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                Purple Phoenix Games (2266 KP) rated Kingdomino Origins in Tabletop Games
Dec 28, 2021
                    I try very hard not to allow hype to affect my views on a game. This is why I similarly rarely consume other reviewers’ work on a game prior to me playing it. I don’t want others influencing my experiences. However, I was ultimately tempted by the Game Boy Geek, Dan King, when a video he published was titled, “Why I’ll Never Play Kingdomino Again.” I mean, with a title like that, and already having reviewed and loved OG Kingdomino, I just HAD to see what was with this new version. I have to say, he makes some great points – many with which I tend to agree. But what are those points?
Kingdomino Origins is a tile drafting and placement game set in prehistoric times for two to four players. Just like the original Kingdomino (even though this is titled Origins, which makes me chuckle) players will be drafting tiles from the offer and adding them to their village, matching terrain types to those already built. Instead of crowns to count VP, Origins has players using fire icons and tokens to multiply VP for endgame scoring. New for Origins is the ability to play three different modes: Discovery, Totem, and Tribe Mode! The player with the most VP at the end of the game wins!
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 (a two-player game playing the Tribe mode is used for this review), place the Cave Board on the table, shuffle the Caveman tiles, and deal four to the board. Separate the fire tokens and resourceeples into their piles on the table. Shuffle the main domino tiles and, as in the original, draw four, arrange them numerically, and reveal them to make the offer. Place another four domino tiles nearby, face-down, and arranged numerically. The players each choose a color, takes their starting tile with hut placed atop, and their two chiefeeples. The first player will choose to take tiles 1 and 4 or 2 and 3 from the offer by placing their chiefeeples upon them. The game is now setup for Tribe Mode and ready to begin!
On a normal turn, a player will have two steps to complete: Place a Domino, and Choose a New Domino. In a 3-4 player game, each player will have one domino to place, but in this 2 player game each player will have two dominoes to place within their 7×7 grid (a 5×5 grid with 3-4 player games). The player takes their chosen dominoes from beneath their chiefs and add them to their village grid. As in all domino-based games, the terrain (or side) of the domino must be placed adjacent to a matching terrain type in the village; the starting tile is wild and can match to any terrain type.
Once a domino is placed, if it shows icons or volcanoes, special rules are enacted. For icons showing resources, a wooden resourceeple is placed upon the icon. These come in mammoths, fish, mushrooms, and flints. In Tribe Mode, these will be used later. However, if a volcano is placed in the village, it will spew forth one to three flames, whose tokens will be placed on a domino square in the village. The volcano tile showing one active crater sends a flame soaring up to three squares away, and diagonal movement is acceptable. A volcano tile showing three active craters throws three flames (a fire token with three fire icons) one square away.
Once both tiles have been placed, the player will next Choose a New Domino (or dominoes when playing a two player game). From the now-revealed set of four new tiles in the offer, the players will choose their next tile(s) to be played during the next round, thus also creating the turn order for the next round.
After players have chosen their dominoes, and only in Tribe Mode, the final step to the turn is optional: Recruit a Caveman. Remember those resourceeples that were placed on tiles? By discarding two different resources, a player may recruit one of the face-up Caveman tiles from the board. By discarding one of each type of resource, the player may instead look through the stack of Caveman tiles and take one of their choosing. These Caveman tiles do many different things, but they primarily offer extra VP for being placed adjacent to specific resources, or by clumping together similar Cavemen in the village.
Once all the dominoes have been added to the villages, the game ends and VPs are counted for each player. The game comes with an excellent score pad to help keep track of the different ways to earn VP. The player with the most VP (“comfort points” in the game) is the winner and creates the most prosperous Caveman village!
Components. Just like previous versions of Kingdomino, these components are excellent. The domino tiles are again thick and glossy, the huts are again the 3D style, and the chiefeeples are similar in style to the kingeeples from the original. In this new version, however, new fire tokens have been added, and are fine, but they are double-sided to remind players how many squares they travel – an EXCELLENT idea. I have to also applaud these cute little resourceeples. They are so stinkin cute and look great on the villages. The art is again wonderful on everything in the box, and overall is just a great bunch of components.
