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Purple Phoenix Games (2266 KP) rated Villages of Valeria in Tabletop Games
Jun 12, 2019
Oh, Valeria. How I do love thee! I have reviewed Valeria: Card Kingdoms (VCK) in the past and if you read that review you learned that it is my favorite game of all time (as of the date of this composition). I actually Kickstarted Villages of Valeria (VoV) before even playing VCK so this game was my introduction into the Valeriaverse. I feel obligated to publicly thank VoV for bringing me into one of my favorite gaming universes. But, how good IS this one?
In VoV you are a Duke/Duchess being charged by the King to found a new Capital City to replace the previous one that has been ravaged by the wars played out in VCK. The King has assigned you a castle to use as your HQ and expects the most enterprising Duke/Duchess to win the day by building the most flourishing village. Will you be able to create the resources necessary to build the most attractive buildings that adventurers will want to frequent? Or will you spend your time taxing your constituents to death?
DISCLAIMER: This review focuses on vanilla Villages of Valeria. We have all the released expansions and may do a review of them in the future. If we do, we will edit this review or link to the new review here. -T
VoV uses a handful of really great game mechanics that will be familiar to some gamers, but not intimidating enough to scare off new gamers, that really work well together to create an excellent gaming experience. I will address most of them here, but please do not use this review as a replacement for the rulebook, as I will not be addressing every single rule.
VoV is played over several rounds where every player will be taking a turn as the active player until someone has built the requisite number of buildings prescribed in the rulebook to trigger the end of the game. Each player starts with a castle card that provides a wild resource of your choice when you need to pay resources to build buildings on future turns. You are also given gold and a starting hand of cards in accordance with setup rules. Setup the decks of cards and create the offer rows for each and you are ready to play!
When you are the active player you will take an action from a list of five available actions: Harvest, Develop, Build, Recruit, and Tax. If you choose to Harvest on your turn you will draw three cards from either the face-up green building cards on the offer or blindly from the deck of green building cards. To Develop you will play a building card from your hand to the back of your castle, tucked underneath and upside down, to be used as the resources printed at the bottom of the card (wood, magic, stone, food). These resources are now available to be used for the build action (think of the brown and gray cards in 7 Wonders, if you’re familiar). When you take the Build action, you will be playing a building card from your hand to be built in the tableau in front of you. Since number of buildings is the end game trigger condition, you will be trying to build buildings as much as possible. All building cards have a cost printed on the left side of the card, and those costs will need to be paid for by using the gold you possess. You can use one gold on your own castle card as it provides a wild resource to you, and you can use one gold per card you have Developed previously for their resource benefit. You may even spend your gold to use an opponent’s resources (not their castle! – also akin to 7 Wonders neighbor resource purchasing). The catch here is that you lose that gold piece to your opponent, but they will not be able to use that resource until the beginning of their turn as active player. Most buildings will have benefits printed on them that either take effect immediately or when triggered by another action. When you Recruit an Adventurer, you are using your village’s buildings to attract them to your cause. Each Adventurer’s cost to recruit is printed on the side of the card, and these costs are paid by having the matching symbols on building cards in your village. Once recruited, these Adventurers can also enact conditional abilities similar to building cards, but usually will be advantages to final VP scores. By taking the Tax action you will take one gold from the bank and draw a building card from the offer or the deck.
Now this all seems pretty easy and I have only really mentioned one form of tension by blocking opponents’ use of their own resources if you spend a gold to use it on your turn. Since you reclaim all gold on your castle and resource cards in your village at the beginning of your turn this should cause no problems, right? Well, VoV also uses the follow mechanic that has been employed by other games previously. When you are the active player you choose which action you want to take on your turn, complete that action, and then the same action is offered to your opponents for them to take at a disadvantage. Example: I choose Tax as my action, so I take my gold and my card and my turn is over. Then, going around the table, each player can decide to follow my action but are only able to take a building card as a follow action. No gold. Each action has a Lead and Follow benefit, so you are always paying attention during the game, even on others’ turns because you might still benefit from the chosen actions.
Play continues like this with active player Lead actions and possible others’ Follow actions until someone triggers the end game condition. Then everyone completes the turn and VPs from all cards in your tableau are added (including gold pieces you collected). Most VPs wins the game of Villages of Valeria!
Components. Okay, I have to admit that I have the Kickstarter Deluxe version of this game so I am only speaking from experience with that version. The cards are of really good quality. The gold tokens and active player castle token are great, but the action tracker we found a bit cumbersome to use so we just, like, didn’t. The building tracker and castleeples are great as well. The art is by The Mico, and I just love his art style, so that’s a big positive for me. Overall, the components are really really nice.
So why do I love this game? Well, it’s really a mashup of mechanics that work well for me. I love the Lead/Follow mechanic. I love 7 Wonders, so borrowing some of those mechanics and nuances is a great fit for me. I absolutely LOVE The Mico’s artwork on every Valeria game. No two games of VoV will be alike because the amount of cards that come inside the box (and growing with every expansion) gives such a diverse gaming experience that I love playing. If you like any of the Valeria games and you have yet to try Villages of Valeria you MUST find a copy. You will be drawn in by the familiar feel of Valeria and mechanics from classic games that will surely delight. We at Purple Phoenix Games give this gem a bustling 20 / 24. Long live Valeria!
https://purplephoenixgames.wordpress.com/2019/04/05/villages-of-valeria-review/
In VoV you are a Duke/Duchess being charged by the King to found a new Capital City to replace the previous one that has been ravaged by the wars played out in VCK. The King has assigned you a castle to use as your HQ and expects the most enterprising Duke/Duchess to win the day by building the most flourishing village. Will you be able to create the resources necessary to build the most attractive buildings that adventurers will want to frequent? Or will you spend your time taxing your constituents to death?
DISCLAIMER: This review focuses on vanilla Villages of Valeria. We have all the released expansions and may do a review of them in the future. If we do, we will edit this review or link to the new review here. -T
VoV uses a handful of really great game mechanics that will be familiar to some gamers, but not intimidating enough to scare off new gamers, that really work well together to create an excellent gaming experience. I will address most of them here, but please do not use this review as a replacement for the rulebook, as I will not be addressing every single rule.
VoV is played over several rounds where every player will be taking a turn as the active player until someone has built the requisite number of buildings prescribed in the rulebook to trigger the end of the game. Each player starts with a castle card that provides a wild resource of your choice when you need to pay resources to build buildings on future turns. You are also given gold and a starting hand of cards in accordance with setup rules. Setup the decks of cards and create the offer rows for each and you are ready to play!
When you are the active player you will take an action from a list of five available actions: Harvest, Develop, Build, Recruit, and Tax. If you choose to Harvest on your turn you will draw three cards from either the face-up green building cards on the offer or blindly from the deck of green building cards. To Develop you will play a building card from your hand to the back of your castle, tucked underneath and upside down, to be used as the resources printed at the bottom of the card (wood, magic, stone, food). These resources are now available to be used for the build action (think of the brown and gray cards in 7 Wonders, if you’re familiar). When you take the Build action, you will be playing a building card from your hand to be built in the tableau in front of you. Since number of buildings is the end game trigger condition, you will be trying to build buildings as much as possible. All building cards have a cost printed on the left side of the card, and those costs will need to be paid for by using the gold you possess. You can use one gold on your own castle card as it provides a wild resource to you, and you can use one gold per card you have Developed previously for their resource benefit. You may even spend your gold to use an opponent’s resources (not their castle! – also akin to 7 Wonders neighbor resource purchasing). The catch here is that you lose that gold piece to your opponent, but they will not be able to use that resource until the beginning of their turn as active player. Most buildings will have benefits printed on them that either take effect immediately or when triggered by another action. When you Recruit an Adventurer, you are using your village’s buildings to attract them to your cause. Each Adventurer’s cost to recruit is printed on the side of the card, and these costs are paid by having the matching symbols on building cards in your village. Once recruited, these Adventurers can also enact conditional abilities similar to building cards, but usually will be advantages to final VP scores. By taking the Tax action you will take one gold from the bank and draw a building card from the offer or the deck.
Now this all seems pretty easy and I have only really mentioned one form of tension by blocking opponents’ use of their own resources if you spend a gold to use it on your turn. Since you reclaim all gold on your castle and resource cards in your village at the beginning of your turn this should cause no problems, right? Well, VoV also uses the follow mechanic that has been employed by other games previously. When you are the active player you choose which action you want to take on your turn, complete that action, and then the same action is offered to your opponents for them to take at a disadvantage. Example: I choose Tax as my action, so I take my gold and my card and my turn is over. Then, going around the table, each player can decide to follow my action but are only able to take a building card as a follow action. No gold. Each action has a Lead and Follow benefit, so you are always paying attention during the game, even on others’ turns because you might still benefit from the chosen actions.
Play continues like this with active player Lead actions and possible others’ Follow actions until someone triggers the end game condition. Then everyone completes the turn and VPs from all cards in your tableau are added (including gold pieces you collected). Most VPs wins the game of Villages of Valeria!
Components. Okay, I have to admit that I have the Kickstarter Deluxe version of this game so I am only speaking from experience with that version. The cards are of really good quality. The gold tokens and active player castle token are great, but the action tracker we found a bit cumbersome to use so we just, like, didn’t. The building tracker and castleeples are great as well. The art is by The Mico, and I just love his art style, so that’s a big positive for me. Overall, the components are really really nice.
So why do I love this game? Well, it’s really a mashup of mechanics that work well for me. I love the Lead/Follow mechanic. I love 7 Wonders, so borrowing some of those mechanics and nuances is a great fit for me. I absolutely LOVE The Mico’s artwork on every Valeria game. No two games of VoV will be alike because the amount of cards that come inside the box (and growing with every expansion) gives such a diverse gaming experience that I love playing. If you like any of the Valeria games and you have yet to try Villages of Valeria you MUST find a copy. You will be drawn in by the familiar feel of Valeria and mechanics from classic games that will surely delight. We at Purple Phoenix Games give this gem a bustling 20 / 24. Long live Valeria!
https://purplephoenixgames.wordpress.com/2019/04/05/villages-of-valeria-review/
Purple Phoenix Games (2266 KP) rated Trogdor!!: The Board Game in Tabletop Games
Aug 8, 2019
I cannot possible explain to you how many hours of my college career were spent LMBO at the homestarrunner.com website. Teen Girl Squad. Strong Bad E-mails. The incredible Halloween episodes. If you know what I’m talking about, I hope you enjoyed some sense of beautiful nostalgia just now. So when I saw that someone was making a board game based on a secondary (or a thirdedary) character from one of my favorite websites from my not-so-youth I knew it would be mine someday. That day has come and I am here to report my thoughts on Trogdor!! The Board Game.
Trogdor!! The Board Game, which I’m just gonna start calling Trogdor!!, is a cooperative area burninating puzzle adventure game for only the coolest of the cool. The twist on this game, if you are unfamiliar with Trogdor or Homsar, is that the players are all essentially cultists who assist Trogdor to burninate the countryside, all the cottages, and chomp the peasants or send them to the Void.
DISCLAIMER: Though this was Kickstarted, I did not splurge on the deluxe version, so I have the meepled version and it does just fine. Furthermore, I do not intend to cover every single rule included in the rule book, 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 from the publisher directly or from your FLGS. -T
To setup the game (and I found this part tedious) lay out the countryside tiles according to one of the suggested layouts in the back of the rule book or simply wherever you want in a 5×5 grid. This is your game board now. Also place out the thatched-roof cottages, peasants, knights, and archers. Trogdor starts the game in the middle tile, prepped for his burnination run. Each player also receives a Keeper of Trogdor persona card that provides special abilities, an item card that can be used during play, and an action card that determines how many action points a player may use as well as possibly special abilities to use for the turn. Troghammer starts the game on the Trog-meter, ready to come onto the board to wreak hammery havoc on our hero.
A turn consists of two phases. The first phase has the current player drawing an action card which intimates the number of action points (AP) the player can use for actions: Move Trogdor one space orthogonally, Chomp a peasant to increase health, Burninate a tile/cottage/peasant, Burrow into a tunnel and pop out the other side, or Hide in the mountains. Movement is easy: move Trogdor one space per AP you’d like to spend. Chomping requires Trogdor to be on the same tile as a peasant, but then you can chow down on them to increase our deity’s health bar. Burninating also requires Trogdor to be on the same tile as the tile/cottage/peasant you want to burninate. The Lake tile has special burninating rules, as do thatched-roof cottages. I will also allow you to learn about burninating peasants on your own, as it is pretty amazing. Burrowing requires Trogdor to be on a tunnel tile and spend an AP to teleport to the other tunnel (a la Small World). Trogdor may also simply Hide on a mountain tile to be protected from the attackers that act during the next phase. If players to not like either the action card they were dealt or the card they drew, they may simply discard a card to take their turn with 5 AP and no special abilities.
