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Nicki Minaj: The Empire
Music and Games
App
RULE THE WORLD WITH NICKI MINAJ Join the Queen of Rap in a dramatic adventure as you rise from...
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RotoWire Basketball Draft 2017
Sports and Entertainment
App
Imagine getting a cheat sheet that adjusts to fit your league settings, allows you to mark off...
"Before you fully enter into our world, you must remember it’s all a game. What happens beyond this gate may frighten or excite you, but don’t let any of it trick you. We will try to convince you it’s real, but all of it is a performance."
Meet Scarlett and Tella Dragna - two sisters living in an island, governed by their father, who shows up to be such a cunt. He punishes them without any mercy. Beat and torture them and even kill a man to teach them a lesson. But Scarlett found their only way out from this bloody island- she gonna marry to a governor. Although it is an arranged marriage she can see clearly the situation and to understand that this is the only salvation for her and her sister. But life has other plans for them. When they received three tickets for the annual Caraval show, Tella kidnapped her, with the help of mysterious sails man, to the mysterious show’s island. And then the game began.
The Caraval is ruled by a man called Legend. Nobody saw his face, nobody knows his name. He is only known for his passion for games. Although his games can draw people to madness, everybody wants to play. And this year award is so tempting that nobody can resist. Who doesn’t want to get a wish come true?
It’s a magical book that took me away from reality for couple hours. But it’s not fully developed. There is not a built world, just some islands in the middle of somewhere. No world named, or government, nothing. This came as drawback for me, I missed the illusion that actually this world does exists. Another shortage for me is that the characters are not fully developed as well. I liked the way that Scar describes her feelings in colours, but there is almost nothing personal to learn about her. The major thing in the book is the Game. In some points I believed that everything that happened is true. All decisions are life treating. I’ve got lost between the pages, absorbed by the magic. I probably forgot that “it’s only a game”.
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NCIS: Hidden Crimes
Games
App
Time to find your first clue, probie! Join Gibbs, Abby and other NCIS agents to investigate crimes...
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Race Car Driving Simulator: City Driving Test 3D
Games and Entertainment
App
Race Car Driving Simulator 3D it the best car simulator of 2017, thanks to its advanced realistic...
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Mini Ninjas
Games and Entertainment
App
JOIN THE MINI NINJAS – THE SMALLEST HEROES TAKING ON THE BIGGEST DANGERS Mini Ninjas is the...
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Noddy Toyland Detective - Let's Investigate
Education and Games
App
Join Noddy as Toyland’s most famous detective in an adventure filled with storytelling, learning...
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Purple Phoenix Games (2266 KP) rated Victim: The Cursed Forest in Tabletop Games
Sep 24, 2021
Victim: The Cursed Forest (which I shall from here call simply “Victim”) is a horror survival game where players assume the roles of survivors of a plane crash. Each survivor, which in the game are actually called Victims, must race against time and nightmare fiends in order to reach the safety bunker until saviors come rescue them. However, early in the game one of their own is possessed by the lurking horror and then turns on the party to pick them off one by one. It’s up to the victims to race to the bunker and input the correct code to open its hatch to relative safety!
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, basically shuffle each deck separately, and place the Bunker map tile in the bottom six of the stack, then split that into two stacks. Place out all the chits however makes sense for your table (organized for me, thank you), and each player chooses one of the characters to play and collects all their goodies. The Start Tile is laid down, the player minis are placed upon it and the chase is on!
Each turn the players will have several choices of actions to complete, with two actions available to be taken on their turn. Primarily, players will be Running around the map to different tiles and exploring their special characteristics. Some tiles allow players to search them for Item cards, some allow players to Decode as an action, and some also require players to pass certain tests of abilities. These tests correspond to each player’s abilities of Agility, Intelligence, Vitality, and Luck. The ability scores are different for each character and can be improved or worsened throughout the game. Character boards also will show each character’s special skills that can be used on a turn.
Once all players have completed their two actions in turn order, the last player will flip an Event card that may be active for the entirety of the next round. Sometimes these Events affect only characters on certain tile types, or even adjust ability scores and Items held. However, at the end of the second or third round of play (depending on the number of players), the ominous Curse Phase is completed.
The Curse Phase is a special one-time insert that has all players make a test against one of the four abilities. The lowest score for the test then becomes the host for the Evil that will ravage the party and wreak hell on the other players. The player no longer controls their chosen character, but immediately becomes the Evil that was drawn and now plays the game against the other players. The Evil takes their turn at the end of the round, just before the Event card is drawn.
Once the Evil enters play in earnest, the game quickly shifts from a nice exploration and map building game to a race against time to earn bunker password tokens from the Decoding tiles and avoid all attacks from the now raging Evil chasing the players. I will not describe the entirety of battle and Evil special abilities, but battle is a very simple Attack roll vs. Defense roll for one wound. When a player sustains two wounds, they are considered to have a Critical Injury and may only Crawl to another player in hopes of receiving healing or to arrive on a tile with healing properties upon it. However, a character that has been Critically Injured is ripe for the Evil’s Death Skill. The Death Skill is how the Evil is able to remove characters (and thusly players) from the game and decrease the odds of the Victims’ victory.
