Purple Phoenix Games (2266 KP) rated Xenohunters in Tabletop Games
Mar 22, 2021
In Xenohunters one player will act as the main alien force while the other players will divvy up the four hunter characters to oppose. The alien wins when the human threat is eliminated and the humans win once the alien threat is eliminated or once the space station has been blown up with a bomb and at least one human survivor leaving on the spaceship. Tensions run high and every being is on high alert. So let’s get into this! Pre-disclaimer: as this game has many delicate rules I will be giving a high-level overview of gameplay and more opinion on my plays at the end.
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 consult the rules until the table looks similar to what is shown below. Beware: this game does take up quite a bit of table real estate to plan accordingly and use “the big table.”
Xenohunters is played in rounds until one side has achieved their win condition, as explained above. The aliens, or “Xenos,” will take their turns first, and then the human squad is able to take theirs. Xenohunters offers a loose turn structure in that each character is allowed two or three actions to take, but the actions and the characters on each side may take turns and actions however they wish in any order they wish. So the Xenos could move Alien 1 (not the name given in the game), then activate something with Alien 2, and then two more actions with Alien 1 before Alien 2 completes their turn. And same goes for the human squad.
Much of the game revolves around movement within the space station, either visible or hidden. Players are able to use abilities, gain special cards, hatch alien eggs, move through the vents, block doorways, and bomb individual rooms on the path to victory. Once a human player is attacked and killed, they immediately switch sides and can be respawned as a Hybrid Spawn that belongs to the Xeno team. The remaining human players are now at a disadvantage toward satisfying their victory condition and have another alien hunting them down.
Play continues in this loose turn fashion until one side can claim victory and the game ends.
Components. Again, this is a rough prototype printed and assembled in house at Half-Monster Games, so it is possible that many of the components will look very different when finalized. That said, I truly enjoy the art style featured on many components, and though the game tone is very dark and brooding (not typically my style), the majority of component choices are well done and well suited for this style. I wish I could see a finalized version to truly comment on, but from what I was provided I believe the game will look amazing once complete.
Gameplay. This is where I wanted to spend most of my preview. This game reminds me of a cross between Escape from the Aliens in Outer Space, the wildly-popular (right? I don’t play it so I don’t really know) Among Us digital game, and most tabletop RPGs on the market. I make these comps because in the former, all movement is hidden until something bad happens. Here in Xenohunters movement is hybrid hidden and visible, but players should try to remain hidden as much as possible. The first game played did not value hidden movement as much and the Xenos won rather quickly by just barreling through the space station and unleashing hellish damage on the humans. In Among Us only the Impostor can travel through vents (right?) and here in Xenohunters only the aliens are able to use the vents initally; the humans will need a special item card in order to use the vents, and even then it is only one time.
Once a player meets on the same space as another player from the opposing team combat can begin. I comped RPGs as well, and combat in Xenohunters utilizes an Aim value that is like an AC of an opponent in that the die roll will need to meet or exceed the Aim value for the attacker or else no damage is dealt. Each Xeno and human has their own stats for Aim, Health, Carry, and Speed, which are all self-explanatory. Humans can use an action to Rummage at certain map locations in order to gain cards that are beneficial in combat, movement, additional actions, and even the coveted Bomb and Detonator cards. In this fashion I see influences from RPGs in Xenohunters.
So what do I think about the game? Well, I have never been great at hidden movement games, and while this one is not solely reliant on that one mechanic I am still bad at it. This does not at all diminish my enjoyment of the game, and I do quite like it. Xenohunters uses mechanics from other great games and employs them pretty well. Yes, the rules are always being improved, even from this point (I am using Rules v.0.9.6), but once this is complete I feel it will be an excellent game to have in one’s collection. I personally have zero games utilizing hidden movement mechanics, so this will certainly fill a niche in my collection that I have neglected.
I love the theme and premise of the game, and it seems ripe for expansions. I can see many new human characters that can be added, more maps and scenarios, and even more big bads being thrown in to increase the difficulty. I have no idea if these are planned at all, but Xenohunters is laying the groundwork for a bevvy of expansions that can be added. The artwork is great (though not final on all pieces), and I know Half-Monster Games is going to give it special treatment to make it really pop.
I am very much looking forward to monitoring the Kickstarter campaign for this one as I think it is an excellent concept and brings horror to the table without being overly graphic and gory. I will not be playing this with my son any time soon (he is four), but when he is old enough I will definitely be introducing him to Xenohunters. While I am not great at this game, I very much look forward to playing lots more and practicing my strategies so I can one day challenge Jack (the designer) at a convention… whenever those happen again.
