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Purple Phoenix Games (2266 KP) rated Tiny Epic Quest in Tabletop Games

Jul 29, 2019 (Updated Jul 9, 2020)  
Tiny Epic Quest
Tiny Epic Quest
2017 | Adventure, Dice Game, Fantasy, Video Game Theme
Our next review in the Tiny Epic series is Tiny Epic Quest! I know that we have not been reviewing them in chronological order of release – we are kind of just reviewing them in the order we have discovered and played them. Every Tiny Epic game has its own place in the family, so how does Tiny Epic Quest fit in? Keep reading to find out!

A world at peace has been thrust into chaos once more as mysterious portals have opened across the lands, spewing forth treacherous Goblins! The citizens need heroes – and that is your specialty! Traverse the lands to fight Goblins, learn magic spells, and delve into ancient temples to find powerful artifacts to aid in your battle for good.

Disclaimer: I do not intend to rehash the entire rulebook in this review, but give a general overview of the rules and the gameplay. If you want to read the rules more specifically, pick up a copy of the game at your FLGS or directly from the publisher. – L

Tiny Epic Quest is a game of area movement, dice rolling, and push your luck, in which players are trying to amass the most end-game victory points. How do you earn VPs? By completing quests, fighting Goblins, and learning spells! A game of Tiny Epic Quest is played over 5 rounds, and each round is broken into 2 phases – the Day Phase and the Night Phase. The Day Phase consists of 4 turns where you will can move your heroes. A turn plays out like this: the starting player selects one of the 5 available movement cards and moves 1 hero according to those restrictions. Following clockwise, each other player may move 1 hero in the same manner, or choose to Idle and not move. Once everyone has moved or idled, the next turn starts and play continues as before. After 4 movement cards have been performed, the Day Phase ends.

Moving on to the Night Phase, players have the opportunity to perform the actions associated with the card regions onto which they moved during the Day Phase. If you moved to a Goblin Portal, for example, you now have the chance to fight. On your turn in the Night Phase, you will roll the Adventure Dice and resolve them in an attempt to complete your goals – defeating goblins, completing temples, or learning spells. Quests can be completed in either the Day or Night Phase, depending on the requirements. When you complete a quest, collect the card and hang onto it for end-game scoring. The Night Phase ends when all players have opted to Rest (either by choice or by becoming exhausted), and the round is over. Perform the round resolutions (refill goblin portals, etc.), and then continue on to the next round. After 5 rounds, tally up your VPs, and the player with the most is the winner!

For such a ‘tiny’ game, Tiny Epic Quest definitely has a lot going on. The amount of strategy required for this game is pretty intense. You not only have to decide where to move your heroes, you also have to think about what you want to do and how you want to earn your VPs. Do you want to take a combative approach and try to kill as many goblins as possible? Do you want to try your luck at learning high-level spells? Or is your strategy dictated by the current quest cards in play? Not only do you have to figure out your own strategy, you are also trying to figure out how your opponents are playing as well. Will you try to beat them to a temple first or will you let them do their own thing as long as they don’t interfere with your plans? There is no single right way to play this game, and that’s what makes it so engaging and fun with every play.

That being said, this game also has a fair amount of push your luck in the form of the Adventure Dice. Not all of the die faces are beneficial to you, and they are resolved in a specific order. Damage always is dealt to you first, and if you take too much damage, you immediately become exhausted. When that happens, all of your heroes are returned to your starting castle, and any progress you had made on goblin fights, temple tracks, or spell-learning is lost. You really have to be thinking about how far you are willing to go, and if it is worth one more roll of the dice to risk success or complete failure.

Tiny Epic Quest is kind of a double-edged sword for me. I enjoy games that require decent strategy, but I also am not too fond of push your luck games. This game can sometimes feel like it’s working against you – all of your strategic setup in the Day Phase could be undone with some unfortunate dice rolls in the Night Phase. No matter how solid your strategy is, the dice will ultimately seal your fate. Don’t get me wrong, part of the fun of Tiny Epic Quest is figuring out how to bounce back after a poor Night Phase. But dice can be brutal sometimes and that can take away from your enjoyment.

So where does Tiny Epic Quest fit into the family? I would say it’s a cousin that you like, but don’t see too often. I enjoy playing this game from time to time, but it is definitely not my go-to Tiny Epic game. The rulebook could use some simplification, and for being a Tiny Epic game, it is kind of a table hog. Some of the strategy for me is negated by the dice-rolling mechanic, but it could also be because I am a notoriously bad dice roller… Would I recommend Tiny Epic Quest? Ultimately, yes I would. I may not personally like some of the aspects of play, but the game itself is engaging and entertaining. If you haven’t checked this one out yet, give it a shot! Purple Phoenix Games gives Tiny Epic Quest a valiant 9 / 12.
  
