there is not one right way to play. Even if you pick to play as the same Hero every game, though, the dice rolling mechanism makes sure that no two games are ever alike. Dice rolling can be a fickle friend, and oftentimes the success (or failure) of a round depends solely on the luck of the roll. I, unfortunately, am a notoriously bad dice-roller…. BUT that helps make this game more interesting for me because it forces me to really strategize how I am going to use my Hero abilities, treasure tokens, and dice to my benefit. Sometimes it works out well and I come out with a respectable score! But then again, sometimes it’s the exact opposite and I come out wondering whether or not I should even log the play with as feeble a score as I got… Either way, dice rolling is unpredictable and that (along with different Hero abilities and treasure tokens) makes for a unique game every time.

Dungeon Roll is a fun and competitive game for both groups and the solo player. This game is deceptively simple and wildly entertaining, and I highly recommend adding it to your solo arsenal!

https://purplephoenixgames.wordpress.com/2018/12/21/solo-chronicles-dungeon-roll/
  
STAR WARS Battlefront II
STAR WARS Battlefront II
2017 | Shooter
Best Star Wars game yet from a visual perspective (3 more)
Game-play is addictive and challenging
Free DLC so far from EA/Dice has only made game better
The whole 'Microtransactions' saga was unfounded and people who jumped on the bandwagon should actually play the game first before judging.
Lags too often during peak times (3 more)
Online Matchmaking takes too long (especially Heroes vs. Villains mode)
Not enough characters/maps (yet)
Starcard system needs an overhaul
Battlefront 2 Overview
  
Quantum
Quantum
2013 | Dice Game, Fighting, Science Fiction, Space
Fun (6 more)
Replayable
Innovative
Easy to learn
Strategic
Deep
Visually Appealing
Out Of Print (1 more)
A little too strategic for older folks
Space Battle-Yahtzee
We rented Quantum from our local card shop, and ended up playing it every day. Its out of print, so it was a stroke of astounding luck that the shop was willing to sell it to us.

Quantum plays somewhat like risk, where you advance units to positions to capture objectives. The catch is that your units are dice- higher numbers can move further, but lower numbers are better in combat, and each has a special ability.

The game revolves around placing "Quantum Cubes", which your units build on planets. Each planet has a number and an amount of slots for quantum cubes to be placed, and to build a cube your units (which are literally dice) must add up the the number on the planet they are on.

Building quantum cubes allows you to select an "advancement card", which contain either permanent upgrades to your turns and abilities, or one-time powerful bonuses. All advancement cards feel meaningful and powerful, and which ones you select determine a lot of how your game will play out. You can "build" for combat, research, mobility, and even some weird other things like being able to change one of your dice once per turn either up one number or down one (and thus changing its abilities).

The game board is configurable tiles, so the "map" can be different each time, and support a faster or slower game, or more or less players (the game only comes with pieces for 4 players, but if you had the dice it wouldn't be hard to play extra with improvised pieces).

The game pacing is really well done; if all players know what they're doing, the race to place the final cube can be intense and exciting, as each player will end up with different strengths as they implement unique strategies to win.

We love quantum and have had a blast every time we've played it- we're expecting it to become a family favorite and for our copy to end up very well loved.
  
Thanos Rising: Avengers Infinity War
Thanos Rising: Avengers Infinity War
2018 | Action, Card Game, Dice Game
Great co-op game (2 more)
Dice build game
Feel powerful against Thanos
Can be a bit repetitive (2 more)
Doesn’t feature everyone in the MCU
No expansion packs
Feels like Endgame finale when you win
Thanos Rising is unexpectedly a very likeable game. It appears complicated initially but once you learnt the core basics, there’s not that much more to it to really get into the game. Multiple sessions have provided various outcomes from near to death to colossal victory and there’s no short cut to win strategy. It’s essentially down to the roll of the dice. And then you have to make a decision: build your team and get power ups or stop the Thanos henchmen from killing off potential team members. Sometimes it is clear cut, others not so much. Which is why it is important it is co operative.
It’s not without its flaws: it can get repetitive after a while and eventually playing it on difficult is the only way to play to make things interesting but it does provide a great night entertainment.
  
Thanos Rising: Avengers Infinity War
Thanos Rising: Avengers Infinity War
2018 | Action, Card Game, Dice Game
Thanos is on the warpath. He can’t wait to assemble the Infinity Gauntlet in preparation for The Snap. He has enemy minions to help fight off heroes in three different sectors. But we have The Avengers. And their friends. We can do this, heroes! We can defeat 10 minions before the Gauntlet is assembled and really hurt Thanos. It’s on!

This is a dice-rolling, card drafting game that is light on rules, heavy on teamwork, and a little longer playtime than what’s on the box if you’re doing well (from my experience). Without going too much into the rulebook, on your turn you are going to choose a sector in which you will work. Roll the two Thanos dice. They determine what he does, if he or his minions hit you and your team, and whether he gets closer to obtaining the six Infinity Stones. Then you roll your team dice to activate powers on your team’s cards, recruit more heroes to your team, or wound the minions in your sector. Thanos has three ways he can beat you and you only have one way to beat him – defeat 10 minions/bad guys. The odds are definitely stacked against you, but with the right team combos and with the willingness of your fellow players to play cooperatively, you can squeak out a win.