What about the claim Dan King made about never playing Kingdomino again? Gosh darnit, I totally agree. By simply playing the included Discovery Mode you get all the same functionality of Kingdomino. But it doesn’t stop there. I didn’t really get into the second mode, Totem Mode, but it also uses the resourceeples to grant extra VP to the players who have collected the majority of each type. It is a great next step from Discovery, and a good setup for Tribe Mode, especially when playing with newer gamers.
So, the components are similar quality to the original version, but there are more components included, and provide three different play modes. The only thing I see that the original Kingdomino has on this version is the Age of Giants expansion. Perhaps something similar is in the works for Origins, where players can effectively negate opponents’ VPs. I’m sure giants existed in Caveman times, right?
All this said, I may be soon looking for a new home for my copy of Kingdomino and the Age of Giants expansion, as I am certainly agreeing with Dan here. I don’t think I have the interest in playing Kingdomino anymore, as long as I have Kingdomino Origins in my arsenal. Purple Phoenix Games gives this one a super-upgraded 5 / 6. The extra play modes, excellent components, and the cool volcano mechanics just elevate this superior version. If you are a fan of Kingdomino, then I highly recommend you check out Kingdomino Origins. Unless, of course, you don’t wish to be seduced away from your beloved copy of the original version. I understand, but you may be unnecessarily handicapping your collection.
    
Kingdomino Origins is a tile drafting and placement game set in prehistoric times for two to four players. Just like the original Kingdomino (even though this is titled Origins, which makes me chuckle) players will be drafting tiles from the offer and adding them to their village, matching terrain types to those already built. Instead of crowns to count VP, Origins has players using fire icons and tokens to multiply VP for endgame scoring. New for Origins is the ability to play three different modes: Discovery, Totem, and Tribe Mode! The player with the most VP at the end of the game wins!
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 (a two-player game playing the Tribe mode is used for this review), place the Cave Board on the table, shuffle the Caveman tiles, and deal four to the board. Separate the fire tokens and resourceeples into their piles on the table. Shuffle the main domino tiles and, as in the original, draw four, arrange them numerically, and reveal them to make the offer. Place another four domino tiles nearby, face-down, and arranged numerically. The players each choose a color, takes their starting tile with hut placed atop, and their two chiefeeples. The first player will choose to take tiles 1 and 4 or 2 and 3 from the offer by placing their chiefeeples upon them. The game is now setup for Tribe Mode and ready to begin!
On a normal turn, a player will have two steps to complete: Place a Domino, and Choose a New Domino. In a 3-4 player game, each player will have one domino to place, but in this 2 player game each player will have two dominoes to place within their 7×7 grid (a 5×5 grid with 3-4 player games). The player takes their chosen dominoes from beneath their chiefs and add them to their village grid. As in all domino-based games, the terrain (or side) of the domino must be placed adjacent to a matching terrain type in the village; the starting tile is wild and can match to any terrain type.
Once a domino is placed, if it shows icons or volcanoes, special rules are enacted. For icons showing resources, a wooden resourceeple is placed upon the icon. These come in mammoths, fish, mushrooms, and flints. In Tribe Mode, these will be used later. However, if a volcano is placed in the village, it will spew forth one to three flames, whose tokens will be placed on a domino square in the village. The volcano tile showing one active crater sends a flame soaring up to three squares away, and diagonal movement is acceptable. A volcano tile showing three active craters throws three flames (a fire token with three fire icons) one square away.
Once both tiles have been placed, the player will next Choose a New Domino (or dominoes when playing a two player game). From the now-revealed set of four new tiles in the offer, the players will choose their next tile(s) to be played during the next round, thus also creating the turn order for the next round.