The next phase is where the board elements do their thang. The active player will draw and play a movement card. From instructions on this card the board may spawn more peasants, will move the peasants, will move the knights and also archers. Peasants do not fight Trogdor, but they can possibly repair burninated tiles. Knights WILL hurt Trogdor whenever they pass through or end their turn on the same tile as Trogdor. Knights will also automatically repair any burninated thatched-roof cottages they pass through. Troghammer is a special knight who only comes into play once Trogdor is hurt the first time. Archers will attack an entire column or row depending on which direction they were traveling when they ended their movement. If Trogdor still has peasants on the Trog-meter (representing health), then the next player takes their turn. If Trogdor has no more health and he is hit again, he enters a fiery RAGE! I will let you discover what happens during this event also.
The players win when all the tiles, cottages, and peasants have been burninated or eliminated from the board. They lose when Trogdor is defeated and they have not completed their victory conditions.
Components. It’s always so hard to really know exactly what you will be receiving when you Kickstart a game. Especially from a company not known for board games, and which has never produced a board game. So, I was anticipating something entirely different as I was opening my box. This is what I received: excellent tiles with UV spot on each side (super fancy!). I usually don’t care about UV spot anywhere on my game, but that seems to be en vogue now, so I’ll just try to enjoy it when I can. The other cardboard bits are great too. The cards are of great quality, but I went ahead and sleeved the action and movement cards since I knew they would be handled quite a bit. The Trogeeples (jeez) all are of great quality, and I really appreciate the additional Trogdor meeples included. I had a big chuckle about that. The artwork is comical (like in a comic) and I also appreciated all the Strong Bad enhancements as well. The only negative I have about the components of the game is the ridiculous thin box of air that was included as a buffer near the insert. I threw it out, put my sleeved action and movement cards in a plastic deck box in its place and now I’m much happier.
Overall, I had such a blast playing this game. Is it mostly due to nostalgia and reverie? Perhaps. But, Bryan was playing this with us and he didn’t know anything about Trogdor or Homestar Runner. He also really enjoyed the game, so I think the level of familiarity doesn’t matter. Obviously I did not explain EVERY rule to the game, but hopefully by my quick description my readers get a good idea of how the game plays. I can honestly say that I love love love this game and will treasure it always. If/when I see this at my FLGS I may just buy up all the copies to give as gifts. It’s really good. That’s why Purple Phoenix Games give this one an MSG’d 15 / 18. Oh, and you’re welcome for my holding back of all the quotes I COULD HAVE put in this review. I could have really earned my nerd card renewal.
Trogdor!! The Board Game, which I’m just gonna start calling Trogdor!!, is a cooperative area burninating puzzle adventure game for only the coolest of the cool. The twist on this game, if you are unfamiliar with Trogdor or Homsar, is that the players are all essentially cultists who assist Trogdor to burninate the countryside, all the cottages, and chomp the peasants or send them to the Void.
DISCLAIMER: Though this was Kickstarted, I did not splurge on the deluxe version, so I have the meepled version and it does just fine. Furthermore, I do not intend to cover every single rule included in the rule book, 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 from the publisher directly or from your FLGS. -T
To setup the game (and I found this part tedious) lay out the countryside tiles according to one of the suggested layouts in the back of the rule book or simply wherever you want in a 5×5 grid. This is your game board now. Also place out the thatched-roof cottages, peasants, knights, and archers. Trogdor starts the game in the middle tile, prepped for his burnination run. Each player also receives a Keeper of Trogdor persona card that provides special abilities, an item card that can be used during play, and an action card that determines how many action points a player may use as well as possibly special abilities to use for the turn. Troghammer starts the game on the Trog-meter, ready to come onto the board to wreak hammery havoc on our hero.
A turn consists of two phases. The first phase has the current player drawing an action card which intimates the number of action points (AP) the player can use for actions: Move Trogdor one space orthogonally, Chomp a peasant to increase health, Burninate a tile/cottage/peasant, Burrow into a tunnel and pop out the other side, or Hide in the mountains. Movement is easy: move Trogdor one space per AP you’d like to spend. Chomping requires Trogdor to be on the same tile as a peasant, but then you can chow down on them to increase our deity’s health bar. Burninating also requires Trogdor to be on the same tile as the tile/cottage/peasant you want to burninate. The Lake tile has special burninating rules, as do thatched-roof cottages. I will also allow you to learn about burninating peasants on your own, as it is pretty amazing. Burrowing requires Trogdor to be on a tunnel tile and spend an AP to teleport to the other tunnel (a la Small World). Trogdor may also simply Hide on a mountain tile to be protected from the attackers that act during the next phase. If players to not like either the action card they were dealt or the card they drew, they may simply discard a card to take their turn with 5 AP and no special abilities.
The next phase is where the board elements do their thang. The active player will draw and play a movement card. From instructions on this card the board may spawn more peasants, will move the peasants, will move the knights and also archers. Peasants do not fight Trogdor, but they can possibly repair burninated tiles. Knights WILL hurt Trogdor whenever they pass through or end their turn on the same tile as Trogdor. Knights will also automatically repair any burninated thatched-roof cottages they pass through. Troghammer is a special knight who only comes into play once Trogdor is hurt the first time. Archers will attack an entire column or row depending on which direction they were traveling when they ended their movement. If Trogdor still has peasants on the Trog-meter (representing health), then the next player takes their turn. If Trogdor has no more health and he is hit again, he enters a fiery RAGE! I will let you discover what happens during this event also.
The players win when all the tiles, cottages, and peasants have been burninated or eliminated from the board. They lose when Trogdor is defeated and they have not completed their victory conditions.
Components. It’s always so hard to really know exactly what you will be receiving when you Kickstart a game. Especially from a company not known for board games, and which has never produced a board game. So, I was anticipating something entirely different as I was opening my box. This is what I received: excellent tiles with UV spot on each side (super fancy!). I usually don’t care about UV spot anywhere on my game, but that seems to be en vogue now, so I’ll just try to enjoy it when I can. The other cardboard bits are great too. The cards are of great quality, but I went ahead and sleeved the action and movement cards since I knew they would be handled quite a bit. The Trogeeples (jeez) all are of great quality, and I really appreciate the additional Trogdor meeples included. I had a big chuckle about that. The artwork is comical (like in a comic) and I also appreciated all the Strong Bad enhancements as well. The only negative I have about the components of the game is the ridiculous thin box of air that was included as a buffer near the insert. I threw it out, put my sleeved action and movement cards in a plastic deck box in its place and now I’m much happier.
Overall, I had such a blast playing this game. Is it mostly due to nostalgia and reverie? Perhaps. But, Bryan was playing this with us and he didn’t know anything about Trogdor or Homestar Runner. He also really enjoyed the game, so I think the level of familiarity doesn’t matter. Obviously I did not explain EVERY rule to the game, but hopefully by my quick description my readers get a good idea of how the game plays. I can honestly say that I love love love this game and will treasure it always. If/when I see this at my FLGS I may just buy up all the copies to give as gifts. It’s really good. That’s why Purple Phoenix Games give this one an MSG’d 15 / 18. Oh, and you’re welcome for my holding back of all the quotes I COULD HAVE put in this review. I could have really earned my nerd card renewal.
Bob Mann (459 KP) rated Star Wars: Episode IX - The Rise of Skywalker (2019) in Movies
Dec 20, 2019
Young ensemble cast actually ensembling! (1 more)
Adam Driver on great form
After 42 years - does it leave with a bang or a whimper?
This review will be spoiler-free.
And so we come to the grand conclusion of George Lucas's nine-film vision, and someone can at last put the multi-limbed behemoth in a coffin and nail down the lid. It's certainly been a bumpy ride for this latest trilogy under Disney's stewardship, with rabidly negative fan-boys getting very hot under the collar about 'their baby' being despoiled by the evil empire!
We left the end of the last film with the Rebellion in tatters, reduced to a tiny fleet of ships. (It was truly fortunate that our key players were not on any of the lost ships wasn't it?) Rey (Daisy Ridley) is progressing her Jedi-training under the guidance of a new teacher. But the presence of Kylo-Ren (Adam Driver) is forever there, and their long-distance "psycho-chats" are becoming ever more 'substantial' as the bond between them grows.
But a dark presence from the past has returned, and both are drawn to it in different ways. A showdown between the forces of good and evil is inevitable.
The pace of the film is frenetic and totally exhausting. The first 30 minutes hardly pause for a breath as we zap around from location to location. Where the film really worked better for me was in the quieter and more reflective moments. Kylo Ren is in many of these moments: one, where he visits a very dark place, is well done; and one, where he receives a special visitor, is an interlude that is surprisingly effective. Adam Driver really is in excellent form here; he's never been my favourite actor in the world, but here truly impresses.
One of the problems of the first two films in the trilogy is that it sent all the young leads off in multiple different directions. The result was that there was very little of the interplay of the first films (between Han, Luke and Leia) that made them so memorable. Here that issue is rectified and Poe (Oscar Isaac) and Finn (John Boyega) develop a close onscreen bond with much resultant banter. Ridley's Rey also gets thrown into the mix, with the result that a group hug feels at last normal and right. It's bizarre, but you suddenly realise what was missing here when - FOR THE FIRST TIME - two of the characters get introduced to each other!
A welcome inclusion is that of the late Carrie Fisher as Leia. It's actually extraordinary that they had enough unused footage to be able to weave in a full role for the character into the story. It never feels forced and there were only a few 'hugs' where I found myself thinking "I bet that's not her".
C3PO (Anthony Daniels) also gets much more screen time and has some really nice and comical scenes in here. And a new uni-wheeled robot (voiced by director J.J. Abrams) adds to both the comic potential (and the available Disney merchandise!).
One of the new characters on show is the physically impressive Naomi Ackie as the horse (or something!) riding Jannah. But she's given little to do in the plot.
Elsewhere, there are a whole bunch of famous faces cropping up. Watching the end credit roll is an "OH! That was who that was" revelation in some cases. I won't list them here, since it is delicious to go in blind and have the surprise of seeing them. But some are famous actors from screen and TV, and one is an Abrams' favourite from a past TV glory. The biggest cheer though was reserved for a certain X-wing fighter near the end of the film. A blink-and-you'll-miss-him moment, it was a white-haired appearance to treasure.
What the film does very well (or very badly if you read some reviews) is hark back to the glories of the earlier films, and particularly Episodes IV to VI. Many places are revisited or scenes re-enacted until the place is just SOGGY with nostalgia (to use an old Tom Lehrer line). Although greatly contrived, I enjoyed these scenes immensely.
Making maximum use of the opportunity, John Williams bashes out theme after theme from most of the nine films. The soundtrack really is a "John Williams Greatest Hits" collection. Williams also actually gets a cameo as well - apparently as an eye-patch wearing bar-tender in the Nepalese-like town, though I must admit I missed it. (I've seen comment online that this is his first on-screen appearance: actually not true... he was conducting the orchestra in the "bird-lady's concert hall" in "Home Alone 2").
There are also a huge number of similarities I saw in certain scenes with other cinematic releases outside of the Star Wars universe:
"Raiders of the Lost Ark" - in two particular scenes;
"Dunkirk" - but done properly!
"Dora and the Lost City of Gold" - it doesn't make any physics sense here either!
"Power Rangers" - just because of one of the characters - you'll know the one
"Harry Potter and the Deathly Hallows Part 2" - but to say more would be a spoiler!
And there are probably others I've forgotten!
One of my key issues with "The Last Jedi" was the way in which it invented mad-cap tasks, objects and people that had to be completed/found for the plot to be moved forwards. A massive and pointless diversion to a casino planet, for example, was made just to get into a secure area of an imperial vessel: something in this film they 'just do'!
This movie also suffers to a degree from the disease of 'McGuffinitis'. Where's the beacon? There's a dagger that must be found; Where's the interpreter?; etc. It's all very formulaic. But at least in this case, there is a certain logical flow that follows within the plot.
The LP soundtrack of "Star Wars" got me into a lifelong love of film music. One of the last tracks on the soundtrack of the first film was called "The Last Battle". Well, THAT wasn't true! There have been so many space battles since then that we've all lost count. But we all knew this would build to a doozy of a finale, and the film doesn't disappoint. There is utter mayhem in the skies: WILL NOBODY THINK OF THE HENCHMEN'S FAMILIES?