What I mean by this is using the bonus tokens effectively. On these bonus tokens are extra icons, extra dice to be used, healing capabilities, etc. You can hoard them all for yourself if you like, but the best way to truly beat the game is to be completely open with the bonus tokens. In fact, in the spirit of complete cooperation, I suggest everyone agree to keep bonus tokens in a shared pool so that anyone can access them. But maybe that’s just me.

I have played this game several times now and have not *technically* won a game yet. We would have won the last time we played it, but we had to cut the game short because our playmates’ kids came home with the babysitters. The other times we were completely decimated. The game is actually really hard to win. I like that. The dice are good quality, but I have my issues with the Thanos dice icon choices. It’s not enough to turn me off, but it could be way better. The cards are OK quality – nothing to write home about. I don’t feel the need to sleeve them because they aren’t really handled that much and they mostly stay on the table the whole game. The translucent cubes are fine, the Infinity Stones are really nice, and that completely unnecessary Thanos “mini” is very very cool. I have zero painting skills, or I would improve the paint job on mine for that extra level of coolness.

So I like the game a lot, but don’t LOVE the game. Maybe with even more playthroughs it will grow on me more. I have assembled all the promo cards and just need to play with them more. In all, Purple Phoenix Games finds this one really enjoyable, and we award it a superhuman score of 19 / 24.

https://purplephoenixgames.wordpress.com/2019/01/23/thanos-rising-review/
  
Seasons
Seasons
2012 | Card Game, Dice Game, Fantasy
I really like Seasons. It’s a chaotic game, but it’s manageable. Especially with two players. The more players, the less control you have.
 
The timing element makes this game really interesting. You can manipulate the game and your opponents a lot by choosing or not choosing certain cards or dice. That, plus the card effects themselves and especially the effects of the Familiars, make this game very interactive.

Reviewer: Rowdy van Lieshout
Read the full review here: https://www.asaboardgamer.com/review/seasons/
  
Sequoia
Sequoia
2020 | Dice Game, Environmental
Sequoias are some of the largest trees on Earth, growing hundreds of feet tall and living for thousands of years. A few summers ago I had the chance to visit northern California, and spent a day hiking in a forest full of redwoods and sequoias. The sheer size of the trees was breathtaking, and that hike remains high on my list of favorite vacation spots ever. So when I saw a small game based on those behemoth trees, I was instantly transported back to NorCal, and knew I had to give this game a shot!

Sequoia is a game of dice rolling and area majority in which players are trying to grow the largest trees across different forests. To setup the game, lay out the 11 forest cards on the table within reach of all players, and randomly assign a 1st and 2nd place token to each card. Each player receives 5 dice and 20 tree tokens in their chosen color. The game is ready to begin!


On each turn, players will simultaneously roll their 5 dice – keeping the results secret from all other players! After rolling, players will create 2 pairs using 4 of their dice (one will be left out). Everyone reveals their pairs at the same time, and will place a tree token on the card that matches each of their dice pairs. For example, my pairs might be a 5 and a 2, and a 6 and a 6, so I would put a tree token on the 7 and 12 forest cards. Play continues in this manner (rolling dice, creating pairs, and placing tree tokens), until players have placed all of their tokens. Once all tokens have been placed, the game moves to the scoring phase. For each forest card, the 1st and 2nd place tokens go to the players who have the most and 2nd most tree tokens on the forest card. Once all cards have been scored, count up final points, and the player with the most points wins!
I have to start off by saying that Sequoia really surprised me. I was expecting a fast, light game, and that’s what I got. But I also got a game with a fun amount of player interaction and strategy that keeps all players engaged. You may not know what forest cards a player will choose each turn, but you can see who has already played tree tokens to each card, which can help drive your strategy. Do you want to directly compete with everyone and really pile on the tokens to win 1st place on a card? Or do you want to spread your tokens around to as many forest cards as possible, and hopefully maximize points that are otherwise being ignored by opponents? Especially since the 1st and 2nd place tokens are randomly assigned and have differing values, you really don’t know which forests will yield the highest points until the end of the game. Sequoia is a Yahtzee-esque game that allows direct player interaction, and that elevates the overall gameplay for me.


Let’s talk about components for a minute. These components are great. The forest cards are a nice thick card stock. The tree tokens and 1st/2nd place tokens are all good chunky bits that will definitely hold up over time. And the dice are nice little d6’s that are easy to read and fun to manipulate. The color matching with the dice and tree tokens is also really nice, and I appreciate that uniformity for each player color. All in all, a high quality production for such a small game.
If you ask me, I think Sequoia is a perfect filler game. It is super fast to teach and play, the setup/cleanup takes literally seconds, and it provides an engaging and fun gameplay. Beyond being a filler game, it is a great small standalone game as well. Want something fast to play while the oven is pre-heating for dinner? Pull out Sequoia! I also love that it is simple enough for younger players to understand – it is a numbers game, but you can also visually see what your opponents are working towards, and that lends itself to a good amount of player interaction. Definitely a game that I can see getting a decent amount of table time in my group! Purple Phoenix Games gives this one a sky-rocketing 8 / 12. Check it out, you might be surprised!