After players have chosen their dominoes, and only in Tribe Mode, the final step to the turn is optional: Recruit a Caveman. Remember those resourceeples that were placed on tiles? By discarding two different resources, a player may recruit one of the face-up Caveman tiles from the board. By discarding one of each type of resource, the player may instead look through the stack of Caveman tiles and take one of their choosing. These Caveman tiles do many different things, but they primarily offer extra VP for being placed adjacent to specific resources, or by clumping together similar Cavemen in the village.
Once all the dominoes have been added to the villages, the game ends and VPs are counted for each player. The game comes with an excellent score pad to help keep track of the different ways to earn VP. The player with the most VP (“comfort points” in the game) is the winner and creates the most prosperous Caveman village!
Components. Just like previous versions of Kingdomino, these components are excellent. The domino tiles are again thick and glossy, the huts are again the 3D style, and the chiefeeples are similar in style to the kingeeples from the original. In this new version, however, new fire tokens have been added, and are fine, but they are double-sided to remind players how many squares they travel – an EXCELLENT idea. I have to also applaud these cute little resourceeples. They are so stinkin cute and look great on the villages. The art is again wonderful on everything in the box, and overall is just a great bunch of components.
What about the claim Dan King made about never playing Kingdomino again? Gosh darnit, I totally agree. By simply playing the included Discovery Mode you get all the same functionality of Kingdomino. But it doesn’t stop there. I didn’t really get into the second mode, Totem Mode, but it also uses the resourceeples to grant extra VP to the players who have collected the majority of each type. It is a great next step from Discovery, and a good setup for Tribe Mode, especially when playing with newer gamers.
So, the components are similar quality to the original version, but there are more components included, and provide three different play modes. The only thing I see that the original Kingdomino has on this version is the Age of Giants expansion. Perhaps something similar is in the works for Origins, where players can effectively negate opponents’ VPs. I’m sure giants existed in Caveman times, right?
All this said, I may be soon looking for a new home for my copy of Kingdomino and the Age of Giants expansion, as I am certainly agreeing with Dan here. I don’t think I have the interest in playing Kingdomino anymore, as long as I have Kingdomino Origins in my arsenal. Purple Phoenix Games gives this one a super-upgraded 5 / 6. The extra play modes, excellent components, and the cool volcano mechanics just elevate this superior version. If you are a fan of Kingdomino, then I highly recommend you check out Kingdomino Origins. Unless, of course, you don’t wish to be seduced away from your beloved copy of the original version. I understand, but you may be unnecessarily handicapping your collection.
Haley Mathiot (9 KP) rated How to Survive Your Freshman Year in Books
Apr 27, 2018
                    Rating: 3.75
How To Survive Your Freshman Year contains a truckload of information: at nearly 400 pages and contributions from tons of college students all over the world, it’s not exactly a fast read. How To Survive Your Freshman Year is like an encyclopedia of tips and tricks for Freshman on every topic you can think of, and probably some you didn’t think of.
Twenty chapters and an appendix full of useful information, This book is a great tool for upper class High-schoolers and college Freshman—and even parents—who have questions and concerns, or are just curious and looking for information, or just don’t know what to expect.
I would, however, use with caution. How To Survive Your Freshman Year gathers advice from everyone—Jews, Christians, Atheists, Homosexuals, etc. so there are contradictory pieces of advice, sometimes right next to each other. The thing about this book is you have to know yourself pretty well in order to use it. You have to decide which pieces of advice are suitable for you, which follow your beliefs, and which you should pretend you never heard. The book does post this disclaimer inside it:
Warning: This Guide contains differing opinions. Hundreds of Heads will not always agree. Advice taken in combinations may cause unwanted side effects. Use your Head when selecting advice.
I think this is a reasonable disclaimer, as it’s very true that there are some very opposite viewpoints in here.
Also, some of the information in here is common sense—then again, it may be common to me but not to someone else because of the way I was raised—and those pieces of advice are just taking up space on a page.
And then there was, in my opinion, also a lot of really dumb advice: like sleep with people, it’s ok to goof off your first term, college is about having fun, bring a fake ID. (note these are not direct quotes, they are summaries of various reoccurring pieces of advice.)