It all drives to a satisfying ending for me and feels like a good closure to the saga. Is it perfect? No, not at all. It really sets itself with too much to do, and then tries to do it all within the available running time. The film will - and has by looking at the volume of IMDB 1* ratings - upset a lot of the fan-boys. But, you know what? Stuff 'em! The film should be judged on how it makes YOU feel as a standalone piece of entertainment, rather than as a part of some sort of pseudo-religious cult. And I personally think Abrams did a pretty decent job here of trying to please most of the people most of the time.
(For the full graphical review, please visit One Mann's Movies here - https://bob-the-movie-man.com/2019/12/20/one-manns-movies-film-review-star-wars-the-rise-of-skywalker-2019/ )
And so we come to the grand conclusion of George Lucas's nine-film vision, and someone can at last put the multi-limbed behemoth in a coffin and nail down the lid. It's certainly been a bumpy ride for this latest trilogy under Disney's stewardship, with rabidly negative fan-boys getting very hot under the collar about 'their baby' being despoiled by the evil empire!
We left the end of the last film with the Rebellion in tatters, reduced to a tiny fleet of ships. (It was truly fortunate that our key players were not on any of the lost ships wasn't it?) Rey (Daisy Ridley) is progressing her Jedi-training under the guidance of a new teacher. But the presence of Kylo-Ren (Adam Driver) is forever there, and their long-distance "psycho-chats" are becoming ever more 'substantial' as the bond between them grows.
But a dark presence from the past has returned, and both are drawn to it in different ways. A showdown between the forces of good and evil is inevitable.
The pace of the film is frenetic and totally exhausting. The first 30 minutes hardly pause for a breath as we zap around from location to location. Where the film really worked better for me was in the quieter and more reflective moments. Kylo Ren is in many of these moments: one, where he visits a very dark place, is well done; and one, where he receives a special visitor, is an interlude that is surprisingly effective. Adam Driver really is in excellent form here; he's never been my favourite actor in the world, but here truly impresses.
One of the problems of the first two films in the trilogy is that it sent all the young leads off in multiple different directions. The result was that there was very little of the interplay of the first films (between Han, Luke and Leia) that made them so memorable. Here that issue is rectified and Poe (Oscar Isaac) and Finn (John Boyega) develop a close onscreen bond with much resultant banter. Ridley's Rey also gets thrown into the mix, with the result that a group hug feels at last normal and right. It's bizarre, but you suddenly realise what was missing here when - FOR THE FIRST TIME - two of the characters get introduced to each other!
A welcome inclusion is that of the late Carrie Fisher as Leia. It's actually extraordinary that they had enough unused footage to be able to weave in a full role for the character into the story. It never feels forced and there were only a few 'hugs' where I found myself thinking "I bet that's not her".
C3PO (Anthony Daniels) also gets much more screen time and has some really nice and comical scenes in here. And a new uni-wheeled robot (voiced by director J.J. Abrams) adds to both the comic potential (and the available Disney merchandise!).
One of the new characters on show is the physically impressive Naomi Ackie as the horse (or something!) riding Jannah. But she's given little to do in the plot.
Elsewhere, there are a whole bunch of famous faces cropping up. Watching the end credit roll is an "OH! That was who that was" revelation in some cases. I won't list them here, since it is delicious to go in blind and have the surprise of seeing them. But some are famous actors from screen and TV, and one is an Abrams' favourite from a past TV glory. The biggest cheer though was reserved for a certain X-wing fighter near the end of the film. A blink-and-you'll-miss-him moment, it was a white-haired appearance to treasure.
What the film does very well (or very badly if you read some reviews) is hark back to the glories of the earlier films, and particularly Episodes IV to VI. Many places are revisited or scenes re-enacted until the place is just SOGGY with nostalgia (to use an old Tom Lehrer line). Although greatly contrived, I enjoyed these scenes immensely.
Making maximum use of the opportunity, John Williams bashes out theme after theme from most of the nine films. The soundtrack really is a "John Williams Greatest Hits" collection. Williams also actually gets a cameo as well - apparently as an eye-patch wearing bar-tender in the Nepalese-like town, though I must admit I missed it. (I've seen comment online that this is his first on-screen appearance: actually not true... he was conducting the orchestra in the "bird-lady's concert hall" in "Home Alone 2").
There are also a huge number of similarities I saw in certain scenes with other cinematic releases outside of the Star Wars universe:
"Raiders of the Lost Ark" - in two particular scenes;
"Dunkirk" - but done properly!
"Dora and the Lost City of Gold" - it doesn't make any physics sense here either!
"Power Rangers" - just because of one of the characters - you'll know the one
"Harry Potter and the Deathly Hallows Part 2" - but to say more would be a spoiler!
And there are probably others I've forgotten!
One of my key issues with "The Last Jedi" was the way in which it invented mad-cap tasks, objects and people that had to be completed/found for the plot to be moved forwards. A massive and pointless diversion to a casino planet, for example, was made just to get into a secure area of an imperial vessel: something in this film they 'just do'!
This movie also suffers to a degree from the disease of 'McGuffinitis'. Where's the beacon? There's a dagger that must be found; Where's the interpreter?; etc. It's all very formulaic. But at least in this case, there is a certain logical flow that follows within the plot.
The LP soundtrack of "Star Wars" got me into a lifelong love of film music. One of the last tracks on the soundtrack of the first film was called "The Last Battle". Well, THAT wasn't true! There have been so many space battles since then that we've all lost count. But we all knew this would build to a doozy of a finale, and the film doesn't disappoint. There is utter mayhem in the skies: WILL NOBODY THINK OF THE HENCHMEN'S FAMILIES?
It all drives to a satisfying ending for me and feels like a good closure to the saga. Is it perfect? No, not at all. It really sets itself with too much to do, and then tries to do it all within the available running time. The film will - and has by looking at the volume of IMDB 1* ratings - upset a lot of the fan-boys. But, you know what? Stuff 'em! The film should be judged on how it makes YOU feel as a standalone piece of entertainment, rather than as a part of some sort of pseudo-religious cult. And I personally think Abrams did a pretty decent job here of trying to please most of the people most of the time.
(For the full graphical review, please visit One Mann's Movies here - https://bob-the-movie-man.com/2019/12/20/one-manns-movies-film-review-star-wars-the-rise-of-skywalker-2019/ )
Gareth von Kallenbach (980 KP) rated Cloud Atlas (2012) in Movies
Aug 7, 2019
While I am not familiar with the novel, I was not excited to review the film adaptation of David Mitchell’s Cloud Atlas. Though the Screenplay was written and directed by the Wachowskis (The Matrix) and Tom Tykwer (Run Lola Run) I did not know exactly what I was getting into. The trailer shows it as an epic sci-fi film crossing the time and lives of several stories and how everything and everyone is connected. Needless to say my curiosity was piqued. But I was nervous because I knew it would take a grand effort to keep this epic and ambitious project from falling flat. And well, I can honestly say that I am not quite sure if the combined effort succeeded.
Allow me to explain. About an hour into the film I had a young film reviewer to my left and I noticed he started to nod his head in approval at each new developing story throughout the film. To my right was a friend of mine, I would consider as an average film viewer, who at this same time I could tell was counting the minutes till the lights came up but felt trapped with nowhere to go but forward. And for me, I can see both sides of these reactions.
The plot is comprised of a multi-narrative of six stories, each with a complete beginning, middle and end. These stories are told from different timelines following a group of souls throughout the ages to show how everything is woven together and the connection between them; From the 1849 slave trader, to a young composer in 1936 Britain, to a 1973 journalist attempting to uncover corruption of the big business ruling class, to a 2012 literary publisher who’s life becomes a daring escape from a geriatric home, to a 2144 Neo-Soul synthetic learning to become human, to a post-apocalyptic tribesman trying to save his world and family… Lost yet? Believe me you will want to focus during the first hour of this film as we are introduced to the sudden shift of timelines. All of the main actors appear as varying characters of significance in every narrative, each with different accents and types of language. It is a bit of an unexpected bother to keep everything straight at first, however if you pay attention it is fairly easy to follow. This first hour is where I feel the film becomes a make or break for those actively thinking about what they are watching and the average movie viewer who is just there to be entertained and see the new Tom Hanks (Extremely Loud and Incredibly Close) or Halle Berry (Perfect Stanger) movie. For those who make it through that first hour still engaged, the film moves along at a steady pace and provides everything from romance to action that keeps you guessing and intrigued at what is next to come.
The Wachowskis and Tykwer do an outstanding job of visually fleshing out each timeline in its own visual style, especially the futuristic ones, which subtlety organize each narrative for the viewer. Additionally, there are so many talented actors in this film and it is somewhat fascinating to try and pick them out throughout the film. It is almost like a giant game of Where’s Waldo on screen as the makeup and special effects artists do a fantastic job of making the actors fit each character in every timeline. In fact, during the fourth or fifth timeline a lady in my row asked her partner if the man on screen was Forrest Gump, which was surprising because Hanks was the easiest character to pick out among them all.
Tom Hanks delivers one of his better performances in years. We watch his character’s soul transition from a sinister and vile doctor to a tribesman making the righteous choice while struggling with that inkling of evil that is the devil within us all. It was refreshing to see Hanks play parts that were not just an “everyman” that he has played in recent years.
Halle Berry’s performance is mostly average in her parts with the exception of 1973 journalist role where she is the main protagonist. Hugo Weaving channels a bit of his Agent Smith role from The Matrix as he plays a villain throughout the timelines. Hugh Grant (Love Actually) makes unexpected soild appearances throughout the timelines. With Jim Sturgess (One Day), James D’Arcy (Mansfield Park) and Ben Whishaw (who is the new Q in the upcoming James Bond film Skyfall) rounding out the cast with a young contrast to the already heavy acting handled by the bigger names of this film. Each of these young actors hold’s their own against their older more notable counterparts. Whishaw’s performance as the lead in the 1936 composer role is especially noteworthy.
The other stand out performance in the film comes from Jim Broadbent best known in the states as Professor Slughorn in the Harry Potter Films. His performance in the 1936 composer and 2012 literary publisher are excellent. The Publisher story was my favorite timeline throughout the film. Not only did it deliver some much needed comic relief to an emotionally engaging and heavy film, but it also made me care the most about the elderly characters trying to escape the clutches of the geriatric prison of a nursing home. Unfortunately, other than the aforementioned comic relief this timeline seemed the most unnecessary to the overarching story at hand.
When I left the film and talked it over with my friend I was indifferent to the film. It was not great, it was not bad either. As my friend described it, it was a movie that was trying too hard. We agreed that somewhere in the six storylines there may be a great film, but we were not sure if we watched it.
However as the days have passed I have found myself thinking about the stories constantly. More specifically about how the main protagonist played by a different actor in each narrative has the same birthmark of a shooting star that in some way symbolizes some universal soul encompassing a new shell of a body in each timeline. Like some kind of reincarnation of that soul is fighting the same revolution throughout the ages against the powerful class and illusion of natural order. Additionally how each of the central characters found themselves connected with the main characters in the stories that preceded them through some kind of medium; whether it was by an old journal, or love letters, or a written story, or film, or message of hope. These subtle insights of growth and change for this main soul leaping into a new life in each timeline has caused me to examine our world and how we as people can be truly connected to one another not only today, but throughout the ages. I want to view the film again and am inspired to read the novel in some sort of effort to better understand these concepts.
Nevertheless as a film that is almost three hours long it does its best to be an epic sci-fi film and give something for everyone. And while it succeeds in many aspects of feel, it also falls short in aspects that are probably best accomplished in a literary form. As I said above, somewhere in the six storylines there may be a great film, but I am not sure if I watched it. Or maybe I am not intelligent enough to comprehend it. Because of that I can only give it an average score. Though I believe if you ask me after a second viewing, I may be inclined to raise it.
Allow me to explain. About an hour into the film I had a young film reviewer to my left and I noticed he started to nod his head in approval at each new developing story throughout the film. To my right was a friend of mine, I would consider as an average film viewer, who at this same time I could tell was counting the minutes till the lights came up but felt trapped with nowhere to go but forward. And for me, I can see both sides of these reactions.
