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King of Tokyo
King of Tokyo
2011 | Dice Game, Entertainment, Fighting, Science Fiction
Easy to teach (2 more)
Great at all player counts
Looks visually great
Games are over far too quickly sometimes (1 more)
Some cards are far too overpowered
Yahtzee With Monsters
Please note, this review is for the first edition of the game.

King of Tokyo is one of the first games I bought for myself, when I got back into board gaming years ago, and it's definitely a fantastic light filler game, that will appeal to all ages.

Players choose a monster, and then take it in turns rolling six custom dice up to three times (like Yahtzee,) to either attack other players, heal their own health, gain 1,2 or 3 victory points, or collect energy.

Once one player attacks another, they enter Tokyo, and gain an extra victory point for each turn they are in there, however, everyone else can attack you, and you can't heal, but your attacks hurt everyone else to counteract this. You can decide to exit Tokyo, which will put the last player who attacked you in there instead.

Energy is used to buy special cards that help you out in one way or another. This can be anything from allowing you to roll an additional die, to giving you an extra life if you are destroyed. Each card has a different energy cost to buy them, and generally the better cards cost more, although some cards cost very little, but can be very overpowered, which can throw a little imbalance in the game.

A player wins by either destroying all other monsters, or by gaining 20 victory points (although it's usually the former that occurs.)

King of Tokyo is a lot of fun, but sometimes the games can be over far too quickly, especially if someone gets lucky with the attack rolls and card purchases, and sometimes players can be eliminated early on, leaving them to sit and watch as the rest of the game is played.

Overall, I would recommend King of Tokyo to casual gamers, and those starting out in gaming, especially those with kids, as it's light, easy to teach, and fun to play.
  
Wreck Raiders
Wreck Raiders
2019 | Dice Game, Nautical
“X marks the spot.” But what happens after the pirates sail off with the treasure? Usually the next time we see it, it’s in a shipwreck at the bottom of the ocean. How did it get there? I’m not exactly sure. But your job as a Wreck Raider is to get that treasure out of the water, onto land, and into museums to start earning you some serious cash!

Wreck Raiders is a dice rolling game of worker placement and set collection in which you are trying to collect sunken treasures for museum exhibits and build extravagant aquariums that will earn you a fortune once opened to the public. Players take turns claiming dice, moving Divers to underwater wrecks, collecting treasures for museum exhibits, and safely collecting exotic sea creatures for display in aquariums. Can you find the rarest and most desired underwater treasures, or will your competitors take all the goods and leave unimpressive baubles for you?

DISCLAIMER: There are a few mini-expansions for this game, and we do have them. We are reviewing only the base game for now. Should we decide to review the mini expansions, we will either update this post or link to the new post here. -T

I don’t own a lot of worker placement games. I don’t usually enjoy ‘take that’ type actions, and in most worker placement games, when one player monopolizes a single spot on the board (either to amass those resources or block their opponents), it can certainly escalate the tension of the game. Wreck Raiders is a worker placement game, but with a twist. When you place one of your Divers at a wreck, any players in the adjacent spots also receive the benefit of your placement. If a dive site is full, you have the ability to bump your opponents to the beach, where they will also collect that resource. Nobody can truly be blocked in this game, and that makes it feel like a friendlier game. Don’t get me wrong, you’re still competing for the most end-game points, it just doesn’t feel as cutthroat because you know that you can still have access to the resources you need.

With that said, Wreck Raiders requires a whole lot more strategy than meets the eye. All collected treasures are public information – you know what your opponents have gathered, and they know what you have. Since your worker placement could benefit Divers in adjacent spaces, you really have to think about what resources you need, and what resources you are willing to hand to your opponents, free of charge. If you have enough Divers at a site, you could multiply your own collection, but if your opponent holds the majority, you could be handing them end-game points if you decide to place your Diver there. It’s a game of give-and-take, and a single placement decision could inadvertently affect the entire outcome of the game. Another aspect of this game that I really like, regarding strategy, is that there are several ways to earn points. You can earn points for completing museum exhibits, collecting matching sets of artifacts for your personal vault, and building as many aquariums as possible. There’s no single path to victory, and the options provided make for a different game every play. Make sure you keep an eye on your opponents, though. How can you inhibit their strategy while maximizing yours? I guess you’ll just have to play to find out for yourself!