All in all, however, the book is beneficial and worth the buy, especially to brand new college students. I don’t attend a university yet, I attend a community college. I’ve found that a lot of the information and advice I have already gone through and experienced, but there were some other helpful things on topics I’ve yet to encounter, such as large lectures and dorms and vacations/study abroad and a few other things.
Content/Recommendation: There is some colorful language used to prove points in some quotes. There is a chapter on dating and sex. But, the age recommendation is to highschool and Freshman college students and parents, so it’s age appropriate. There is also some mention of religions and beliefs, and the word God is changed to G-d, probably to keep from offending some people.
    
How To Survive Your Freshman Year contains a truckload of information: at nearly 400 pages and contributions from tons of college students all over the world, it’s not exactly a fast read. How To Survive Your Freshman Year is like an encyclopedia of tips and tricks for Freshman on every topic you can think of, and probably some you didn’t think of.
Twenty chapters and an appendix full of useful information, This book is a great tool for upper class High-schoolers and college Freshman—and even parents—who have questions and concerns, or are just curious and looking for information, or just don’t know what to expect.
I would, however, use with caution. How To Survive Your Freshman Year gathers advice from everyone—Jews, Christians, Atheists, Homosexuals, etc. so there are contradictory pieces of advice, sometimes right next to each other. The thing about this book is you have to know yourself pretty well in order to use it. You have to decide which pieces of advice are suitable for you, which follow your beliefs, and which you should pretend you never heard. The book does post this disclaimer inside it:
Warning: This Guide contains differing opinions. Hundreds of Heads will not always agree. Advice taken in combinations may cause unwanted side effects. Use your Head when selecting advice.
I think this is a reasonable disclaimer, as it’s very true that there are some very opposite viewpoints in here.
Also, some of the information in here is common sense—then again, it may be common to me but not to someone else because of the way I was raised—and those pieces of advice are just taking up space on a page.
And then there was, in my opinion, also a lot of really dumb advice: like sleep with people, it’s ok to goof off your first term, college is about having fun, bring a fake ID. (note these are not direct quotes, they are summaries of various reoccurring pieces of advice.)
All in all, however, the book is beneficial and worth the buy, especially to brand new college students. I don’t attend a university yet, I attend a community college. I’ve found that a lot of the information and advice I have already gone through and experienced, but there were some other helpful things on topics I’ve yet to encounter, such as large lectures and dorms and vacations/study abroad and a few other things.
Content/Recommendation: There is some colorful language used to prove points in some quotes. There is a chapter on dating and sex. But, the age recommendation is to highschool and Freshman college students and parents, so it’s age appropriate. There is also some mention of religions and beliefs, and the word God is changed to G-d, probably to keep from offending some people.
Hazel (1853 KP) rated Grave Mercy (His Fair Assassin, #1) in Books
Dec 7, 2018
                    <i>This eBook was provided by the publisher via NetGalley in exchange for an honest review</i>
<i>Grave Mercy</i> is the first book in Robin LaFevers’ trilogy <i>His Fair Assassin</i> set in Brittany in the middle ages. Young Ismae Rienne escapes from her new, abusive husband to the sanctuary of the convent of St. Mortain, where she learns that she was sired by the god of death. She, like the other sisters of the convent, has been blessed with certain gifts as a result. Their job is to be the handmaidens of death and help to kill people on behalf of St. Mortain.
Ismae’s task is to live in the high courts with a man named Gavriel Duval in order to remove the traitors that threaten the soon to be crowned duchess, Anne. While she is there she begins to suspect that one of the allies is a traitor, but whom? She also begins to fall in love and feels torn in two when the convent demands his death.
It takes a long time to understand what is going on in <i>Grave Mercy</i> especially as a lot of it involves politics of an era of long ago. Towards the end it begins to become more exciting once the reader has worked out who are the good characters and who are the bad and all that is left is to discover how it all resolves itself.