The plot is comprised of a multi-narrative of six stories, each with a complete beginning, middle and end. These stories are told from different timelines following a group of souls throughout the ages to show how everything is woven together and the connection between them; From the 1849 slave trader, to a young composer in 1936 Britain, to a 1973 journalist attempting to uncover corruption of the big business ruling class, to a 2012 literary publisher who’s life becomes a daring escape from a geriatric home, to a 2144 Neo-Soul synthetic learning to become human, to a post-apocalyptic tribesman trying to save his world and family… Lost yet? Believe me you will want to focus during the first hour of this film as we are introduced to the sudden shift of timelines. All of the main actors appear as varying characters of significance in every narrative, each with different accents and types of language. It is a bit of an unexpected bother to keep everything straight at first, however if you pay attention it is fairly easy to follow. This first hour is where I feel the film becomes a make or break for those actively thinking about what they are watching and the average movie viewer who is just there to be entertained and see the new Tom Hanks (Extremely Loud and Incredibly Close) or Halle Berry (Perfect Stanger) movie. For those who make it through that first hour still engaged, the film moves along at a steady pace and provides everything from romance to action that keeps you guessing and intrigued at what is next to come.
The Wachowskis and Tykwer do an outstanding job of visually fleshing out each timeline in its own visual style, especially the futuristic ones, which subtlety organize each narrative for the viewer. Additionally, there are so many talented actors in this film and it is somewhat fascinating to try and pick them out throughout the film. It is almost like a giant game of Where’s Waldo on screen as the makeup and special effects artists do a fantastic job of making the actors fit each character in every timeline. In fact, during the fourth or fifth timeline a lady in my row asked her partner if the man on screen was Forrest Gump, which was surprising because Hanks was the easiest character to pick out among them all.
Tom Hanks delivers one of his better performances in years. We watch his character’s soul transition from a sinister and vile doctor to a tribesman making the righteous choice while struggling with that inkling of evil that is the devil within us all. It was refreshing to see Hanks play parts that were not just an “everyman” that he has played in recent years.
Halle Berry’s performance is mostly average in her parts with the exception of 1973 journalist role where she is the main protagonist. Hugo Weaving channels a bit of his Agent Smith role from The Matrix as he plays a villain throughout the timelines. Hugh Grant (Love Actually) makes unexpected soild appearances throughout the timelines. With Jim Sturgess (One Day), James D’Arcy (Mansfield Park) and Ben Whishaw (who is the new Q in the upcoming James Bond film Skyfall) rounding out the cast with a young contrast to the already heavy acting handled by the bigger names of this film. Each of these young actors hold’s their own against their older more notable counterparts. Whishaw’s performance as the lead in the 1936 composer role is especially noteworthy.
The other stand out performance in the film comes from Jim Broadbent best known in the states as Professor Slughorn in the Harry Potter Films. His performance in the 1936 composer and 2012 literary publisher are excellent. The Publisher story was my favorite timeline throughout the film. Not only did it deliver some much needed comic relief to an emotionally engaging and heavy film, but it also made me care the most about the elderly characters trying to escape the clutches of the geriatric prison of a nursing home. Unfortunately, other than the aforementioned comic relief this timeline seemed the most unnecessary to the overarching story at hand.
When I left the film and talked it over with my friend I was indifferent to the film. It was not great, it was not bad either. As my friend described it, it was a movie that was trying too hard. We agreed that somewhere in the six storylines there may be a great film, but we were not sure if we watched it.
However as the days have passed I have found myself thinking about the stories constantly. More specifically about how the main protagonist played by a different actor in each narrative has the same birthmark of a shooting star that in some way symbolizes some universal soul encompassing a new shell of a body in each timeline. Like some kind of reincarnation of that soul is fighting the same revolution throughout the ages against the powerful class and illusion of natural order. Additionally how each of the central characters found themselves connected with the main characters in the stories that preceded them through some kind of medium; whether it was by an old journal, or love letters, or a written story, or film, or message of hope. These subtle insights of growth and change for this main soul leaping into a new life in each timeline has caused me to examine our world and how we as people can be truly connected to one another not only today, but throughout the ages. I want to view the film again and am inspired to read the novel in some sort of effort to better understand these concepts.
Nevertheless as a film that is almost three hours long it does its best to be an epic sci-fi film and give something for everyone. And while it succeeds in many aspects of feel, it also falls short in aspects that are probably best accomplished in a literary form. As I said above, somewhere in the six storylines there may be a great film, but I am not sure if I watched it. Or maybe I am not intelligent enough to comprehend it. Because of that I can only give it an average score. Though I believe if you ask me after a second viewing, I may be inclined to raise it.
Purple Phoenix Games (2266 KP) rated Space Plague in Tabletop Games
Mar 9, 2021
When is the word “plague” ever a good thing? We as a people have endured several plagues and none of them could be considered super great. However, what if the term plague was merely that of endearment? What if, in a fantasy sci-fi world, a plague was merely a settler of new worlds? Now you can play as a plague and be inspired by the game’s tagline: “We are many, yet we are one. We are the plague.”
Space Plague is a new game from first time designers who hail from the country of Colombia. In it players assume the command of a race of aliens attempting to colonize a newfound planet before the other races assume majority. Each race is essentially the same, and have similar tactics, but may use these tactics differently from other races. The player who amasses the most plagues from their race by the time the game ends will be crowned champion, and settler of the new world.
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, follow the instructions, as there are many steps for setup. Once complete, the game should look similar to the photo below. You will see in this photo the main board at the top, the circular world core board (in black and red), and individual board setups for three players. Of course, for this review I will be playing the purple faction: The Flat-Earthers (not that I agree with the actual group of Flat-Earthers). Each player receives the same components, just in their player color. This includes six action cards to serve as the opening hand.
Each round follows four phases: Planetary Deck, Play Action Cards, Planetary Event, and March. On the main board a Planetary Event Card is flipped at the start of each round. This will inform the players which terrain type will generate energy this turn, as well as give a glimpse into the future event that will occur once the card travels to the activation zone on the board. Once players have placed energy shards onto the requisite terrain tiles they must each choose one card to be played this turn from their hand. As each player has the same six beginning Action Cards turns may seem similar. These action cards include Producing Plague (placing a plague disc on the space furthest from the end of the terrain tile line, on top of the picture of the player’s spaceship), Producing a Captain (a stronger version of the normal plague disc), Fast Movement (allows plague discs to move twice toward the core or two discs to move one space each), Slow But Steady (allows one plague disc to move forward one space OR allows the player to place a shield disc on top of a plague to protect it from harm), and Evolving OR Getting Lucky (which allows the player to purchase an Evolution Card from the Market or to roll the energy die and place energy shards on the resulting terrain type). More action cards can be purchased at the Market and used on future turns in order to buff certain actions, abduct opponent plagues, or even create new types of plagues with special abilities.
Once all players have played and resolved their action card for the round the Planetary Event phase begins. If an event card has moved its way to the activation zone of the main board its event text is resolved now. These events signify death of plague discs if they reside on specific terrain types, allow for purchasing cards at the Market or else destroying the plague furthest toward the core, or other various and nefarious events.
When the event has been resolved the active player token is passed to the next player and the March phase ensues. Players will move each of their plague discs one space toward the core to make room for more incoming plagues and captains.
Once the final event card has made its way through each of the main board slots and past the activation zone the game will end. Players will count their plague discs that made it onto the core of the planet and the player with the most discs will win! The rules also include several tie-breakers, ending with a shared victory and a snarky, “tough toothpaste,” style of comment.
Components. Again, this is a prototype copy of the game, and components are not at all final. However, component quality aside, this game looks amazing on the table and hints at some really excellent plans for the final aesthetic. The character art and art on the cards is cartoony, but not in a bad way, and the other art in the graphic design is just stellar (checks around the room for the hook). The game feels “spacey” and “alieny” but also hip and lighthearted. I like it. I like it a lot. My hope for the final product is that the rulebook gets much more detailed, as I had to ask several questions to the designer that just were not clear or present in the rules. I am also hoping that the cards themselves will see quite a bit of beefiness added to them, as this prototype copy shipped with mega-thin cards that are delicate to handle. For a prototype, the components are good and show me what could be upon a successful Kickstarter campaign.
The gameplay is definitely something I want to discuss. I was blown away by how much fun I had playing this game! I cannot count how many times I vocalized how impressed I was with the design and how much fun I was having. I love the mechanic of giving all players the same components but allowing them to choose how to use them best for their strategies. Sometimes I felt that I need to flood my track with plagues and get them moving, while other times I wanted to just upgrade my race by using the evolution cards from the market. Those evolution cards are so interesting to use because they can change the course of the game, especially if specific cards come out near the beginning of the game.
Players can choose which world they wish to conquer at the start of each game (five were included with this copy), and each world possesses different strategies of play. That said, Space Plague definitely scores points for replayability from us.
While it was difficult to get into at first (remember all the rules questions I had), once I was able to truly learn the game it became so enjoyable, and everyone I have played with has thoroughly enjoyed it. If this is the style of game we can expect to come out of Colombia and Bamboo Studios in particular, I am very excited for the future and for the board game community as a whole. This one is a gem and I cannot recommend it highly enough. If you are looking for something a little kooky but with great art and super fun play, then it’s a no-brainer. Space Plague is a must-play at the very least.
Space Plague is a new game from first time designers who hail from the country of Colombia. In it players assume the command of a race of aliens attempting to colonize a newfound planet before the other races assume majority. Each race is essentially the same, and have similar tactics, but may use these tactics differently from other races. The player who amasses the most plagues from their race by the time the game ends will be crowned champion, and settler of the new world.
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, follow the instructions, as there are many steps for setup. Once complete, the game should look similar to the photo below. You will see in this photo the main board at the top, the circular world core board (in black and red), and individual board setups for three players. Of course, for this review I will be playing the purple faction: The Flat-Earthers (not that I agree with the actual group of Flat-Earthers). Each player receives the same components, just in their player color. This includes six action cards to serve as the opening hand.
Each round follows four phases: Planetary Deck, Play Action Cards, Planetary Event, and March. On the main board a Planetary Event Card is flipped at the start of each round. This will inform the players which terrain type will generate energy this turn, as well as give a glimpse into the future event that will occur once the card travels to the activation zone on the board. Once players have placed energy shards onto the requisite terrain tiles they must each choose one card to be played this turn from their hand. As each player has the same six beginning Action Cards turns may seem similar. These action cards include Producing Plague (placing a plague disc on the space furthest from the end of the terrain tile line, on top of the picture of the player’s spaceship), Producing a Captain (a stronger version of the normal plague disc), Fast Movement (allows plague discs to move twice toward the core or two discs to move one space each), Slow But Steady (allows one plague disc to move forward one space OR allows the player to place a shield disc on top of a plague to protect it from harm), and Evolving OR Getting Lucky (which allows the player to purchase an Evolution Card from the Market or to roll the energy die and place energy shards on the resulting terrain type). More action cards can be purchased at the Market and used on future turns in order to buff certain actions, abduct opponent plagues, or even create new types of plagues with special abilities.
Once all players have played and resolved their action card for the round the Planetary Event phase begins. If an event card has moved its way to the activation zone of the main board its event text is resolved now. These events signify death of plague discs if they reside on specific terrain types, allow for purchasing cards at the Market or else destroying the plague furthest toward the core, or other various and nefarious events.
When the event has been resolved the active player token is passed to the next player and the March phase ensues. Players will move each of their plague discs one space toward the core to make room for more incoming plagues and captains.
Once the final event card has made its way through each of the main board slots and past the activation zone the game will end. Players will count their plague discs that made it onto the core of the planet and the player with the most discs will win! The rules also include several tie-breakers, ending with a shared victory and a snarky, “tough toothpaste,” style of comment.
Components. Again, this is a prototype copy of the game, and components are not at all final. However, component quality aside, this game looks amazing on the table and hints at some really excellent plans for the final aesthetic. The character art and art on the cards is cartoony, but not in a bad way, and the other art in the graphic design is just stellar (checks around the room for the hook). The game feels “spacey” and “alieny” but also hip and lighthearted. I like it. I like it a lot. My hope for the final product is that the rulebook gets much more detailed, as I had to ask several questions to the designer that just were not clear or present in the rules. I am also hoping that the cards themselves will see quite a bit of beefiness added to them, as this prototype copy shipped with mega-thin cards that are delicate to handle. For a prototype, the components are good and show me what could be upon a successful Kickstarter campaign.
The gameplay is definitely something I want to discuss. I was blown away by how much fun I had playing this game! I cannot count how many times I vocalized how impressed I was with the design and how much fun I was having. I love the mechanic of giving all players the same components but allowing them to choose how to use them best for their strategies. Sometimes I felt that I need to flood my track with plagues and get them moving, while other times I wanted to just upgrade my race by using the evolution cards from the market. Those evolution cards are so interesting to use because they can change the course of the game, especially if specific cards come out near the beginning of the game.