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Dianne Robbins (1738 KP) rated Sixteen Candles (1984) in Movies
Apr 26, 2019
The situations with her family, especially her dork of a brother, passing notes in class, going to the high school dance, feeling like a fool, being embarrassed by my family, crushing on guys, and generally not fitting in and wishing I was someone else, were all relatable.
The movie was so much fun back in the day but it has not aged well for today's sociological and political climate.
Problematic plot points: shock at the thought of interracial dating, a lot of racially-insensitive jokes at the expense of the Asian character (including the sound of a going whenever he is mentioned or shown), racially-insensitive jokes at the expense of Italians, making light of taking advantage of a drunken female, use of the word retarded, and more things that I can think of right now.
I can ignore all the problematic points and still enjoy the film. It isn't one I'd recommend to younger people today but for those of us who lived through it, it's an enjoyable flick.
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Heather Cranmer (2721 KP) rated Finding Esme in Books
Jan 25, 2020
Esme is a 12 year old girl growing up in the 1970's. Her home life isn't very traditional. Her dad is out somewhere being a wanderer, and her mom is too busy worrying about her dad to look after Esme. The only person that really looks after Esme is her grandma Bee. When Esme finds dinosaur bones (which she'd like to keep secret) on a hill by her house, things start changing for Esme.
I really loved the plot of Finding Esme. There is a touch of magical realism within this book that written very well. Esme and her grandmother have certain gifts. They can find lost things and/or people usually. There's also sightings of ghosts although not spooky ghostly sightings. Suzanne Crowley does such a fantastic job of making the magical realism element seem like it's an every day happening in real life. She also does a fantastic job with Esme's dealing of loss and just with the whole plot overall. Although Finding Esme does start out a bit slow, as well as a bit confusing with a bunch of different names, it quickly picks up the pacing. Also, it because clear which character is which quickly. The wording may be confusing for some as it's written in semi-heavy Texas twang and slang throughout. However, context clues help. It was easyish for me to understand being as I was born and raised in Texas.
I must gush now on the characters found in Finding Esme! They were all so fleshed out and felt like they were actual people I was reading about instead of just being fictitious characters. Bee, Esme's grandmother, was probably my favorite character because I loved her no-nonsense approach to things. June Rain was always in la la land since her husband was always up and missing. My heart ached for her, but at the same time, I was angry with her for not paying more attention to her children, Esme and Bo. Sweetmaw was another great character, and I loved her for watching out for Esme when Esme felt she had no one. Finch, Esme's best friend, cared for Esme very much, and it was obvious throughout the novel. He only wanted what was best for Esme even if she had a hard time figuring that out. I loved little Bo, Esme's younger brother. I can't remember if Bo's age is ever mentioned in Finding Esme. I guessed Bo to be around 7 or so based on how he acted. Esme was a fantastically written main character. I could relate to her on so many levels especially when it came to not feeling loved or wanted. I'm sure we've all felt like this at some point in our lives. Esme was wanting to keep her dinosaur bones (which she endearingly refers to as Louella Goodbones) secret just so she could have at least one thing that was just hers. I was angered when her secret bones were no longer her secret (not a spoiler). I just wanted to hug Esme to let her know that she wasn't alone. She seemed like such a sweet girl who had already had to put up with more things than most children her age.
One main thing I feel that I must mention is this is Finding Esme is listed as being a middle grade book. I guess this is because the main character is 12 years old. I felt like this wasn't a typical middle grade read as it lacks a middle grade feel. The wording and narrative seemed to be written towards more of an older audience especially with mentions of things that happened in the past that a middle grade audience may not know about or understand. I feel like Finding Esme would probably go over most middle grader's head with the language and events that happened. Even though Esme is only 12, I feel like adults would enjoy this more or at least a young adult audience.
Trigger warnings for Finding Esme include death, depression, gun violence (although not graphic), an absent father, and profanity (although it was just the word damnation used once).
Overall, Finding Esme is a fantastical read which will tug at your heartstrings and leave you breathless. It's a quick read that you won't want to put down. At least, I didn't! I never wanted it to end if I'm being honest. I would definitely recommend Finding Esme by Suzanne Crowley to those aged 15+. Yes, it's supposed to be a middle grade read, but as I mentioned before, I really think adults and possibly teens would enjoy it more.
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(A special thank you to Suzanne Crowley for sending me a hardback of Finding Esme in exchange for an honest and unbiased review.)