There is something about death and murder in historical fiction that is more gruesome than in contemporary novels. This is another reason why the book was difficult to read.
Initially the amount of names listed on the “Dramatis Personae” at the start of the book was a little daunting however not all of them are key to the plot. The main character, Ismae, is likable and her strength and independence is admirable especially as women did not have much control over their lives at that time. Most of the other characters also existed in real life as, although in part a fantasy novel, LaFevers’ has kept it as historically accurate as possible.
Looking at the reviews on <i>Goodreads</i>, over 900 readers have listed <i>Grave Mercy</i> as Young Adult. After reading the book there is nothing to suggest that it was written for that age group. Admittedly the characters are very young: Ismae, 17, and Anne, 12; but in the 1400s they would have seemed older than society regards people of that age today. The romantic element of the novel is the kind you would expect to find in adult historical novels rather than books for younger readers.
Overall this is a book for people who appreciate historical and political fiction but also like an element of fantasy and romance. It is written really well but to be able to engage fully with the story you need to be really interested in the subject matter.
    
<i>Grave Mercy</i> is the first book in Robin LaFevers’ trilogy <i>His Fair Assassin</i> set in Brittany in the middle ages. Young Ismae Rienne escapes from her new, abusive husband to the sanctuary of the convent of St. Mortain, where she learns that she was sired by the god of death. She, like the other sisters of the convent, has been blessed with certain gifts as a result. Their job is to be the handmaidens of death and help to kill people on behalf of St. Mortain.
Ismae’s task is to live in the high courts with a man named Gavriel Duval in order to remove the traitors that threaten the soon to be crowned duchess, Anne. While she is there she begins to suspect that one of the allies is a traitor, but whom? She also begins to fall in love and feels torn in two when the convent demands his death.
It takes a long time to understand what is going on in <i>Grave Mercy</i> especially as a lot of it involves politics of an era of long ago. Towards the end it begins to become more exciting once the reader has worked out who are the good characters and who are the bad and all that is left is to discover how it all resolves itself.
There is something about death and murder in historical fiction that is more gruesome than in contemporary novels. This is another reason why the book was difficult to read.
Initially the amount of names listed on the “Dramatis Personae” at the start of the book was a little daunting however not all of them are key to the plot. The main character, Ismae, is likable and her strength and independence is admirable especially as women did not have much control over their lives at that time. Most of the other characters also existed in real life as, although in part a fantasy novel, LaFevers’ has kept it as historically accurate as possible.
Looking at the reviews on <i>Goodreads</i>, over 900 readers have listed <i>Grave Mercy</i> as Young Adult. After reading the book there is nothing to suggest that it was written for that age group. Admittedly the characters are very young: Ismae, 17, and Anne, 12; but in the 1400s they would have seemed older than society regards people of that age today. The romantic element of the novel is the kind you would expect to find in adult historical novels rather than books for younger readers.
Overall this is a book for people who appreciate historical and political fiction but also like an element of fantasy and romance. It is written really well but to be able to engage fully with the story you need to be really interested in the subject matter.
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Carma (21 KP) rated How to Keep a Secret in Books
Jun 17, 2019
                    How to Keep a Secret is written in a different style than we normally see from Sarah Morgan.  As with all her other novels, this one flows story to story without hesitation blending all 4 womens stories into one overall story.  Not leaving you feel like you are reading separate stories, another 5 star, well done for Ms. Morgan.  
How to Keep a Secret follows the stories of Mom Nancy, a painter who barely had time for her daughters while they grew up. Sisters Jenna, who longs for a baby with her husband (maybe too much), Lauren, whos husband unexpectedly dies leaving her in chaos with her teenage daughter Mack, who isnt much into supporting her mother right now. They each are well versed in secret keeping, will they come together as one to tackle them head on.
Each woman has her own story to tell and each is told with passion, compassion, dignity and grace from both their own perspectives and as seen from those around them. Once again Ms. Morgan uses her pen and paper to draw us into this world, surrounding us with new friends who we fight for, care about and are sad when they leave us.