Players can choose which world they wish to conquer at the start of each game (five were included with this copy), and each world possesses different strategies of play. That said, Space Plague definitely scores points for replayability from us.
While it was difficult to get into at first (remember all the rules questions I had), once I was able to truly learn the game it became so enjoyable, and everyone I have played with has thoroughly enjoyed it. If this is the style of game we can expect to come out of Colombia and Bamboo Studios in particular, I am very excited for the future and for the board game community as a whole. This one is a gem and I cannot recommend it highly enough. If you are looking for something a little kooky but with great art and super fun play, then it’s a no-brainer. Space Plague is a must-play at the very least.
Purple Phoenix Games (2266 KP) rated Gizmos in Tabletop Games
Apr 20, 2021
I have absolutely never been very good at science. At least not in school. So when I started reading the rule for Gizmos and found out it was set at a science fair I thought I was doomed. Well, turns out you don’t really need to know anything about science to enjoy this one or be decent at playing. So if you are like me and don’t remember anything besides the Mitochondria is the powerhouse of the cell, then read on about a great game called Gizmos.
Gizmos is a card drafting, energy collecting, engine building game about, well, building engines. Players will be attempting to draft machine parts from an offer pyramid and build them onto their master jalopy machine using energy marbles in order to chain actions together and maximize their turns. The victorious player is they that claims the most VP from cards and bonus VP tokens at the end of the game.
To setup, assemble the energy dispenser (the marble gumball machine looking component) and place it on the table. Fill it with all the marbles and marvel at the first six that come out into a chute display. Separate and shuffle the card decks by their backs and set out four cards of level I, three cards of level II and two cards of level III. Determine starting player and give them the starting tableau board. Each player will receive a tableau board, an energy ring, and a starting gizmo to be placed under the File section of their board. The game may now begin!
On a player’s turn they will be completing one action from the four actions printed on their player board: File, Pick, Build, and Research. The File action is used when a player chooses a card from the gizmo pyramid (from any level) and places it in their Archive – an imaginary area to the right (or even above I’ve found) their player board. At the beginning of the game players will be able to hold just one gizmo in their Archive, but as they draft and build Upgrades, this number can increase. When choosing the Pick action, the player will simply choose one of the energy marbles from the dispenser chute and place them in their energy ring. Initially rings are only able to hold five marbles, but this also can be increased on future builds. To Build a gizmo into a player’s machine, the player will spend a specific color and number of energy marbles printed on the chosen gizmo card to place the card into their player tableau. These gizmos could possibly be Upgrades, energy Converters, or upgrades to the File, Pick, and Build actions. Pay the energy marble to the dispenser supply. Players will choose to Research when they do not like the gizmos on display in the gizmo pyramid. Researching allows players to draw the top cards from any face-down level deck and choose one to either File or Build.
The game is super simple to this point, but this is where the true strategy and tactics come into play. Though there will always be nine gizmos on display during a player’s turn, the value of these gizmos are in how they are used in the player tableau. Yes each gizmo allows for some benefit, but successful players will be able to utilize these benefits to create chain reactions. When an action is spent to do a thing, gizmos in play in the tableau will sometimes link to the action, or to the placement of a certain type of card, or a certain energy type (color) of gizmo built. It is mastering these chain reactions that creates next-level strategizing and separates the players from the champions. Play continues on in this fashion until a player has built their fourth level III gizmo or their 16th gizmo in total. Count up VP from built gizmos and bonus tokens earned from built gizmos throughout the game to see who wins the science fair (is that what happens at science fairs? People win those, right?)!
Components. So the gizmo cards are fine, and the cardboard components are fine as well. The marbles are interesting and bubbled plastic (or resin, I told you I’m not great at science) and come in great colors. The true star component here is that energy marble dispenser. It is absolutely brilliant. The game comes with assembly instructions, thankfully, but once it’s built, it’s built forever. It packs neatly back into the box, and the insert is very very well done. The artwork on this is surprisingly secondary to me. In fact, I don’t really remember even looking at much of the artwork on the gizmo cards as I was playing because I concentrate so much more on the effects of the gizmos and trying to figure out my next move to really sit and gawk at the art. The iconography takes a little time to get used to, but once you have seen it in action for a few rounds, you catch on quickly. All in all, a fine set of components, but with the insert and dispenser, now a great set of components.
I adore this game! I love engine builders, and the chain reactions you can create with your gizmos are excellent and can be very powerful. You can try to generate tons of bonus VP from your gizmos, or concentrate on versatile energy marbles using a bunch of Converters, or simply go guns blazing on everything you can afford to try to blitz to 16 gizmos built. Whatever your play style, Gizmos can certainly allow you to play your way while giving you choices upon choices to make each turn.
With all these positives, I had to find a negative, right? Well, ok, yes, but it’s super minor to me here. I don’t really feel like the theme is very immersive. Not once have I felt like I am building a machine in order to win a science fair, but I do feel like I need to maximize my turn every time in order to grab more energy, or to build better Upgrades and Converters so I can grab any gizmo I want and build it right away. So, theme is there, but not at all strong.
Though the theme is just okay, the game play certainly is stellar. This one has everything I like in an engine building game, and has unique and interesting components. Would I like it more if the theme was different. I doubt it. The game play is just so good that the theme and artwork takes a back seat for me, and that’s super weird for me to type. Should you be looking for a great engine building game that looks awesome on the table, has cool components, and allows you to play differently every game, then go find yourself a copy of Gizmos. Purple Phoenix Games gives it an energetic 21 / 24. Now if only my 4-year-old could keep the energy marbles in the chute or the ring and not on the floor…
Gizmos is a card drafting, energy collecting, engine building game about, well, building engines. Players will be attempting to draft machine parts from an offer pyramid and build them onto their master jalopy machine using energy marbles in order to chain actions together and maximize their turns. The victorious player is they that claims the most VP from cards and bonus VP tokens at the end of the game.
To setup, assemble the energy dispenser (the marble gumball machine looking component) and place it on the table. Fill it with all the marbles and marvel at the first six that come out into a chute display. Separate and shuffle the card decks by their backs and set out four cards of level I, three cards of level II and two cards of level III. Determine starting player and give them the starting tableau board. Each player will receive a tableau board, an energy ring, and a starting gizmo to be placed under the File section of their board. The game may now begin!
On a player’s turn they will be completing one action from the four actions printed on their player board: File, Pick, Build, and Research. The File action is used when a player chooses a card from the gizmo pyramid (from any level) and places it in their Archive – an imaginary area to the right (or even above I’ve found) their player board. At the beginning of the game players will be able to hold just one gizmo in their Archive, but as they draft and build Upgrades, this number can increase. When choosing the Pick action, the player will simply choose one of the energy marbles from the dispenser chute and place them in their energy ring. Initially rings are only able to hold five marbles, but this also can be increased on future builds. To Build a gizmo into a player’s machine, the player will spend a specific color and number of energy marbles printed on the chosen gizmo card to place the card into their player tableau. These gizmos could possibly be Upgrades, energy Converters, or upgrades to the File, Pick, and Build actions. Pay the energy marble to the dispenser supply. Players will choose to Research when they do not like the gizmos on display in the gizmo pyramid. Researching allows players to draw the top cards from any face-down level deck and choose one to either File or Build.
The game is super simple to this point, but this is where the true strategy and tactics come into play. Though there will always be nine gizmos on display during a player’s turn, the value of these gizmos are in how they are used in the player tableau. Yes each gizmo allows for some benefit, but successful players will be able to utilize these benefits to create chain reactions. When an action is spent to do a thing, gizmos in play in the tableau will sometimes link to the action, or to the placement of a certain type of card, or a certain energy type (color) of gizmo built. It is mastering these chain reactions that creates next-level strategizing and separates the players from the champions. Play continues on in this fashion until a player has built their fourth level III gizmo or their 16th gizmo in total. Count up VP from built gizmos and bonus tokens earned from built gizmos throughout the game to see who wins the science fair (is that what happens at science fairs? People win those, right?)!
Components. So the gizmo cards are fine, and the cardboard components are fine as well. The marbles are interesting and bubbled plastic (or resin, I told you I’m not great at science) and come in great colors. The true star component here is that energy marble dispenser. It is absolutely brilliant. The game comes with assembly instructions, thankfully, but once it’s built, it’s built forever. It packs neatly back into the box, and the insert is very very well done. The artwork on this is surprisingly secondary to me. In fact, I don’t really remember even looking at much of the artwork on the gizmo cards as I was playing because I concentrate so much more on the effects of the gizmos and trying to figure out my next move to really sit and gawk at the art. The iconography takes a little time to get used to, but once you have seen it in action for a few rounds, you catch on quickly. All in all, a fine set of components, but with the insert and dispenser, now a great set of components.
I adore this game! I love engine builders, and the chain reactions you can create with your gizmos are excellent and can be very powerful. You can try to generate tons of bonus VP from your gizmos, or concentrate on versatile energy marbles using a bunch of Converters, or simply go guns blazing on everything you can afford to try to blitz to 16 gizmos built. Whatever your play style, Gizmos can certainly allow you to play your way while giving you choices upon choices to make each turn.
With all these positives, I had to find a negative, right? Well, ok, yes, but it’s super minor to me here. I don’t really feel like the theme is very immersive. Not once have I felt like I am building a machine in order to win a science fair, but I do feel like I need to maximize my turn every time in order to grab more energy, or to build better Upgrades and Converters so I can grab any gizmo I want and build it right away. So, theme is there, but not at all strong.
Though the theme is just okay, the game play certainly is stellar. This one has everything I like in an engine building game, and has unique and interesting components. Would I like it more if the theme was different. I doubt it. The game play is just so good that the theme and artwork takes a back seat for me, and that’s super weird for me to type. Should you be looking for a great engine building game that looks awesome on the table, has cool components, and allows you to play differently every game, then go find yourself a copy of Gizmos. Purple Phoenix Games gives it an energetic 21 / 24. Now if only my 4-year-old could keep the energy marbles in the chute or the ring and not on the floor…
Charlie Cobra Reviews (1840 KP) rated Resident Alien in TV
Apr 14, 2021 (Updated Apr 14, 2021)
Laugh out loud funny (3 more)
Excellent mix of comedy, drama, and sci-fi
Full of unique and different characters
Decent special effects and CGI
Not for everyone kind of show (2 more)
Sometimes the CGI and effects can be lacking
Some characters can be a little annoying at times
A Comedy That's Out Of This World Funny
https://youtu.be/v9iwDu2OP3E
This show is just great and a real treat. I have to admit that I had no idea what I was in store for watching this show and I think that was half the fun of watching it. This show is part mystery and part CSI but also equal parts comedy and drama. It's full of scenes that are laugh out loud funny and some that are quite drama filled and serious in-tone at times. I really like the way it balances them and how each episode gets us a little bit further into the mystery of who killed the town doctor and if anyone is close to finding out the alien's secret identity or his secret mission. The character of the alien; who takes on the name Harry, after the doctor whose identity he steals, Dr. Harry Vanderspiegle, is a pretty funny character. It really shows in how he is trying his best to navigate through everyday situations with no prior knowledge of how or what it is to be human and really understand the subtle nuances of human nature and interaction while having a superiority complex and believing all humans are barely smarter than lizards in his opinion. He is totally oblivious to many things that are second nature to people like sarcasm and sense of humor. There are actually quite a few likeable characters on the show like Asta Twelvetrees played by Sara Tomko who is arguably the heart of the show, a central and integral character and super relatable. She is an important character to "Harry" learning to be more human. Also there's Sheriff Mike who is played by Corey Reynolds and is full of catch-phrases and just ridiculous things he says that are funny as hell. His completely blunt personality and no non-sense approach to crime leaves him to rub people the wrong way but he never apologies for himself or tries to tip-toe around people either. Then there's D'arcy who's played by Alice Wetterlund who is the town's bar owner and ex-Olympic athlete. She's a pretty cool character and quite different from the others and really kind of compliments the other characters by rounding them out. The whole mix of characters in the show are pretty diverse personality wise and how the show revolves around them and it's just a really funny show that's also full of alien sci-fi things going on at the same time but manages to ring through on an emotional level as "Harry" the alien begins to understand more and more about humans. I'll go over more in the spoiler section but I give this show a 8/10 and you should definitely check it out, especially if you are into sci-fi and looking for something that'll make you laugh at the same time too.