Wreck Raiders looks like a daunting game with a lot of moving parts, but it really is quite simple to learn and to play. That is a huge positive for me because I am not the greatest board game teacher (yet!), so if a game is pretty intuitive, it makes it easier for me to teach. The gameplay itself is not too complicated, and that makes it fun and fast to play. Yes, you’ve got to be constantly strategizing, but there aren’t so many options that you feel overwhelmed and unsure of what moves to make. This game is a great balance of strategy and ease of play and I will never turn down an opportunity to play it.

Wreck Raiders is a game that I Kickstarted, and I am so glad that I did. The artwork is neat, the components are high-quality, and the game itself plays extremely well. There are so many strategic paths open to you, every game is going to be different. Wreck Raiders is one hidden treasure that I am happy to have discovered! Purple Phoenix Games gives it a seaworthy 10 / 12.

LR
  
Tiny Epic Galaxies: Beyond the Black
Tiny Epic Galaxies: Beyond the Black
2017 | Dice Game, Science Fiction, Space
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 review is a breakdown of the Beyond the Black expansion for Tiny Epic Galaxies. Beyond the Black introduces several new components to the game: Pilot cards, Hangars, and Exploration cards. To set up for a game with the expansion, things are done as normal with a few additions. The deck of Pilot cards is shuffled, and a market is created above the row of Planet cards. Each player receives a Hangar mat with 4 Advanced Ships, and the Exploration cards are shuffled and placed face-down on the Exploration mat. A handful of new Planet and Secret Mission cards are included in this expansion, and are shuffled into their respective decks. Pictured below are some of the expansion components.
The gameplay with the Beyond the Black expansion is essentially identical to that of the base game, with two new action options. On your turn, when you have rolled your dice, you have the option to Hire Pilots. These Pilots will take control of an Advanced Ship from your Hangar mat, and will provide special and powerful abilities in the game. In order to Hire a Pilot, you must pay the dice cost for the specific type of Advanced Ship for which you are hiring. Take the Pilot card and place it on your Hangar mat, on the corresponding Advanced Ship. You then replace one of your normal ships with the new Advanced Ship, to be used throughout the rest of the game. Not all Pilots can control every ship, so you have to strategize on which Pilots to hire.

The other new action option is Exploration. On your turn, when you roll a “Move a Ship” action, you may move a ship to the Exploration mat. Exploring uncharted space could result in helpful discoveries (gaining resources) or dangerous consequences (usually losing resources). Once on the Exploration mat, you have the option to take any face-up card from the Exploration row, if there are any, or you have the option to reveal the top card of the Exploration deck. If you reveal the top card and it is a green Discovery card, you may choose to take it and reap the rewards, or you can choose to push your luck and draw another card hoping for something better. If you draw a red Danger card, you must immediately take it and suffer the consequences, thus ending your turn. The Exploration row can only ever have 3 face-up cards at a time, so knowing when to push your luck or when to take a safe card is key.

The game continues in the normal fashion, with these additional actions, until a player has earned 21 or more VP. Along with the base game VP, the expansion allows players to earn VP for hired Pilots and Exploration cards. When the game end is triggered, players will then score their Secret Mission cards and VP earned from Exploration cards, and the player with the highest total is declared the winner!

Official recommendation: If you’ve read our review of Tiny Epic Galaxies, and it’s newest iteration, Tiny Epic Galaxies Blast Off!, then you’ll know that we absolutely love this game. The gameplay is excellent, the theming is on point, and the mechanics are engaging. That being said, is the Beyond the Black expansion necessary? If you, like us, are serious fans of the base game, I would say yes. This expansion builds upon the great elements of the base game, and provides even more opportunities for strategy in your gameplay. Should you hire this Pilot now, and for which Advanced Ship? You’re allowed to replace Pilots in future turns, but what if you replace someone and then regret it? How far are you willing to push your luck to Explore uncharted space? The benefits are nice, but the consequences can be brutal. The gameplay is elevated by the inclusion of these new elements, and is not bogged down by unnecessary additions. When first introducing this game to people, I would probably just use the base game to build an understanding of the gameplay. But beyond that (see what I did there?), I would highly recommend grabbing a copy of the Beyond the Black expansion to include in your future plays of this awesome little space game.
  