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Lee (2222 KP) rated Shazam! (2019) in Movies

Apr 8, 2019 (Updated Apr 8, 2019)  
Shazam! (2019)
Shazam! (2019)
2019 | Action, Sci-Fi
Shazam is the latest DC superhero to land himself a standalone movie and continues to highlight the fact that these self contained DC offerings really do seem to be a lot better than their rushed ensemble movie output. It also shows how much better they can be when straying from the traditional dark DC gloom and deciding to inject a bit more humour and fun into it all. Aquaman recently showed just how much of a box office success that formula can be, Wonder Woman before it to a certain extent, and although Shazam does certainly have some dark themes and moments, it’s ultimately a lot more fun than either of those.

Shazam does take it’s time in introducing our superhero though, not to mention our super-villain, and the result is a much more grounded and believable movie. We begin with young boy Thaddeus Sivana, traveling by car with his elder brother and father. It’s the first of a number of dark scenes involving the Sivana family, really helping us to get a better understanding and appreciation of the man he later becomes and the motivation that drives him. We then head to present day Philadelphia, where 15 year old Billy Batson is using whatever means possible, legal or otherwise, to try and locate the birth mother he became separated from as a young boy while at a crowded funfair. Since then, Billy has been in the foster care system, and now finds himself in the care of Victor and Rosa – former foster kids themselves, who now run a home for a small group of foster children. Billy is sharing a room with Freddy, a disabled boy with an interest in superheroes and the proud owner of some pretty cool superhero memorabilia, including a batarang from Batman and a genuine bullet, flattened from having bounced off the man of steel himself! The foster home is a pretty close knit group and Billy initially struggles to fit into this large new ready made family.

And then one day, while on the run after standing up to a couple of older kids who were bullying Freddy, Billy finds himself transported to a dark mysterious cave where he inherits the powers of aged wizard Shazam (Djimon Hounsoul). The wizard is the last Shazam, currently protecting the world from an invasion of the Seven Deadly Sins, but now so weak that he must transfer his powers to someone who is true of heart. Absorbing his power, Billy becomes a grown up superhero (Zachari Levy), but by saying the word Shazam he is able to alternate between his teen body and that of the mighty superhero whenever he wants.

Once he manages to convince Freddy that he is in fact Billy and not some crazy guy in a suit, they have a lot of fun trying to work out which powers Shazam actually has and how to best make use of them. If you’ve seen the trailer, you’ll know that this is where a lot of the fun lies within the movie and it’s definitely very entertaining. But Billy eventually begins having a little too much fun for Freddy’s liking, and when all he is doing is skipping school to go shoot off lightning bolts for a gathered crowd, Freddy becomes frustrated that he is wasting his gift. With great power comes great responsibility and all that. Meanwhile, young Thaddeus Sivana has now become Dr Sivana (Mark Strong), acquiring some pretty impressive powers of his own and forging his own dark path in a scene which really pushes the 12A age rating for the movie. All his life, Sivana has been seeking the power that Billy has now acquired, so when this larger than life hero shows up, goofing around and not really taking that power seriously, Dr Sivana goes after Shazam to try and take the power for himself.

From there, the rest of the movie is pretty much a cat and mouse chase between Sivana and Shazam across the city, up in the sky and down on the streets as they smash through shopping malls and buildings before culminating in a fairground showdown. It’s actually a lot more fun than it sounds, although the whole movie could probably benefit from having about 10-15 minutes cut from it. Also, the dark threat introduced so shockingly earlier on in the movie, suddenly doesn’t become so shocking or menacing towards the end. It’s indicative of the tone of the movie as a whole really, trying to remain rooted in the traditional DC gloom, but striving for family friendly box office success. These are all very minor negatives for me though – overall Shazam is a lot of fun and very lighthearted, with a lot to say about the importance of family. And the Boardman family had an absolute blast watching it!
  
The Space Between Us (2017)
The Space Between Us (2017)
2017 | Action, Sci-Fi
Story (2 more)
Characters
Making you feel connected to the Movie
Zero Consequences (1 more)
Timing of events
Fun and Exciting From Start to Finish
From the start of the movie it really grabs with how the world is perceived today. The earth is becoming a place that is environmentally unfit to live. Although it seems that the time doesn't really show that there is an urgent need to move off the planet.