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Spoiler Section Review:
This show is just one of those shows that you don't expect for it to be as good as it is. I was really surprised when I saw the first episode and decided that I had to show my brother the first episode too and we actually got our dad into it too. I really like Alan Tudyk and how he not only plays the alien "Harry" but also the actual Dr. Harry Vanderspeigle in the flashbacks that happen as well. He's pretty talented and extremely funny in playing the alien, especially the parts where he's learning how to walk and talk and watching "Law & Order". So the whole thing with the show is that "Harry" is an alien that has crash-landed on Earth before he could finish his mission and is looking for his ship or parts of it that he needs to recover so he can finish his mission. He wakes up and searches the mountainside where he believes it is and pretty much avoids all human contact. That's when things change and the local authorities seek him out because the person whose identity he has taken is a known doctor and they need him to investigate the death of the town doctor. He now has to not only go into town where there are humans everywhere but also interact with them and hope that no one can tell that he's really an alien in disguise. The storytelling, plot and character development in the show are done in such a great way in how it progresses forward but also shows things that occurred earlier in flashbacks and you get to know or see things that make the characters more 3-dimensional and feel more realistic. Harry is very smart for an alien but has no clue when it comes to a lot of the things we take for granted when it comes to being human, things like sarcasm, humor, and more. So his behavior is off-putting but tolerated and accepted for the most part. He reluctantly takes on the job of the town doctor when asked because he doesn't want for anyone to suspect anything which makes it harder for him especially when he learns the Mayor's son Max can see his true identity, something like only one in a million humans might be able to do. The head nurse Asta Twelvetrees make his job easier by assisting him and they bond rather quickly when he takes her up on the offer to go for a drink after work to the local bar. That's where they meet D'arcy the bartender and owner of the bar who is also Asta's best friend and they have fun drinking and dancing and "Harry" drinks heavily to fit in. There's some pretty funny scenes of the alien dancing too. The next day Asta asks "Harry" to help her get somethings from her abusive ex-boyfriend Jimmy's house and "Harry" saves her from him when begins attacking her. He helps her to leave and she confides in him, that she had a child with Jimmy when she was really young but gave it up for adoption as they were too young to take care of it. Like I said in the non-spoiler section this show has a good mix of mystery, comedy and drama and does it in a really good way. Just as it pulls you in one direction like the drama part about Asta's child then it steers you in a completely different direction like comedy again when you find out at the end of the first episode that "Harry's" first patient is Max, the Mayor's son who can see that he's really an alien. I really enjoyed this show and I'm so glad that they decided to renew it for another season and there will be a season 2 coming soon. I liked it so much that I'm actually thinking about checking out the comic books by Dark Horse comics to see how good they are too. Anyways I give this show a 8/10 and can't wait for it to return.
This show is just great and a real treat. I have to admit that I had no idea what I was in store for watching this show and I think that was half the fun of watching it. This show is part mystery and part CSI but also equal parts comedy and drama. It's full of scenes that are laugh out loud funny and some that are quite drama filled and serious in-tone at times. I really like the way it balances them and how each episode gets us a little bit further into the mystery of who killed the town doctor and if anyone is close to finding out the alien's secret identity or his secret mission. The character of the alien; who takes on the name Harry, after the doctor whose identity he steals, Dr. Harry Vanderspiegle, is a pretty funny character. It really shows in how he is trying his best to navigate through everyday situations with no prior knowledge of how or what it is to be human and really understand the subtle nuances of human nature and interaction while having a superiority complex and believing all humans are barely smarter than lizards in his opinion. He is totally oblivious to many things that are second nature to people like sarcasm and sense of humor. There are actually quite a few likeable characters on the show like Asta Twelvetrees played by Sara Tomko who is arguably the heart of the show, a central and integral character and super relatable. She is an important character to "Harry" learning to be more human. Also there's Sheriff Mike who is played by Corey Reynolds and is full of catch-phrases and just ridiculous things he says that are funny as hell. His completely blunt personality and no non-sense approach to crime leaves him to rub people the wrong way but he never apologies for himself or tries to tip-toe around people either. Then there's D'arcy who's played by Alice Wetterlund who is the town's bar owner and ex-Olympic athlete. She's a pretty cool character and quite different from the others and really kind of compliments the other characters by rounding them out. The whole mix of characters in the show are pretty diverse personality wise and how the show revolves around them and it's just a really funny show that's also full of alien sci-fi things going on at the same time but manages to ring through on an emotional level as "Harry" the alien begins to understand more and more about humans. I'll go over more in the spoiler section but I give this show a 8/10 and you should definitely check it out, especially if you are into sci-fi and looking for something that'll make you laugh at the same time too.
-------------------------------------------------------
Spoiler Section Review:
This show is just one of those shows that you don't expect for it to be as good as it is. I was really surprised when I saw the first episode and decided that I had to show my brother the first episode too and we actually got our dad into it too. I really like Alan Tudyk and how he not only plays the alien "Harry" but also the actual Dr. Harry Vanderspeigle in the flashbacks that happen as well. He's pretty talented and extremely funny in playing the alien, especially the parts where he's learning how to walk and talk and watching "Law & Order". So the whole thing with the show is that "Harry" is an alien that has crash-landed on Earth before he could finish his mission and is looking for his ship or parts of it that he needs to recover so he can finish his mission. He wakes up and searches the mountainside where he believes it is and pretty much avoids all human contact. That's when things change and the local authorities seek him out because the person whose identity he has taken is a known doctor and they need him to investigate the death of the town doctor. He now has to not only go into town where there are humans everywhere but also interact with them and hope that no one can tell that he's really an alien in disguise. The storytelling, plot and character development in the show are done in such a great way in how it progresses forward but also shows things that occurred earlier in flashbacks and you get to know or see things that make the characters more 3-dimensional and feel more realistic. Harry is very smart for an alien but has no clue when it comes to a lot of the things we take for granted when it comes to being human, things like sarcasm, humor, and more. So his behavior is off-putting but tolerated and accepted for the most part. He reluctantly takes on the job of the town doctor when asked because he doesn't want for anyone to suspect anything which makes it harder for him especially when he learns the Mayor's son Max can see his true identity, something like only one in a million humans might be able to do. The head nurse Asta Twelvetrees make his job easier by assisting him and they bond rather quickly when he takes her up on the offer to go for a drink after work to the local bar. That's where they meet D'arcy the bartender and owner of the bar who is also Asta's best friend and they have fun drinking and dancing and "Harry" drinks heavily to fit in. There's some pretty funny scenes of the alien dancing too. The next day Asta asks "Harry" to help her get somethings from her abusive ex-boyfriend Jimmy's house and "Harry" saves her from him when begins attacking her. He helps her to leave and she confides in him, that she had a child with Jimmy when she was really young but gave it up for adoption as they were too young to take care of it. Like I said in the non-spoiler section this show has a good mix of mystery, comedy and drama and does it in a really good way. Just as it pulls you in one direction like the drama part about Asta's child then it steers you in a completely different direction like comedy again when you find out at the end of the first episode that "Harry's" first patient is Max, the Mayor's son who can see that he's really an alien. I really enjoyed this show and I'm so glad that they decided to renew it for another season and there will be a season 2 coming soon. I liked it so much that I'm actually thinking about checking out the comic books by Dark Horse comics to see how good they are too. Anyways I give this show a 8/10 and can't wait for it to return.
Purple Phoenix Games (2266 KP) rated The Grimm Masquerade in Tabletop Games
Apr 8, 2021
Have you ever been to a proper masquerade? I have not, though I would enjoy it, I think. I would enjoy it even more if I were competing against the other attendees to figure out who is who (and avoid having to do those Victorian square dances). But what if I were actually fairytale folk cavorting around with others trying to gain artifacts that speak to me while refusing any artifacts that may hurt me. Well now you understand my plight and the premise of this game.
The Grimm Masquerade is a hidden role competitive bluffing game for two to five players. In it player take on the roles of well-known fairytale folk attending a magical masquerade thrown by The Beast (I mean, he has a name, right? Not just “The Beast…”). Attendees are tasked with trying to unmask other attendees while earning magical roses in the process. The winner is the player who can earn the most roses at the end of three rounds of bluffing and guessing, unless one player is able to earn 10 roses before the end.
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. Also, this review concentrates on the two-player variant for the game as I played it mostly with my wife. -T
To setup, place the main board showing all the fairytale folk in the middle of the table. Each player will receive two (one if playing multi-player rules) Character cards, all Evidence Markers of their chosen color, and Reference cards. Around the board is placed the remaining Character cards, the Artifact deck, the stack of Broken Mirror tokens, the pile of roses, and the Action Board with two random Action cards revealed on either side. For the two-player game six Artifact cards are revealed in a line and each player will choose one Artifact for each of their two characters they are playing. The unchosen Artifacts will form the discard pile near the Artifact draw pile. Whomever most recently wore a costume will be the lead player and the game may begin!
The game is played in rounds, with each turn of a round consisting of two steps. First, the active player draws an Artifact card and decides to keep it in their face-up tableau of Artifacts for all to see or give the Artifact to another player. Then the active player will draw a second card and either keep or give, whichever is opposite of their first choice. For example, should the first card drawn be kept, the next card would need to be given away. Each character has one Boon suit (which they love), and one Bane suit (which they despise). If at any time a character receives a card to create a matching pair in their tableau they must indicate whether that Artifact is in fact their Bane suit or not. They do this by placing one of their Evidence Markers on the character who owns that suit’s Bane value. However, if the player is actually the character who has that suit as their Bane, they have been unmasked and will play their other character in hopes of winning with them.
Should a player receive a card that would cause a set of three matching suit cards, they must indicate that they have either won the round or that they are not the character that matches that suit’s Boon value. For example, should a player receive their third Treats card they must declare they have won the round (if they happen to be Red Riding Hood), or that they are not indeed Red Riding Hood by placing an Evidence Marker on Red Riding Hood.
After this card play at the beginning of their turn the active player may choose to discard a matching pair of Artifact cards in order to activate an Action available (optional step). The Actions available are on the revealed Action cards on either side of the Action Board (which also shows an always-available Action of Point the Finger). So by discarding a pair of Crowns, for example, a player could utilize the Action card Eavesdrop in order to force the other player(s) to place Evidence Markers on characters they are NOT. This gives the active player more insight into who the other player(s) may actually BE.
Once cards have been drawn and the optional Actions taken, play passes to the next player. Players win the round by collecting three matching Boon Artifact cards or by unmasking all other characters in play. Whichever player wins the round also takes the Rose Trophy depending on which of the three rounds was just completed (value 1 for the first round, 3 for the second, and 5 for the third). At the end of the third round players count up their total roses (unless one player has earned 10 or more at the end of a previous round) and whomever has collected the most is the winner of The Grimm Masquerade!
Components. I have to say, every game I have played by Druid City Games has had amazing components, and this one is certainly no different. All the cardboard pieces, the cards, and the wooden discs are all excellent quality. But what I want to concentrate on here is the perfect choice to employ Mr. Cuddington for the art. Every time I see Mr. Cuddington on the credits for a game I know I am going to love looking at it on the table. They just have amazing style and everything is so detailed and perfectly matched for the setting. This FEELS like a Grimm’s Fairy Tales game for sure, and I love it.
It is definitely no secret that I love this one. I enjoy hidden role games to begin with (The Resistance: Avalon also being one of my favorites), and this setting feels excellently matched to the genre and the execution is wonderful. I really have a great time sussing out who is who and giving those final Artifacts in order to unmask players that are perceived to be leading is so fulfilling. Being able to spend matching cards in order to use Actions is also great design, especially when you can bluff by discarding your Boon cards to throw opponents off your trail. So much deceit in a fun package.
If you have few hidden role games and you want something with a light theme and relatively quick playtime, please do yourself a favor and check out The Grimm Masquerade. Purple Phoenix Games gives this one a playful 15 / 18. If you are like us and enjoy games where you control some information and can guess other players’ identities, but also like games where you can still play on even when you have been found out, this one is for you. If only this could support even more players, I could see it unseating Avalon for me. As it is, I may still end up using this one more often than Avalon unless I have a larger group of people at the table. That is a big statement from me as Avalon is a proven winner and has been a staple of my collection for years. But The Grimm Masquerade is that good. Play it and let me know if you agree.
The Grimm Masquerade is a hidden role competitive bluffing game for two to five players. In it player take on the roles of well-known fairytale folk attending a magical masquerade thrown by The Beast (I mean, he has a name, right? Not just “The Beast…”). Attendees are tasked with trying to unmask other attendees while earning magical roses in the process. The winner is the player who can earn the most roses at the end of three rounds of bluffing and guessing, unless one player is able to earn 10 roses before the end.