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Purple Phoenix Games (2266 KP) rated Fantasy Ranch in Tabletop Games

Jun 12, 2019 (Updated Jun 12, 2019)  
Fantasy Ranch
Fantasy Ranch
2019 | American West, Animals
Little known fact: my family used to be involved with local harness racing and horse training. Not much actually rubbed off on me, personally, but I do remember going to the stables to visit with the horses, and I was even allowed to ride the stable goat since I wasn’t yet big enough to get on the horses. Ahh, memories. So when I heard that a game existed with a horse ranching theme, I just HAD to get it to the table. Is it a good game though? Let’s find out! (spoilers: IT’S EXCELLENT!)

DISCLAIMER: The game comes with three modes of difficulty AND an included children’s game that also can be played on three modes of difficulty. For this review we are concentrating only on adult mode two. We felt mode one was too introductory, but we did not want to go all in right away on mode three. -T

As with most board games, you are trying to amass trophies (VP) and the winner at the end of five rounds is the rancher with the most trophies. On your turn you can take one Limited (standard) Action and as many Free Actions as you would like. Limited Actions include: buy a horse, buy a location on your ranch board, or farm your ranch for goods. Free Actions include: sell a horse, move horses to/from your home area to/from a different area on your ranch board, or trade goods at a 2:1 ratio. Once every player has taken their turn, you enter a show using the horses you have collected.

Buying a horse requires different amounts of food (in carrots) that you gain from different actions (farming your ranch, selling a horse). Luckily, spending food is a one-time action and you don’t have to feed your horses every turn. A great improvement over other “feed your villagers” games, in my opinion – yeah, I said it. Buying a location on your ranch board/playmat requires “tack,” which is symbolized by boot tokens (as seen below). You can always get more food and tack by farming your ranch, and you receive six goods of any combination, but that’s a Limited Action and prevents you from doing the other actions.


Selling a horse is easy, yet the separation anxiety is real, as you simply discard the horse for the amount of food it costs to purchase. Moving horses is easy too – your Home area of your ranch/playmat can only hold so many horses, so you will need to move horses of certain types to unlocked (purchased) matching areas on your ranch. This is important, as you cannot keep buying red horses or you will certainly run out of room for them, even if you unlock the red area on your ranch board. Plus unlocking sections of your ranch provides you with trophies at game end. The last free action is trading goods, which you do at a 2:1 ratio. So trade in two food for a tack or vice versa.

At shows you use horses for their specific specialty skills plus a die roll. Each horse has specialty in one area, and some skill in other areas. The number associated with a skill icon indicates the starting skill “strength” that you will add to your die roll. You roll all three dice of your color, take the highest result from the roll, and add the skill strength of the horse skill. That’s your score for the show. The highest number is awarded 1st place and the rewards printed, and so on and so forth for the other placing horses. This could result in more food or tack, or even your choice of horses for free from the sales barn.

On the very last turn of the game you will compete in three shows (instead of the normal two shows at the end of each turn) and can only use World Class horses, or buy your way into the show with food. The show process is the same, but it is the final push to earn as many trophies as possible before game end. And that’s it!

Components: This game is FULL of components. It’s a pretty stocked and heavy box, but still only the size of a Ticket to Ride box. The playmats, game boards, and cardboard chits are all of really great quality. The cards are great quality as well with photos of real existing horses (as well as the photos of real existing ranches on the giant ranch cards that are essentially beautiful player reference cards and resource holders). The best components of the game are the super cute little horeeples (oh no, that can’t possibly be correct). Horse-meeples. They come in different colors to match the areas on your ranch that you need to unlock and move them into so you don’t overcrowd your Home area. Even though my copy came with a green horse who lost his front legs, we know that he competes hard and lives his best life. The art is really really great and, though busy on the board at times, the game looks really good on the table. No qualms with the components on this one at all.

Here’s what I really like about this one. It’s a euro through and through, but it’s a euro that is actually exciting, with a unique theme, and one that I genuinely cannot wait to play again. I want to try mode three as soon as I can, and I really want to introduce my son to the game as soon as he is able to handle it. I am finding it really really hard to think of a game that comes ready to play three ways for adults, has components included to play the game three ways with children, and is actually super fun. I can’t think of any. This game is truly in a class by itself.