The story starts with a group of astronauts leaving for Mars to test the living capabilities and seeing if we can survive. What we end up getting is a story about a boy born on Mars and not being able to leave the planet because he would be able to survive earth's atmosphere. You really feel for Gardener through out the movie because of how trapped his life feels. He only has one friend that is a robot and other that lives on earth and can only chat through computer. I know you have to give this kid a love interest, but he is supposed to be a secret. I don't know how he found his way in to a chat site that would give him access to earth, but they should have tried a lot harder. He knew he was a secret but he really could have told her everything.


Once he got to earth he found her really easily. For someone who has never been to Earth I find it hard to believe he could find his way around with no help.


Once he did find her it was nothing but stealing cars and running from the cops till they found his dad. Which no one got in trouble for.


With all the unrealistic plot points and timeline that really didn't fit. The story behind it all was very well told and was very enjoyable. The chemistry between all the actors and actresses was fantastic. The movie really did grab you and pull you in and allow you to feel for these characters. I like any movie that keeps in and focused.


I recommend that everyone see this movie if you like a little tug at the heart strings.
  
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Kristy H (1252 KP) rated Limelight in Books

Apr 27, 2018  
Limelight
Limelight
Amy Poeppel | 2018 | Fiction & Poetry
7
7.0 (1 Ratings)
Book Rating
Fun & engaging read
Allison and her family move to New York City from Dallas for her husband, Michael's, job. At first, Allison is excited--ready for the glitz and glamour of the city. Instead, she finds herself and her family (including her three children) living in a cramped small apartment within a high-rise building. She has no friends and no one to confide in and shortly after moving, she loses her job. Things go from bad to worse when she hits an empty parked car outside her son Jack's school--right in front of the judgemental eyes of all the other mothers. The note Allison leaves leads her to a fancy penthouse, which she finds occupied by young pop star, Carter Reid. Allison doesn't see Carter as a pop star, however: she sees an abandoned kid, friendless, without parents, and about to ruin his career by backing out of the Broadway musical in which he agreed to star. Somehow, Allison becomes involved in Carter's life and as she does, she finally finds a reason to embrace New York.

This was such a fun book and such an engaging read. Now, at first, Allison is adrift in New York and in the beginning of the book, I was so frustrated with the abuse she took from Carter that I was a bit annoyed with the story. But Poeppel gets you past that pretty quick. The entire book is humorous, as it's filled with funny moments with Allison, her family, and the cast of supporting characters. Howard, a security guard Allison helps tutor, particularly shines, as does Owen, Carter's butler. Poeppel is very adept at capturing the individual voice of each of her characters. I loved Allison's kids, too. I fell for her eldest daughter, Charlotte, because I could have been her 20 years ago (geez I'm old), but teenage Megan and funny, quirky Jack were awesome too. The characters truly become like family.

Even if Allison frustrated me at times, with her coddling of Carter, I certainly found her relatable. The fact that she wasn't a morning person, her love for her children yet inability to always know what was happening in their lives, and her closeness with her own mom. She comes across as a real person, and I was incredibly impressed at how well she handled Carter and the celebrity world. The theme of family runs across the book--not just Allison's family, but how the disparate characters in the novel become their own family, and you really find yourself rooting for Carter because of it.

And, indeed, the magic of the book is how it transforms Carter. In the beginning, I couldn't believe anyone would like this kid, but as you read on... well, let's just say you will be rooting for Carter Reid. Poeppel captures Carter so precisely--his mannerisms, his dialect, his voice--it's amazing. It's easy to picture him, and he grows on you, for sure. By the end of the novel, you may feel a little misty. Sure, it's sometimes easy to see where things may be going, but that's OK, because it is such a rather enjoyable ride to be on. Plus, you never know exactly what wrench Carter is going to throw in Allison's carefully laid plans.

Overall, I really enjoyed this one. It started off a little slow, and I was initially frustrated with Carter's behavior (and Allison's acceptance of it). However, the book then takes off, and I was quickly immersed in the well-written characters and the arc of the story. It's such a fun book in so many ways--and touching too--plus there's a celebrity aspect that gives it an enjoyable twist, and you often feel like you're in NYC on a Broadway set. Definitely an enjoyable read.
  