Play continues in this fashion of players taking their turns, then the Evil takes their turn, then the Event card is drawn as the last part of each round, until either the players collect the correct tokens to solve the hatch passcode and earn safety, or the Evil takes out the required number of characters for their victory. All this can be accomplished in a mere 45-90 minutes. Absolutely.
Components. Never having heard of Hexa House prior to arranging for this review, I had no idea what to expect in terms of components. However, this game comes in a very large box, the insert is kind of perfect (which is saying a lot, especially since it is a vacuum form), and everything inside the box is really great! I’m not really a miniatures kinda guy, but I can appreciate them. Standees are just as good to me, but I think these minis are above-average from my experience. The cards, the art style, the custom dice, everything just hits really well.
So you probably noticed my weird ratings graphic up top. Well, I will admit that my graphic design skills are, well, amateur at best. So I just created a 5 point 5 because I really feel this one is just amazing. Now, some people may have some small issues with the rule book, but please read it with a grain of salt: I believe they originate in Thai or Laotian languages and are translated to English. I didn’t have problems reading it at all, but had a couple questions. I tried playing several different ways when I had these questions, and usually just one option was really viable anyway.
That said, everything else about this game is truly wonderful. I sincerely enjoy that sudden shift near the beginning of the game where one player becomes the big baddie and comes for the rest of the players. Depending on placement and buddy systems that formed in the first part of the game, the Evil player will have either a feast setup before themselves, or have to do a bit of work to track down the characters to orchestrate their attack. I know I didn’t go into a whole lot of detail on what the Evil player can do on their turns, but it boils down to basically Hunt (run), Attack, and trap.
This base game ships with six Victims and six Evils. I have yet to see all the Evils in my plays, as the mechanic for determining which Evil surfaces is dependent on a draw of a card from a shuffled deck. That said, even when an Evil enters the game that I have played before, the players were different, and the map was different, and the placement of characters was different, so it did not feel “samey” to me at all.
I will admit that the most frustrating aspect of the game is the bunker hatch passcode. Okay, so once the Bunker tile is placed, a new component enters play: the Bunker board. A hole in the middle of the board is to house a Gate Token. This Gate Token is simply a target number that the players need to achieve using the different Number and Symbol Tokens won from successful Decode actions. The Number Tokens are simply 1-6, and the Symbol Tokens are plus/minus/multiply/divide. Therefore, in order to meet the Gate Token showing 35 players would need to gather 6 x 5 + 3 + 2. That is seven different successes at the Decoder tiles, and best case scenario has players pulling those exactly and no others. When you are playing a game that is a race against time (or death, in this instance), these little setbacks can cost the entire game – that is, if players simply cannot pass the test needed for a success at the Decoder tile. Frustrating, yes, but also a very cool addition to this style of game.
Victim has completely surprised me, and I am so thankful I had the opportunity to add this to my collection. My strong recommendation is that if you see one of these in the wild – GRAB IT. There are hours and hours of gameplay in this box, and I haven’t even touched the expansion for it yet (expect another review of that in the near future as well). Purple Phoenix Games officially gives this one a 5.5 / 6 (we NEVER do half points), but I feel like with even more plays, and with the expansion to be added soon, this may give my Top 10 list a shakeup still this year. If you are a fan of games like Betrayal at House on the Hill and Posthuman, then you need to check this one out for sure. Oh, did I mention that there is a LOT of dice rolling here too? Guess I just left that until the end for my dice-chucking lovers.
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Purple Phoenix Games (2266 KP) rated Harsh Shadows in Tabletop Games
Apr 20, 2021
Disclaimer: We were provided a copy of this game for the purposes of this preview. The pictured components might not be finalized, and could differ after a successful Kickstarter campaign. -L
Harsh Shadows is a solo card game of hand management, grid movement, and deduction where you are an agent working to collect evidence necessary to apprehend an enemy spy. To setup for a game, randomly place the 9 Location cards in a 3×3 grid. Prepare the Discovery deck as described in the rules, place 1 face-down Discovery card to the right of each Location, and place the rest of the deck off to the side of the grid. Shuffle the Confiscated Item cards and deal the appropriate number to each of the Case File cards – 3 to Evidence, 1 to Red Herring, and 4 to False Leads. The Spy card is placed on the upper-left-most Location, and your Agent card on the lower-right-most Location. Shuffle the Spy Movement cards, and the game is ready to begin! It should look similar to the picture below.
The game is played over a series of rounds in which you will be moving your Agent, performing additional actions, and then moving the Spy. The goal is to track down the Spy, with the correct evidence in hand, before the Spy is able to flee the scene. The first thing that you will do each round is to move your Agent. You may only move to a Location that is adjacent or diagonal to your current Location. Once you move to a new Location, you will draw the top Discovery card from that Location. Discovery cards will either be Items, Clues, or Bombs. Items are collected as potential Evidence, Clues are used to reveal Confiscated Items from Case Files, and Bombs force you to discard a card from your tableau. After you have moved and collected a new Discovery card, you may perform any/all of these additional actions: Use Clue Cards, Place the Tracking Bug, Track the Spy, or Use your current Location’s ability. To Use Clue cards, you will discard a number of clues in order to reveal a Confiscated Item card from a Case File. The Confiscated Items under the Evidence Case File show the 3 items you are required to have in hand to apprehend the Spy by the end of the game. The item under the Red Herring, if you have it in hand at game’s end, will cause you to automatically lose. The 4 items under the False Leads will neither help you win, nor cause you to lose – they simply offer fodder for you to discard when necessary.