I love that no matter how tactical you play or how strategic you want to make it, sometimes the dice love/hate you and it could make all the difference. As you can see in the scores, we all love it (with the exception of my cousin Tony who rated it a three because of the dice – WHICH is odd because it is his father that was the harness racing jockey of the family). This review would have been live a week ago, but immediately after playing last weekend Josh said he would like to bring it home to play with his family. His wife is from Kentucky, and they kinda like horses and horse racing there. Well, his wife and son also rated this game out of 6. His wife gave Fantasy Ranch a 15 and his son rated it a 16. As that completely throws off my rating scale I did not add them, but as you can see we at Purple Phoenix Games give this one a very boot-kickin’ 19 / 24. If only we hadn’t invited Tony over to destroy the scores… We highly recommend you check this winner out. Seriously, it’s great.


https://purplephoenixgames.wordpress.com/2019/06/04/fantasy-ranch-review/
  
Neon Knights: 2086
Neon Knights: 2086
2018 | Modern Warfare, Racing, Sports
Some of us actually lived through the 1980s. Just barely, but I certainly remember the neon stylizations, the hair, the tight-rolled pants. It’s not a look I ever hope to reincarnate. However, what if the style of the 1980s reappeared in the future? Like in the 2080s? That would be kind of awesome, actually. Or maybe it would be more bodacious or tubular. In any case, some things never go out of style. Things like attacking your fellow racers as they try to pass on the left with their NOS and dangling repair arms. Just me?

Neon Knights 2086 (here forth known as NK) is a car racing game of customization and street battle. The game essentially takes place over three race weeks (rounds) with each week being divided into a preparation period and then the race day itself. The winner of NK is not necessarily the driver who crosses the finish line more often, but rather the driver who wisely invests in upgrades and tempts Lady Luck to be on their side during crucial dice rolls.

DISCLAIMER: We were provided a copy of this game for the purposes of this review. This is a retail copy of the game, so what you see in these photos is exactly what would be received in your box. I do not intend to cover every single rule included in the rulebook, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy online or from your FLGS. -T

To setup, separate and shuffle each different-backed deck of cards, set them on the board in their places, and display the number of cards equal to the card spaces on the board. Give each player components in their character color, the matching play mat, and starting car parts to be tucked under their mat. Determine the starting player who will construct the first race course out of the provided map chunks and the game may begin!

Again, I will not be explaining every rule in the game as there are just too many to cover, but the game is played over three weeks. During the preparation days leading up to the race on day 7 (Sunday I guess), players will be taking actions to draft upgrades to their cars, or implants into their driver’s BRAIN, getting themselves sponsored so they can make bank come pay day, and also accepting bets on how each driver can earn a little extra on the side come race day.

Each day leading up to the race will allow players to complete one action, and pay day is on Day 5. This is when players will be paid out by their sponsors thus allowing players more spending power at the various upgrade shops. However, Race Day looms ahead and drivers will be making sure they have the best car they can afford because racing is a matter of life or death.

During a race, players will be choosing their initial speed and traveling the course attempting to finish first to gain points, but also to inflict damage on opposing cars and trying to complete their bets they’ve made. Cars will typically travel the number of spaces that the driver has chosen as the speed for the turn, but along the way the cars will be passing over neon lights in the street that are colored according to the suggested speed to overcome them. Go too fast and players will need to roll damage dice to simulate clipping a curb or smashing into a building corner. Go the correct suggested speed or less and pass over the lights no problem and with no damage dice to roll. Of course, car upgrades can assist with this.

When cars end their turn on a space with another car, a battle ensues and damage is calculated. Also, either before or after movement a car can decide to use a weapon on a rival car in range of their weapon to inflict extra damage. After all, a well-damaged car must screech to a halt and possibly use precious resources to repair the damage. Races are flat out bonkers but are the crux of NK. The winner of NK is the player who can amass the most VP at the end of the game and will be able to run a victory lap in the streets.

Components. This game is one of those hefty 12×12 boxes that is packed with goodies. The board is huge. The player components are beautiful and amazing. The player mats are great and laid out really well. The big chunky street map tiles are big and chunky. The colors are perfectly ’80s and perfect for a board game. I have no issues at all with the components. Oh wait, just one little eensy weensy complaint. I wish the font in the rule book was something of the serif variety instead of block all-caps. I felt as if I were being scolded for reading the rules.