Sir Apropos of Nothing
Sir Apropos of Nothing
Peter David | 2001 | Science Fiction/Fantasy
10
10.0 (1 Ratings)
Book Rating
Shelf Life – Sir Apropos of Nothing Skewers the Hero’s Journey
Contains spoilers, click to show
Fantasy and satire are two of my favorite genres in any medium, but especially so in books. Satirical fantasy, then, holds a special place on my shelves. I grew up on Sir Terry Pratchett’s Discworld series, and desire to imitate him and his style is what led me in middle school to begin writing in earnest, for fun, and for myself rather than just for my teachers and their assignments.

So when I picked up Sir Apropos of Nothing, I did so based on the title pun and the back-of-the-book synopsis that promised “a berserk phoenix, murderous unicorns, mutated harpies, homicidal warrior kings, and – most problematic of all – a princess who may or may not be a psychotic arsonist.” I expected another lighthearted riff on the familiar archetypes. Murderous unicorns? Unicorns are not typically described as such! Oh teehee, how unexpectedly humorous!

Sir Apropos of Nothing is a satirical fantasy, just like it promised, though at times it’s hard to tell how much of the story is played for laughs and how much is played straight. See, the thing about satire that’s easy to forget at times is that it’s not synonymous with buffoonery. Make no mistake – Apropos is a funny book, full of witty dialogue and groan-inducing puns. It’s a book that takes great delight in lampshading traditional fantasy tropes and archetypes, as well as the entirety of Joseph Campbell’s Hero’s Journey idea. But it is not always a silly lampshade; sometimes a cliche or trope is pointed out to have its inherit ridiculousness laughed at, and sometimes it is pointed out because it is causing real and lasting pain or damage, either to the society in which it is set or, more often, to the titular Apropos himself and his ever-degrading esteem of both the people around him and himself.

The tone, at first, is hard to pin down. The story starts in media res with the main character being caught by a knight while in mid-coitus with that knight’s wife and escalates from there. The second chapter opens with a fourth wall-breaking narrative admission by Apropos himself that this was done with the express purpose of catching your attention, and now we’re going back to cover Apropos’s childhood, which ends up being equal parts dark, tragic, punny, and conveniently trope-filled – all of which Apropos, as narrator, approaches with the same resigned, blasé outlook.

If this sounds a bit jarring, well, it kind of is. Early on, I wasn’t sure what to think of where the story was trying to go or what I was expected to feel about it. After the first turn from cliché to dark and visceral to light and punny, all within a few pages, I caught myself thinking, “Crap, is this book gonna try and mix goofy jokes with serious drama and thoughtful moral quandary?”

The answer is yes. And it pulls it off fantastically.

This is due in large part to the interesting depths of the antihero, Apropos, who seems to be so named purely for the joke in the title. In Apropos we see a deep sense of justice and rightness that is entirely eclipsed by an even deeper cynicism and an unshakeable instinct for self-preservation. His life is objectively terrible, but rather than brood and lament, he adjusts. He keeps his head down when he can, weathers abuse when he can’t, and learns to deal with the constant shit storm, all the while bottling his growing anger and resentment at a world that would allow such amounts of suffering and hypocrisy to go unchecked. The fact that he himself becomes a selfish, hypocritical, and generally awful person is not lost on him, and the result is a flawed, unheroic, pathetic coward of a protagonist, a magnificently multifaceted bastard who doesn’t spare even himself from his vast and withering contempt.

And it’s a blast. It really is. Apropos is refreshingly pragmatic and unabashedly pessimistic, a welcome change from the typical righteous-yet-humble heroes of traditional fantasy, or even the loveable and untalented everyman in over his head of traditional fantasy spoofs. Despite a portentous birthmark (on his ass, no less) and beginnings that are not “humble” so much as “poverty of the dirtiest kind,” Apropos is everything a hero should not be short of outright evil.

And this, as it turns out, is entirely the point. This is where the satire, funny or otherwise, really shines through. This is the crux that elevates Sir Apropos of Nothing from a generically self-aware fantasy story to an original and memorable subversion of storytelling as a whole.

Without giving too much away, there comes a point in the plot where Apropos realizes that the events surrounding his miserable life are part of a heroic tale that has been preordained by Fate and is now being epically written out by Destiny. And despite his birthmark, his tragic past, and his mother’s constant reassurances that he has some sort of great destiny hovering over him, he is not the hero. He is only a minor character. A walk-on role on the hero’s stage. A brief pit-stop along the hero’s journey. An NPC whose dreams, desires, and continued existence are so far below importance to the story as to be utterly negligible.