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. Also, this review concentrates on the two-player variant for the game as I played it mostly with my wife. -T
To setup, place the main board showing all the fairytale folk in the middle of the table. Each player will receive two (one if playing multi-player rules) Character cards, all Evidence Markers of their chosen color, and Reference cards. Around the board is placed the remaining Character cards, the Artifact deck, the stack of Broken Mirror tokens, the pile of roses, and the Action Board with two random Action cards revealed on either side. For the two-player game six Artifact cards are revealed in a line and each player will choose one Artifact for each of their two characters they are playing. The unchosen Artifacts will form the discard pile near the Artifact draw pile. Whomever most recently wore a costume will be the lead player and the game may begin!
The game is played in rounds, with each turn of a round consisting of two steps. First, the active player draws an Artifact card and decides to keep it in their face-up tableau of Artifacts for all to see or give the Artifact to another player. Then the active player will draw a second card and either keep or give, whichever is opposite of their first choice. For example, should the first card drawn be kept, the next card would need to be given away. Each character has one Boon suit (which they love), and one Bane suit (which they despise). If at any time a character receives a card to create a matching pair in their tableau they must indicate whether that Artifact is in fact their Bane suit or not. They do this by placing one of their Evidence Markers on the character who owns that suit’s Bane value. However, if the player is actually the character who has that suit as their Bane, they have been unmasked and will play their other character in hopes of winning with them.
Should a player receive a card that would cause a set of three matching suit cards, they must indicate that they have either won the round or that they are not the character that matches that suit’s Boon value. For example, should a player receive their third Treats card they must declare they have won the round (if they happen to be Red Riding Hood), or that they are not indeed Red Riding Hood by placing an Evidence Marker on Red Riding Hood.
After this card play at the beginning of their turn the active player may choose to discard a matching pair of Artifact cards in order to activate an Action available (optional step). The Actions available are on the revealed Action cards on either side of the Action Board (which also shows an always-available Action of Point the Finger). So by discarding a pair of Crowns, for example, a player could utilize the Action card Eavesdrop in order to force the other player(s) to place Evidence Markers on characters they are NOT. This gives the active player more insight into who the other player(s) may actually BE.
Once cards have been drawn and the optional Actions taken, play passes to the next player. Players win the round by collecting three matching Boon Artifact cards or by unmasking all other characters in play. Whichever player wins the round also takes the Rose Trophy depending on which of the three rounds was just completed (value 1 for the first round, 3 for the second, and 5 for the third). At the end of the third round players count up their total roses (unless one player has earned 10 or more at the end of a previous round) and whomever has collected the most is the winner of The Grimm Masquerade!
Components. I have to say, every game I have played by Druid City Games has had amazing components, and this one is certainly no different. All the cardboard pieces, the cards, and the wooden discs are all excellent quality. But what I want to concentrate on here is the perfect choice to employ Mr. Cuddington for the art. Every time I see Mr. Cuddington on the credits for a game I know I am going to love looking at it on the table. They just have amazing style and everything is so detailed and perfectly matched for the setting. This FEELS like a Grimm’s Fairy Tales game for sure, and I love it.
It is definitely no secret that I love this one. I enjoy hidden role games to begin with (The Resistance: Avalon also being one of my favorites), and this setting feels excellently matched to the genre and the execution is wonderful. I really have a great time sussing out who is who and giving those final Artifacts in order to unmask players that are perceived to be leading is so fulfilling. Being able to spend matching cards in order to use Actions is also great design, especially when you can bluff by discarding your Boon cards to throw opponents off your trail. So much deceit in a fun package.
If you have few hidden role games and you want something with a light theme and relatively quick playtime, please do yourself a favor and check out The Grimm Masquerade. Purple Phoenix Games gives this one a playful 15 / 18. If you are like us and enjoy games where you control some information and can guess other players’ identities, but also like games where you can still play on even when you have been found out, this one is for you. If only this could support even more players, I could see it unseating Avalon for me. As it is, I may still end up using this one more often than Avalon unless I have a larger group of people at the table. That is a big statement from me as Avalon is a proven winner and has been a staple of my collection for years. But The Grimm Masquerade is that good. Play it and let me know if you agree.
Purple Phoenix Games (2266 KP) rated Barnyard Roundup in Tabletop Games
Apr 12, 2021
I live in Illinois. I can see cornfields from my house. I do not live on a farm, but have visited farms in the past. There is more to Illinois than Chicago and corn. That all said, farming games tickle me so much and I just enjoy playing them. So imagine my interest level when you combine a publisher known for excellent productions, the designer from said publisher, a member of an art studio in my top three favorite board game artists (Kwanchai and The Mico for the others), and a theme that I already enjoy. This is going to be great! Right?
Barnyard Roundup is a silly game of bluffing and hand management set on a farm. In it players are farmhands trying to help Farmer Brown sell the most animals at market. They do this by bluffing their hands in trade deals with other farmhands, thus making no friends in the process. The player with the most points at the end of the game, when all cards from the draw deck have been drawn, will be the winner!
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 place the five Animal Bonus cards in a line with the Set Bonus cards nearby. Shuffle the large deck of animal cards and deal out cards according to the rulebook per the number of players in the game. The Burglar and Excuse Me tokens are sorted and dealt out with the remainders face-down near the other cards. Remove eight cards from the draw deck and decide who will be the start player. The game may now begin!
Barnyard Roundup turns are quite simple: take two or three actions and end the turn. The first action is mandatory and it is Passing Cards to another player. Choose anywhere from one to six cards, place them face-down on the table in front of the player with whom to be traded, and announce the number and type of cards to be traded. For example, a player may say, “This is four chickens.” The targeted player now must decide whether that group actually IS a group of four chickens or if they believe the trader (not traitor) is bluffing. If so the targeted player may say, “That is NOT four chickens.” Once the agree/disagree statement has been made the cards are flipped over to see which player will be adding the cards to their pens. If the targeted player guessed correctly then they will received all the animal cards that were passed to them. That is, unless the cards were actually CROWS. Crows are worth -5 VP at the end of the game (see the photo below) and will be taken into the pen of the defeated player in the trade. In addition to crows (bad) the game includes Copy Cats (good) which can be wild cards to be placed with other animals and they copy the animal in their group. When the trade is resolved the active player may choose to perform the next step, but it is not mandatory.
Players must note that any time a player gains crows that would extend their collection of crows to any multiple of 3 that player must then draw another Action Token (Burglar, Excuse Me, Scarecrow) from the supply. If a Scarecrow is drawn it is immediately revealed and three crows are discarded from that player’s collection. The Excuse Me token may be used during a trade, but before cards are revealed, by a player not involved in the trade. When they announce, “Excuse Me,” they immediately take the place of the targeted player and will decide whether the trade is correct as announced or is a bluff.
Should they wish, the active player may now Play a Burglar Token from their collection in order to target another player and ask for all of their animals of a specific type – “I wish to procure all of your cows” That player must then immediately hand over all their cows, or else may tell the active player to Go Fish. Okay, that last part isn’t in the rules, but I started doing it and it stuck for me.
The third and final step of a turn is simply to Draw Cards and End Your Turn. Draw cards back up to the hand limit of 5 or 6 and end the turn. Play then passes to the next player.
Play continues in this fashion until the last card has been drawn. The game ends immediately and players tally their points per the rulebook to arrive at an ultimate winner!
Components. This game is a bunch of cards and some tokens in a double-wide+ tuckbox. I love the art, and that makes sense as it is illustrated by Lina Cossette, half of Mr. Cuddington. If you don’t know about Mr. Cuddington, please check out their website. The cards are good quality, as are the tokens. But that box. Now, it LOOKS great, and is a fine size. But a tuckbox? I would have preferred a lidded box, or even one of those with the magnetic fold-out lids. But it’s a tuckbox and the opening flap dented upon its first opening. Oy. I could give a chef’s kiss to everything else though.
Now, there’s a reason why I rated this game a 4 and my wife a 6: she beats me every single time we play and I just cannot find the strategy to take her down. Am I just horrible at bluffing games? Does she just dominate me at ALL games? I’m not sure, but this one certainly highlights the fact that she’s just better than me. I can still hear her haunting and taunting me with, “OH MY GOSH I LOVE THIS GAME! I’M SOOOOO GOOD AT IT!” Meanwhile I am sitting pretty with a whole flock of crows laughing at me like I am the Scarecrow from Wizard of Oz. Perhaps I am truly brainless as well.
That said, the game is enjoyable. I do like to play bluffing games, but I’m the poor soul who would rather play straight than do ANY sort of bluffing at all. Except when I have lulled my prey into trusting my every declaration. Then pull out the big guns and laugh my way to the bank. Well, I tried that several times and no dice. But I do enjoy playing, and I do keep coming back for more torture. And if that isn’t a sign of a good game, then what is?
All in all the game is quick, light on rules, and features wonderful art style. This is the game I will probably use to introduce my children (or new gamers) to bluffing games as the theme is easily digestible and when you get stuck with the negative points you don’t feel super bad about it. It is easy to pronounce that Purple Phoenix Games gives this one a squawkin’-good 10 / 12. If you are looking for a light introductory game to teach bluffing or to hit that sweet-spot, then I recommend you check out Barnyard Roundup from Druid City Games. I ain’t a-bluffin’ ya.
Barnyard Roundup is a silly game of bluffing and hand management set on a farm. In it players are farmhands trying to help Farmer Brown sell the most animals at market. They do this by bluffing their hands in trade deals with other farmhands, thus making no friends in the process. The player with the most points at the end of the game, when all cards from the draw deck have been drawn, will be the winner!
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 place the five Animal Bonus cards in a line with the Set Bonus cards nearby. Shuffle the large deck of animal cards and deal out cards according to the rulebook per the number of players in the game. The Burglar and Excuse Me tokens are sorted and dealt out with the remainders face-down near the other cards. Remove eight cards from the draw deck and decide who will be the start player. The game may now begin!
Barnyard Roundup turns are quite simple: take two or three actions and end the turn. The first action is mandatory and it is Passing Cards to another player. Choose anywhere from one to six cards, place them face-down on the table in front of the player with whom to be traded, and announce the number and type of cards to be traded. For example, a player may say, “This is four chickens.” The targeted player now must decide whether that group actually IS a group of four chickens or if they believe the trader (not traitor) is bluffing. If so the targeted player may say, “That is NOT four chickens.” Once the agree/disagree statement has been made the cards are flipped over to see which player will be adding the cards to their pens. If the targeted player guessed correctly then they will received all the animal cards that were passed to them. That is, unless the cards were actually CROWS. Crows are worth -5 VP at the end of the game (see the photo below) and will be taken into the pen of the defeated player in the trade. In addition to crows (bad) the game includes Copy Cats (good) which can be wild cards to be placed with other animals and they copy the animal in their group. When the trade is resolved the active player may choose to perform the next step, but it is not mandatory.
Players must note that any time a player gains crows that would extend their collection of crows to any multiple of 3 that player must then draw another Action Token (Burglar, Excuse Me, Scarecrow) from the supply. If a Scarecrow is drawn it is immediately revealed and three crows are discarded from that player’s collection. The Excuse Me token may be used during a trade, but before cards are revealed, by a player not involved in the trade. When they announce, “Excuse Me,” they immediately take the place of the targeted player and will decide whether the trade is correct as announced or is a bluff.
Should they wish, the active player may now Play a Burglar Token from their collection in order to target another player and ask for all of their animals of a specific type – “I wish to procure all of your cows” That player must then immediately hand over all their cows, or else may tell the active player to Go Fish. Okay, that last part isn’t in the rules, but I started doing it and it stuck for me.
The third and final step of a turn is simply to Draw Cards and End Your Turn. Draw cards back up to the hand limit of 5 or 6 and end the turn. Play then passes to the next player.
Play continues in this fashion until the last card has been drawn. The game ends immediately and players tally their points per the rulebook to arrive at an ultimate winner!
Components. This game is a bunch of cards and some tokens in a double-wide+ tuckbox. I love the art, and that makes sense as it is illustrated by Lina Cossette, half of Mr. Cuddington. If you don’t know about Mr. Cuddington, please check out their website. The cards are good quality, as are the tokens. But that box. Now, it LOOKS great, and is a fine size. But a tuckbox? I would have preferred a lidded box, or even one of those with the magnetic fold-out lids. But it’s a tuckbox and the opening flap dented upon its first opening. Oy. I could give a chef’s kiss to everything else though.