All that said, I find Neon Knights 2086 to be a beautiful and relatively quick-playing racing game with the added bonus of car customization akin to that of creating an RPG character (and everyone knows that’s the best part of RPGs). The prep days are super fast to play through because you are basically just taking cards from the offers or drawing cards from the face-down decks to improve your ride, or repairing your car from previous races, and negotiating with sponsors to get those sweet gigs.

The racing, however, is where the game play takes off. It’s here that all the planning and optimizing is put to the test. It’s here where you discover that some of your “upgrades” just ain’t cuttin’ it, and need to be upgraded further. Hopefully a new sweet (and affordable) weapon will come out during the week. Maybe a new sponsor will enter and entice you with tons of money. And then it’s Race Day and you can take your rig out to demolish the competition. Ahh sweet demolition.

This game was a big surprise for me for several reasons. First, I didn’t realize how much I actually enjoyed some of the things from the ’80s. Those colors are just so dang beautiful. That design. So good. But also I just don’t play a lot of car racing games so I was skeptical at first. I’m not a fan of NASCAR so obviously I won’t like any car racing game, right? At least that was my initial thought. Neon Knights 2086 may just have piqued my interest in trying out some other racing titles in the future. For these reasons, Purple Phoenix Games gives this one a bruised 8 / 12. If you are aching for a racing game with battles in the streets and customization in the sheets, check out Neon Knights 2086. I am now a believer, and can’t wait to play this one many more times.
  
Asator
Asator
2021 | Miniatures
Vikings. Raiding and pillaging and dragon riding. That’s about the extent of my knowledge of the ancient(?) civilization that so many people go bonkers romanticizing. Okay, so they didn’t REALLY ride dragons, but How To Train Your Dragon is great and the game I am previewing today also includes dragons, so I’m rolling with it. But how does this Viking game play and compare to its inspirations?

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

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


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

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

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


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

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

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

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

All in all this game is a great example of combining a couple sets of mechanics that wouldn’t be expected and creating a great gaming experience from them. I invite you to back the game on Kickstarter when it goes live if you are looking for that special game that is unlike many others you currently own. If the art were spruced up a bit I would be fawning all over it, but even without impressive art I still find I have the twitch in my brain to play it again and again. I wonder how many natural 20s I can roll in a game. Great, now I want to set it up and see…
  
Star Saga
Star Saga
2017 | Miniatures, Science Fiction
Dozens of miniatures (3 more)
Great detail
Great looking system
Customisable and adaptable
A couple of miniatures are slightly too flexible (minor damage) (1 more)
Limited replayability without going "alone"
Initial impressions and first play
I managed to pick up a copy of Star Saga by Mantic, initially because I wanted the accessories more than the game.

I opened the box and was blown away by the quality and quantity of the miniatures as well as the accessories. We are talking dozens of characters with great sculpts, as well as the doors and consoles etc which look fantastic (and to get these alone is a significant cost). Additionally, you get a couple of dozen deck tiles, which are perfect for many sci fi miniatures games, and can be used separately to the in-box missions, if you wanted to go it alone/freestyle for other players.

I watched one of the Play Through videos on YouTube, and decided to try it myself. The rules are pretty clear and easy to follow, and it does help that the first 2-3 suggested moves are spelled out in the rulebook.

The first mission is a 1-2 player mission; you can literally play the game on your own, and there is enough flex in the Nexus (read- GM) cards to give an unknown quality to the game. Controlling one Character only, it is fully meant to get you used to the game.

First time I played, I rolled poorly (with 4 dice, usually failing to hit, or having my hits blocked by armour/scenery) and eventually got swamped by lesser minions. The second time I tried it, I managed to get through to the objective and complete it; having said that, the first loss was still useful as it meant I could see what impact damage and wounds had on the character.

The second mission is a larger mission, controlling several characters with different rules, with locked doors and more enemies - the rulebook also suggest if you have 2 copies of the game, to play the 1st and 2nd missions at the same time - although I actually think there is enough pieces to play the 2 together from the one box with minimal adjustment (maybe a slightly shorter corridor, for example).

In short, although it doesn't have the same "freeflow" as something like the old gem Warhammer Quest, it is close, and is a great sci fi dungeon crawler. There are also lots of expansions, but I need to defeat these bad guys first...
  