Nancys story could be a mothers story from any age or perspective. She is the breadwinner and leaves the care of the girls up to their dad, the fun one. She feels like she has neglected them their whole lives and has no clue how to be there for them now. Having lost her husband 5 years ago she has become a shell of her former self. She has to do some major life adjustments and clean outs to get back to being herself again. Maybe even find love again.
Lauren is dealing with the loss of her husband as well, though in the present not the past as her mother is. She has lost the close connection with her teenage daughter Mack, and has absolutely no idea what happened to cause the rift. At her husbands funeral she finally finds out the reason behind Macks sudden departure. As she packs and moves back home to Marthas Vineyard, can she find peace with her daughter once again?
Jenna has suffered her own personal losses as of late she cant get pregnant. She has no idea why or how come, she just knows she wants a baby more than anything isnt being afforded the opportunity. If one more well-meaning person tells her how great a mom shed be when she finally decided to have a baby, she would spit nails. Shes decided the universe has not. Can her marriage to Greg withstand the constant pressure that comes from trying to make a baby and failing?
Mack is a confused, upset, lonely and borderline angry teenage girl. She just lost her dad Ed and is now having to move across the pond with her mother into her grandmothers house on Marthas Vineyard. Nothing about life is fair at this moment. Can she start over in a new place, with new friends and new family?
Ms. Morgan once again tells a beautiful story that has you so wrapped up in the lives of the characters you are quite upset that it has ended. I received a copy of the novel in advance without any expectations for review. Any and all opinions expressed are solely my own. I would advise you to run, not walk, to the nearest place that sells Ms. Morgans books and pick up a copy today.
    
How to Keep a Secret follows the stories of Mom Nancy, a painter who barely had time for her daughters while they grew up. Sisters Jenna, who longs for a baby with her husband (maybe too much), Lauren, whos husband unexpectedly dies leaving her in chaos with her teenage daughter Mack, who isnt much into supporting her mother right now. They each are well versed in secret keeping, will they come together as one to tackle them head on.
Each woman has her own story to tell and each is told with passion, compassion, dignity and grace from both their own perspectives and as seen from those around them. Once again Ms. Morgan uses her pen and paper to draw us into this world, surrounding us with new friends who we fight for, care about and are sad when they leave us.
Nancys story could be a mothers story from any age or perspective. She is the breadwinner and leaves the care of the girls up to their dad, the fun one. She feels like she has neglected them their whole lives and has no clue how to be there for them now. Having lost her husband 5 years ago she has become a shell of her former self. She has to do some major life adjustments and clean outs to get back to being herself again. Maybe even find love again.
Lauren is dealing with the loss of her husband as well, though in the present not the past as her mother is. She has lost the close connection with her teenage daughter Mack, and has absolutely no idea what happened to cause the rift. At her husbands funeral she finally finds out the reason behind Macks sudden departure. As she packs and moves back home to Marthas Vineyard, can she find peace with her daughter once again?
Jenna has suffered her own personal losses as of late she cant get pregnant. She has no idea why or how come, she just knows she wants a baby more than anything isnt being afforded the opportunity. If one more well-meaning person tells her how great a mom shed be when she finally decided to have a baby, she would spit nails. Shes decided the universe has not. Can her marriage to Greg withstand the constant pressure that comes from trying to make a baby and failing?
Mack is a confused, upset, lonely and borderline angry teenage girl. She just lost her dad Ed and is now having to move across the pond with her mother into her grandmothers house on Marthas Vineyard. Nothing about life is fair at this moment. Can she start over in a new place, with new friends and new family?
Ms. Morgan once again tells a beautiful story that has you so wrapped up in the lives of the characters you are quite upset that it has ended. I received a copy of the novel in advance without any expectations for review. Any and all opinions expressed are solely my own. I would advise you to run, not walk, to the nearest place that sells Ms. Morgans books and pick up a copy today.
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