Now, there’s a reason why I rated this game a 4 and my wife a 6: she beats me every single time we play and I just cannot find the strategy to take her down. Am I just horrible at bluffing games? Does she just dominate me at ALL games? I’m not sure, but this one certainly highlights the fact that she’s just better than me. I can still hear her haunting and taunting me with, “OH MY GOSH I LOVE THIS GAME! I’M SOOOOO GOOD AT IT!” Meanwhile I am sitting pretty with a whole flock of crows laughing at me like I am the Scarecrow from Wizard of Oz. Perhaps I am truly brainless as well.
That said, the game is enjoyable. I do like to play bluffing games, but I’m the poor soul who would rather play straight than do ANY sort of bluffing at all. Except when I have lulled my prey into trusting my every declaration. Then pull out the big guns and laugh my way to the bank. Well, I tried that several times and no dice. But I do enjoy playing, and I do keep coming back for more torture. And if that isn’t a sign of a good game, then what is?
All in all the game is quick, light on rules, and features wonderful art style. This is the game I will probably use to introduce my children (or new gamers) to bluffing games as the theme is easily digestible and when you get stuck with the negative points you don’t feel super bad about it. It is easy to pronounce that Purple Phoenix Games gives this one a squawkin’-good 10 / 12. If you are looking for a light introductory game to teach bluffing or to hit that sweet-spot, then I recommend you check out Barnyard Roundup from Druid City Games. I ain’t a-bluffin’ ya.
Purple Phoenix Games (2266 KP) rated Fossilis in Tabletop Games
Feb 17, 2021
Whether it lasted for days, months, or years, I’m willing to bet that you all have had some minor (or maybe even major) fascination with dinosaurs at some point in your life. I am definitely no exception to that statement. When I was younger, I absolutely went through a paleontology phase, and the “Jurassic Park” movies have kept that love of dinosaurs alive. So when I saw KTBG was coming out with a game about excavating dinosaur bones, I was immediately sold. Did it live up to my childhood expectations, or was this excavation a bust?
Fossilis is a game of set collection and tile placement in which players are working to excavate and collect sets of dinosaur bones for display in museums across the world. To setup for a game, prepare the dig site as described in the rulebook. Populate the Score Track board with 9 random Skill tokens, 3 face-down randomly selected Event cards, and a Plaster pool based on the player count. Create a Market of Tool and Supply cards, as well as a Dinosaur Display. Each player receives a mat, Paleontologist meeple, and score marker in their chosen color. Pick a starting player, and in reverse turn order, players place their Paleontologists onto a corner tile of the dig site. The game is now ready to begin!
Every players’ turn has 3 steps: Actions, Market, and Lab. At the start of your turn, you have 4 Energy to spend on Actions. The available action choices are: Gain 1 Plaster (from the Plaster pool), Move up to 2 spaces (orthogonally or diagonally), Climb onto the Dig Site (if your Paleontologist was knocked off the board), Place 1 Sand tile (anywhere on the Dig Site), Dig 1 tile (slide a terrain tile 1 space in any direction), or Extract (excavate a bone/hammer). With the exception of Digging, all other Actions cost 1 Energy to perform. Digging 1 tile costs energy dependent on the type of terrain tile being moved. To dig Sand is 1 Energy, Clay is 2, and Stone is 3. To Dig, you select 1 tile that is orthogonally adjacent to your Paleontologist, and slide it 1 space in any direction you wish. Tiles that are pushed off the edge are claimed by that player, and can be used to purchase cards from the Market. It is possible for a Paleontologist to be pushed off the Dig Site, so watch out! To perform the Extract action, you will excavate a bone or hammer from an open pit orthogonally adjacent to your Paleontologist. Extraction costs Plaster dependent on the type of bone being collected. For example, extracting a tooth costs 2 Plaster, while a skull costs 6. Extracting hammers has no cost, and you immediately trade the hammer for one of the available Skill tokens in play. The Skill tokens provide benefits for the remainder of the game. Once a player has spent their Energy, they move to the next phase.
On your turn, you may buy 1 card from the Market: either a Tool or Supply card. These are purchased using the icons on any tiles you collected during the Action phase. Supply cards gain you immediate resources, while Tool cards are saved for use during a future Action step. After the Market phase is the Lab phase. You may claim a Dinosaur from the Display if you have at least one of the required bones for that Dinosaur. You can only ever have 1 Dinosaur in your Lab at a time, so strategize carefully. At any point during a turn, you can score the Dinosaur in your lab – either for full points if all required bones are present on the card, or partial points if you only have some of the required bones.
Events are triggered 3 times throughout the game when the Plaster pool has been depleted. The active player draws the top Event card, and follows the instructions on the card. Once an Event has been performed, the Plaster pool is refilled and play continues with the next player. After the 3rd event has been triggered, the Plaster pool is refilled one last time. When the last Plaster pool is depleted for this final time, the game ends. Players count up all their points, and the player with the highest score wins!
At first it may seem overwhelming, like there is a lot going on, but after a couple of turns the gameplay feels intuitive and streamlined. There are quite a few aspects to keep track of, but the overall flow of the game makes it feel clear and concise. During my plays, I have never once felt lost or confused as to what the next turn step is. The tight gameplay also lends itself to providing a variety of strategic options for players. Do you want to go for all the highest-scoring Dinosaurs, even though their bones take longer to collect? Or maybe you want to snag as many lower-scoring Dinosaurs as possible, since they should be faster to collect. You can earn end-game points based on Characteristic sets of Dinosaurs (carnivorous, herbivore, etc), so maybe you decide to focus on those sets. Or if you’re in a particularly confrontational mood, maybe you want to knock opposing Paleontologists off the Dig Site, causing them to ‘waste’ an Energy on a future turn just to climb back on into the play area. There really is no right answer as to what strategy is a sure-win, and I like that I can choose and adapt my strategies based on the current standings in the game.
Probably my favorite innovative mechanic in Fossilis is the 3D terrain and ‘digging’ actions. When setting up the game, bones and hammers are randomly scattered and distributed around the Dig Site before terrain tiles are added. So there is absolutely no way to know where you should dig for what you want! Just like a real paleontologist, you’ve got to give it your best guess. I have had some frustrating turns, spending lots of Energy to dig a tile just to find the space to be empty! Or maybe you dig and hit the motherlode, which just means you’ll probably have to fight off other paleontologists for the bones that you need. The 3D board adds another element of strategy that heightens the gameplay and makes it more immersive.
Let’s touch on components for a moment. They are AWESOME. Admittedly, I have the Kickstarter version, but I just love how well-produced this game is. The terrain tiles are nice and thick bakelite-esque tiles, and they are just dang fun to manipulate. The plaster and bones are small, but pretty detailed and sturdy for their size. The artwork on the cards is colorful and clear, the Paleontologist meeples are cute little wooden bits, and the cardboard bits are all good quality. Excellent production quality all around.
It should come as no surprise, based on my score, that I love this game. The gameplay is immersive and engaging, the mechanics add a neat twist to your normal set collection/tile placement game, and the ability to adapt strategy on the fly means that nobody is truly out of the game because of one bad turn. Purple Phoenix Games gives Fossilis a roaring 11 / 12. If you’re looking for a good dinosaur game, look no further. Yeah, they’re technically just bones here, but it still counts!
Fossilis is a game of set collection and tile placement in which players are working to excavate and collect sets of dinosaur bones for display in museums across the world. To setup for a game, prepare the dig site as described in the rulebook. Populate the Score Track board with 9 random Skill tokens, 3 face-down randomly selected Event cards, and a Plaster pool based on the player count. Create a Market of Tool and Supply cards, as well as a Dinosaur Display. Each player receives a mat, Paleontologist meeple, and score marker in their chosen color. Pick a starting player, and in reverse turn order, players place their Paleontologists onto a corner tile of the dig site. The game is now ready to begin!
Every players’ turn has 3 steps: Actions, Market, and Lab. At the start of your turn, you have 4 Energy to spend on Actions. The available action choices are: Gain 1 Plaster (from the Plaster pool), Move up to 2 spaces (orthogonally or diagonally), Climb onto the Dig Site (if your Paleontologist was knocked off the board), Place 1 Sand tile (anywhere on the Dig Site), Dig 1 tile (slide a terrain tile 1 space in any direction), or Extract (excavate a bone/hammer). With the exception of Digging, all other Actions cost 1 Energy to perform. Digging 1 tile costs energy dependent on the type of terrain tile being moved. To dig Sand is 1 Energy, Clay is 2, and Stone is 3. To Dig, you select 1 tile that is orthogonally adjacent to your Paleontologist, and slide it 1 space in any direction you wish. Tiles that are pushed off the edge are claimed by that player, and can be used to purchase cards from the Market. It is possible for a Paleontologist to be pushed off the Dig Site, so watch out! To perform the Extract action, you will excavate a bone or hammer from an open pit orthogonally adjacent to your Paleontologist. Extraction costs Plaster dependent on the type of bone being collected. For example, extracting a tooth costs 2 Plaster, while a skull costs 6. Extracting hammers has no cost, and you immediately trade the hammer for one of the available Skill tokens in play. The Skill tokens provide benefits for the remainder of the game. Once a player has spent their Energy, they move to the next phase.
On your turn, you may buy 1 card from the Market: either a Tool or Supply card. These are purchased using the icons on any tiles you collected during the Action phase. Supply cards gain you immediate resources, while Tool cards are saved for use during a future Action step. After the Market phase is the Lab phase. You may claim a Dinosaur from the Display if you have at least one of the required bones for that Dinosaur. You can only ever have 1 Dinosaur in your Lab at a time, so strategize carefully. At any point during a turn, you can score the Dinosaur in your lab – either for full points if all required bones are present on the card, or partial points if you only have some of the required bones.
Events are triggered 3 times throughout the game when the Plaster pool has been depleted. The active player draws the top Event card, and follows the instructions on the card. Once an Event has been performed, the Plaster pool is refilled and play continues with the next player. After the 3rd event has been triggered, the Plaster pool is refilled one last time. When the last Plaster pool is depleted for this final time, the game ends. Players count up all their points, and the player with the highest score wins!
At first it may seem overwhelming, like there is a lot going on, but after a couple of turns the gameplay feels intuitive and streamlined. There are quite a few aspects to keep track of, but the overall flow of the game makes it feel clear and concise. During my plays, I have never once felt lost or confused as to what the next turn step is. The tight gameplay also lends itself to providing a variety of strategic options for players. Do you want to go for all the highest-scoring Dinosaurs, even though their bones take longer to collect? Or maybe you want to snag as many lower-scoring Dinosaurs as possible, since they should be faster to collect. You can earn end-game points based on Characteristic sets of Dinosaurs (carnivorous, herbivore, etc), so maybe you decide to focus on those sets. Or if you’re in a particularly confrontational mood, maybe you want to knock opposing Paleontologists off the Dig Site, causing them to ‘waste’ an Energy on a future turn just to climb back on into the play area. There really is no right answer as to what strategy is a sure-win, and I like that I can choose and adapt my strategies based on the current standings in the game.
Probably my favorite innovative mechanic in Fossilis is the 3D terrain and ‘digging’ actions. When setting up the game, bones and hammers are randomly scattered and distributed around the Dig Site before terrain tiles are added. So there is absolutely no way to know where you should dig for what you want! Just like a real paleontologist, you’ve got to give it your best guess. I have had some frustrating turns, spending lots of Energy to dig a tile just to find the space to be empty! Or maybe you dig and hit the motherlode, which just means you’ll probably have to fight off other paleontologists for the bones that you need. The 3D board adds another element of strategy that heightens the gameplay and makes it more immersive.
Let’s touch on components for a moment. They are AWESOME. Admittedly, I have the Kickstarter version, but I just love how well-produced this game is. The terrain tiles are nice and thick bakelite-esque tiles, and they are just dang fun to manipulate. The plaster and bones are small, but pretty detailed and sturdy for their size. The artwork on the cards is colorful and clear, the Paleontologist meeples are cute little wooden bits, and the cardboard bits are all good quality. Excellent production quality all around.
It should come as no surprise, based on my score, that I love this game. The gameplay is immersive and engaging, the mechanics add a neat twist to your normal set collection/tile placement game, and the ability to adapt strategy on the fly means that nobody is truly out of the game because of one bad turn. Purple Phoenix Games gives Fossilis a roaring 11 / 12. If you’re looking for a good dinosaur game, look no further. Yeah, they’re technically just bones here, but it still counts!