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KalJ95 (25 KP) rated the PlayStation 4 version of STAR WARS Battlefront II in Video Games

Jun 10, 2020  
STAR WARS Battlefront II
STAR WARS Battlefront II
2017 | Shooter
Star Wars Immersion At Its Finest. (2 more)
Multiplayer Is Feels Fluid, Bouncy And Satisfying.
Frequent Updates Have Saved The Game.
Sometimes Buggy. (1 more)
Campaign Is Short, Bare and Repetitive.
Can EA Redeem Themselves? (2020 Update Review)
I will begin this by telling you a story. Back in 2016, I bought EA and DICE's STAR WARS Battlefront for £25, feeling like a got a pretty good bargain. Little did I know at the time that this was an EA project, I had very high hopes after spending hundreds of hours of my childhood playing the original, Battlefront and Battlefront II, on my original XBOX. To me, along with KOTOR and Rogue Squadron II: Rogue Leader, were the pinnacle of how good a STAR WARS game could be. I played four hours of this remake, and realised how much of a mistake I had made. I subsequently put the game on eBay, with the description, “Please take this abomination from me before I throw it at the wall!”. It sold for £9. Worth it.
Once I discovered EA and DICE were doing a sequel, I knew this was to be avoided at all costs. Upon launch, Battlefront II was slammed by critics and fans for various reasons, including a loot based system that gave a player a clear advantage over another, and a story which was so short and bare boned it barely even passed four hours. A complete disaster all round. Yet, a new hope arose. Frequent updates have come since then, and all updates have been free for players as a sorry for all the mistakes both companies have made with the property. So, with all this information in the past, I received Battlefront II as a free game with PlayStation Plus for June. A what a treat it is.

STAR WARS Battlefront II is a well improved shooter over its 2015 release, and an all round excellent game, and this is down to its updates being made free to all its players. Battlefront II must be broken up into parts in order to properly get a fair review, so let’s start with the campaign.

Narrative:

The story follows Iden Versio, an Empire Commander who’s morals are tested and sides are divided once she discovers the truth behind her allegiances as the story goes on. The campaign is the weakest part of the package, roughly taking around four to five hours to complete, and the missions feel the same; go to objective, kill enemies, find other objectives etc. The formula gets mixed a few times to introduce iconic heroes and villains through this timeline of STAR WARS history. Average would be the perfect word to describe this aspect, it doesn’t try anything new or experiment, and thats a shame because they introduce some new ideas that could of shaken up the story a little. They did add an expansion called Resurrection, following on some years after the campaign. Again, its too short for any real substance or replay value. Arcade mode is fun enough too, pitting you against different tasks for the Light and Dark side. Each one puts you with different Heroes, Villains or Soldiers, as you fight against a numbered amount of enemies. It all is enough to satisfy for a couple of hours, but if you're buying Battlefront for single-player purposes, don't bother.

Multiplayer:

The Multiplayer is fantastic, immersion filled experience fans of STAR WARS will love. I’ve recently lost a lot of love for the franchise, but this game has made me remember why I loved it as a child. The combination of John William’s score, the fluid gunplay that bounces with every successful hit, mixed with the amazing environments of each world and excellent sound effects. This makes it absolutely flawless. It features various different game modes to choose from, my personal favourite being Co-op missions, all your standard multiplayer shooter modes. Unlike before, where you had to buy the STAR WARS characters you want to play as, you now have to earn points during battle to play as them. The system works as you feel you’ve earned the way to play as, for example, Luke or Han. Sometimes it feels a little buggy in places, especially in modes with forty players, but it never ruins the overall game.

The issues, which they’re are many, occur in multiplayer frequently. The Galactic Assault is messy, and frustrating most of the time due to wonky controls. It feels like the controller doesn’t work for the ships, but works perfectly for the on-ground assaults. I did try this mode a number of times, and the same things happened again and again.

The package is finely finished with some great customisation options for your troopers and also the main characters of the franchise. The sheer number of characters in the roster is staggering. Some choices, like BB-8, feel a little shoehorned, but weirdly they all feel different, with their own unique perks. As a whole, it feels like for once EA has decided to put the consumer first with their product, rather than thinking of the money. They’ve taken the time to issue an apology for the awful services they’ve been providing, by putting a product they know the fans will love. I never thought I would say it, but props to DICE and EA. You’ve redeemed yourselves, for now.
  