Another element required to win the game is to place the Tracking Bug on the Spy. On your turn, you may place the Tracking Bug at your current Location card – if the Spy moves to the Location on a future turn, they are considered to be ‘bugged’ and the Tracking Bug is live! Twice per game, you are allowed to Track the Spy. To do so, you will look at the top card of the Spy Movement deck, and return it to the top. This just lets you see to which Location the Spy is about to move. And finally, you can use your Location’s ability. Once you have taken as many of the additional actions as you want, it is time to move the Spy. Reveal the top card of the Spy Movement deck, and move the Spy in the appropriate direction to a new Location. At the Spy’s new Location, add a Discovery card to its pile. Play continues in this manner until either you make an accusation, or the Spy escapes. In order to make an accusation, you must have Evidence cards in hand, the Spy must be bugged, and you must be at the same Location as the Spy. When you make an accusation, you will reveal any remaining cards under the Evidence and Red Herring Case Files. If you have the 3 matching Evidence cards, you win and apprehend the Spy! BUT if you have the Red Herring card, or you are missing any of the required Evidence cards, you lose. If you haven’t made an accusation in time, the Spy could escape, causing you to lose the game as well – I’ll leave those details for you to discover on your own!
In theory, Harsh Shadows seems like a neat and strategic card game, but how does it hold up in reality? Pretty well, actually! The first thing I want to talk about is how strategic it is, even with its elements of deduction. You need to collect Evidence fast in order to catch the Spy, so what’s the best plan of movement? Also, each Location has a special ability, so is there an ability you need to use now or do you want to wait a bit longer? After using a Location’s ability, it is no longer available for the rest of the game, so you have to time those uses carefully. Along those lines comes the deduction. Sure, you can try to reveal all the Confiscated Items so that you’re 100% sure that you’ve got the right Evidence. But if you don’t work fast enough, the Spy could escape. Are you willing to risk only knowing for sure what 1 piece of Evidence in order to confront the Spy before it’s too late? Or do you want to save up Clues to purchase that coveted Red Herring, to know for sure what not to keep in order to win. There’s a balance of risk with deduction, as well as a real-time element in the sense that the game has a finite amount of rounds. You’re not racing a physical clock, but once the Discovery deck runs out, the Spy is considered to be on the run, on the verge of escaping. Overall, this is a casual card game, but it has a decent amount of strategy to keep you engaged and entertained.
Let’s touch on components for a second. Obviously, this is just a card game, and this is a preview copy. As I said earlier, the final production could differ from this version, but I have to say that this preview copy is good quality. The cards are nice and thick, the artwork thematic and clean. I imagine the rules would get some final edits for slight clarifications, but for the most part the production quality is already pretty decent.
I have to say that Harsh Shadows surprised me. I’d never played a solo game with deduction elements, and it was actually quite exciting. Usually the deduction games I’ve played are based around sussing out a traitor amongst a group of people, so there is that human interaction element that can really help guide your thoughts and decisions. In Harsh Shadows, there’s nobody but yourself – you can’t look for tells in other players because the cards won’t speak to you. It feels riskier in this way because it’s more a game of odds then, instead of your ability to pick out social cues. Other people may feel differently, but I thought this was a neat twist on the deduction mechanic. If you’re looking for a strategic solo game, that plays relatively quickly and casually, I would definitely recommend checking out Harsh Shadows. It goes live on Kickstarter here in April, and I look forward to following its progress!
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p3anut (62 KP) rated the Xbox One version of Dauntless in Video Games
Jun 1, 2019
At first glance I was a little put off since it was made by epic, had fortnite looking character models and I didn't know anything about the game. And right now I'm a little burnt out on the fortnite craze.
After about 10mins of playtime, I found myself really enjoying the hunting aspect of the game. The monsters are huge and sometimes they have little ones around them that you have to kill before attacking the bigger ones. The battles range from 5min to 30min so far which is pretty nice depending on your time constraints.
The world hub that you visit in between hunts is fairly decent sized and full of human characters. They have this cool little icon feature where you can see if the player is on pc or Xbox. The hub is full of what you would expect from an RPG games as a service title. It has your typical weapon master, grenade master, potions master, and armor master. And of course looped into all of those are micro transactions for skins and dye packs etc.
Which if you're like me you don't really care about customizing the color of your hat etc. Enough to spend actual money on.
I've only played about 4 hrs of dauntless and so far I'm pretty into it. I do feel like eventually the grind will get repetitive but I will update once I have at least 10hrs put into it. As I mentioned in my tags it is in a beta stage so don't be surprised from some lag from time to time or quests not showing on the screen as completed because even tho it doesn't show, it does complete them