And once this finally clicks with him, he violently, brazenly rebels against it. He gives an emphatic middle finger to Fate’s ideas and sets about making Destiny sit up and take notice of him again. He momentarily and violently overcomes his own abject cowardice just long enough to find a way to completely wreck the traditional heroic ballad in which he lives, all on the basis that, dammit, the world owes him more than this, and nobody should be so miserably cursed as to live their entire life as a foil character.

At this point in my own reading, I didn’t know whether to cheer him on or worry about the repercussions of his actions, because he doesn’t suddenly become heroic when this happens. He’s exactly as much of a selfish, lying bastard as before, and however bad you feel for him, you can completely understand why he was never cast for this role in the first place. Add to this the complete disregard of the author for following what seems to be the obvious progression of events in favor of twists that take you completely by surprise, but still make complete sense and arise organically from the story itself, and you eventually give up thinking that you have any sense of where the story’s going or how any event is going to play out. From beginning to end, it feeds you familiar ideas and then completely subverts them, introduces clichés and then proceeds to tear them apart, and you laugh and pity and feel something the entire way through.

In short, Sir Apropos of Nothing is a book that will keep you turning page after page – not necessarily because of the gripping drama (although it has that) or because of any breezy humor (although it has that too), or because the narration itself oozes suspense (although it often does), but because, with the rapid infusion of new and creative ideas and the hidden depths of character constantly bubbling to the surface in everyone involved, you honestly never know what’s going to happen next. If you like fantasy and can stand to have your expectations messed with, Apropos is certainly apropos.
  
Throw Octopus
Throw Octopus
2021 | Abstract Strategy, Animals, Environmental, Kids Game
It’s a great sign when your 5-year-old wants to play a game over, and over, and over, and over… right? Especially if you also really enjoy playing? You never really know what to expect with new games and, luckily, this one is great… especially if you have kiddos or uptight friends.

In Throw Octopus, players are underwater city planners. Of sorts. Depending on the mode of play, players will attempt to rid themselves of their hand of seascape tiles, which depict wonky underwater creatures. The first player to shed their entire hand of tiles will be the winner!

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


To setup, chuck the tiles into a giant face-down pile and swirl them around to shuffle. Or try to riffle-shuffle, like, a thousand little cardboard tiles. Good luck. From the pile each player will choose eight tiles for their starting hand. Eight tiles, eight octopus tentacles. Coincidence? Also shuffle the Octopus Cards and place in a draw pile nearby. Flip over one of the tiles from the pile to serve as the starting tile. Youngest player goes first, and the game is ready to play!
On a turn, players will try to play one of their tiles to the ever-growing seascape being built on the table. Only by adding a tile from their hand to an appropriate place within the seascape can hands dwindle. At times a player will play a tile to the seascape depicting an octopus icon. After placing this tile, the active player will draw a card from the deck and either perform its action immediately or save it to be used at a later time (the card will instruct the players which to do). These cards could have players drawing more tiles, forcing other players to draw tiles, giving the active player the ability to manipulate tiles already placed in the seascape, or THROWING THE ADORABLE PLUSH OCTOPUS that comes with the game at an opponent. When the octopus is thrown at a player, they must immediately draw two tiles and skip their next turn. Should a player not have any other play, they must draw a tile from the pile and pass play to the next player.

As players are gaining and playing tiles to the board, the seascape is constantly changing, thus reflecting the real-life constantly-changing seascapes across the world. I may be reading too much into it. In any case, once a player places their final tile, they win and may challenge the players to a rematch immediately.


Recently added two-player rules allow for Speed Octopus play. In this mode, players are attempting to add to their own seascapes, and when they cannot play a card, they must discard a tile from their hand to their box top/bottom and draw a new tile from the shared pile. Once the game ends by players unable to play legally, points are scored for completed creatures in their personal board and negative points are earned for each tile in their box top/bottom. In this mode the cards and plushie are not used, but we house-ruled the usage of a Throw Octopus each time a creature was completed, just to further humiliate the other player.
Components. Again, this is a prototype copy of the game, but what we received was a box full of tiles, cards, and just the cutest little octoplushie we have ever seen. I really hope that all copies of the game come with this style of octopus, as my daughter immediately confiscated it the first few nights to sleep with her, no joke. I can only imagine the upgrades this will receive as a result of a successful Kickstarter campaign.

This is a silly, and sometimes frantic, tile laying game with take that and dexterity elements. Throwing the octopus and seeing the finished seascape at the end of the game are so satisfying. The art is great, and the concept is unique. I just know we will be playing this game for years to come. Again, if you happen to have littles in your your life or uptight friends, this is the game for you.
  