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Hannah May (3 KP) rated Rolling Dice in Books

Mar 8, 2018  
RD
Rolling Dice
6
6.0 (1 Ratings)
Book Rating
Contains spoilers, click to show
It maybe because I was struggling with my work load and social life, that I found it difficult to really get into this story. The Kissing Booth and Out of Tune hooked me from the first word. I'm saddened to admit that Rolling Dice did not. There are a number of things about this novel that really let it down. The first, I think, is the lack of character development. Throughout the novel, I was waiting for Madison to grow some back-bone, maybe some common sense, especially when it came to Tiffany and Bryce. I have been in Madison's shoes. I have made friends with people who, in their own sly way, put me down and made me feel small. And I put up with it, because I was too timid to say anything, because I was afraid of losing the only people who wanted me around, or who wanted to be my friend. I guess some part of me wanted her to learn from my mistakes and do things differently. I was satisfied, however, when Madison kept refusing Bryce for sex and told him he was being a jerk. I was not surprised, when he cheated. He annoyed the hell out of me! Madison was too much a damsel in distress for me; always worrying, always looking back, reminding herself of the pain and humiliation she endured in Maine. She may have reinvented her appearance, but NOT her emotional and mental state. Those are the things that need to change first. Everything else can wait. I would have also liked to see more back story on Madison's life in Maine and the death of Dwight's father. That would have been MOST interesting!The second was the plot. I liked the idea of "new girl comes to town and struggles to find her place at school," but I would have liked to see more conflict. I would have liked to see Madison really struggling with her feelings and loyalties, both for Tiffany and Co. and Dwight. The lastly was the ending. I was disappointed. Madison retreated to New York to escape the drama. What seemed like a good move at the time, only put her back RIGHT where she started. That was the time to show everyone what kind of person she was and not be intimidated. Instead, she ran away. Not happy with the ending at all, but it was redeemed by the rekindle of Madison and Dwight's friendship/ relationship, whichever it turned in to. Overall, not her best book, but I did enjoy Reekles' writing style, language and in depth understanding of high school life and everyday teenage struggles.
  
Solo: A Star Wars Story (2018)
Solo: A Star Wars Story (2018)
2018 | Action, Sci-Fi
Let's be honest, Solo was getting un-earnt hate from the minute it was announced. "No one asked for this" was thrown around often. "It's not Harrison Ford" was another one, and as a result, it was met in release with a fair amount of vitriol, and underperformed at the box office (apparently, still made shit tons of money...)
This is a great shame in my opinion. Solo isn't a perfect film by any means but it's still a fun and enjoyable sci-fi adventure.

Seeming as the plot revolves mainly around Han Solo, who of course is a huge staple character in the original trilogy, set after this one, the stakes are relatively low, and this gives the film room to relax a present us with what is essentially a heist movie, just one thats set in the Star Wars universe.

Alden Ehrenreich is fine as the titular Solo. He isn't trying to just copy Harrison Ford, but still provides something that feels familiar, whilst giving his own take on the character.
Donald Glover is pitch perfect as a young Lando Calrissian, and is arguably the highlight cast member.
It's great to have the likes of Thandie Newton and Woody Harrelson involved as well.
As I've said in my GoT reviews, I've always struggled to full get on board with Emilia Clarke, and it's no different here. She's just kind of there, and I honestly feel that the film wouldn't have suffered to greatly without her character.

My main gripe with Solo is the constant need to over explain everything - ever wondered how Han got his blaster and jacket? No? Well tough shit because we're going to tell you! Ever wondered where he got those dice that hang in the Millennium Falcon for like two seconds in one of the films? No? Shut up and watch dammit. Ever wondered why Han's second name is Solo? No? Well fuck you, because you're about to find out (and it's horribly cringey) Ever wanted to see what the Kessel Run is that Han spoke about once in the history of Star Wars? Well, maybe, kind of, but surprise, ITS A BIG CGI SQUID HAHAHA.
Any mystery and intrigue that you may have about Han Solo is explained away in incessant detail to the point where it becomes quickly tiresome. Not everything needs a back story dammit.

Honestly though, Solo could have been soooo much worse, but as it happens, it actually decent. It's not perfect as I mentioned, but I would happily take it over episodes 8 and 9. If you're one is those fans who have just straight up refused to watch it for some reason, stop being a silly goose and give it a go.