The Twilight Wife
The Twilight Wife
8
8.6 (5 Ratings)
Book Rating
Kyra Winthrop and her husband, Jacob, are headed to live on a remote island (in the house where Jacob grew up) to get away from it all. Kyra recently suffered a head injury in a diving accident; she hit her head on a rock and while Jacob saved her, she cannot remember the past four years of her life and is having trouble with her current ability to retain things. Kyra and Jacob hope time away, in a quiet place, will let Kyra--and her memory--heal. But once on the island, Kyra begins to remember more and more. About the accident and about her past. She has no one to rely on but Jacob, who tells her much of what she remembers are only dreams. But Kyra is convinced it's more. And what about the shadowy third figure she continually recalls from their diving accident? Kyra isn't sure who to trust, even herself, as she tries to unfold her past and recall not only her accident, but who she has been for the past four years.

This was a fascinating book that really took the premise of the "unreliable" narrator to a whole new level. What I enjoyed the most is that we learned the bits and pieces about Kyra's life, and who she was, just as she did. This made the novel very suspenseful and helped make up for any points where it seemed a little unbelievable (e.g., only forgetting exactly these 4 crucial years, no Internet on the island except at their home, etc.), or where the story felt a bit flat. Kyra is our main character, and she's interesting and complicated, with her memory loss and unknown past. She's truly trying to find out who she is. The others in the novel, mainly Jacob and a few island residents, aren't exactly characters you form an attachment to. Still, I found the book captivating and basically read the second half in one sitting: it's a very fast read, and you become easily drawn into Kyra's world.

I found the ending to be a little easy and pat, but I still enjoyed watching all the pieces come together (even if I'd guessed some of them already). The novel really truly does a masterful job at creating intrigue into Kyra's past and the various parts of her life, and how she has arrived on this remote island with Jacob (don't want to give anything away). It's a little eerie, a little creepy, and a little haunting. It was sort of a fun version of a Lifetime movie--one that had me hooked and enjoying the plot, versus rolling my eyes and changing the channel--and because I so enjoyed seeing everything come together and racing through the end of the book, it pushed my rating up to 4 stars. If you're looking for a quick suspense read, it's definitely worth picking this one up.

I received a copy of this novel from the publisher and Edelweiss (thank you!); it is available everywhere as of 12/27/2016.
  
Blokus
Blokus
2000 | Abstract Strategy, Territory Building
I was introduced to the world of modern board gaming by Travis. Every time we got together to game, I was left in awe by the amount of games I’d never heard of, but were so much fun to play! And then it finally happened – Travis pulled out a game I’d actually played before! Enter Blokus. Unbeknownst to me, I did have some experience with modern board games after all! It was one game, but still! So how does Blokus measure up? Keep reading to find out!

Blokus is a Tetris-like game of abstract strategy, hand management and tile placement. Players receive a set of colored tiles in various shapes, and take turns playing them to the board. Simple, right? The catch is that when you play a tile, it cannot be placed adjacent to your other pieces, but it must touch corners with at least one of your other pieces in play. Your tiles can be adjacent to those of your opponents, just not your own! (See picture below for reference) Play continues until no player can legally place anymore tiles. At the game’s end, if you successfully placed all of your tiles, you receive 15 points. For any tiles you were unable to place, count up the number of squares on each tile, and each square counts as a negative point. The player with the highest score is the winner!

I really like Blokus. For such a simple game, it actually requires a decent amount of strategy. As the game progresses, the available board space gets smaller – you’ve really got to be strategizing the best ways to place your own tiles while also trying to anticipate where your opponents might place theirs. There might even be a little “Take That” going on in your game if you can find ways to block your competitors while getting yourself ahead! I really like that there’s no single strategy for success – you’re always adapting to the board at any given time, so no two games will ever be the same.

Another thing I like about Blokus is that it is simple to learn, teach, and play. It can be played with pretty much all ages, which makes it a good pick for a fun family game. Blokus is a light game in terms of complexity, but that doesn’t negate the strategic implications. I think it’s a great balance of simplicity and strategy, and that makes it an enjoyable game to play every time.

If you’re looking for a family game, or even a nice little filler game, consider Blokus. It’s pretty simple, but in no way does that make it boring, in my opinion. It’s a game I’m always down to play, and one that I use to introduce people to the hobby. Purple Phoenix Games gives Blokus a poor-play-photo 17 / 24.