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Purple Phoenix Games (2266 KP) rated Spy Club in Tabletop Games
Aug 12, 2021
Spy Club is a cooperative memory and deduction card game utilizing an action point system and sharing of resources. It is set in any neighborhood where kids can gather in groups and snuff out a mystery. The goal is to whittle the clues down to the correct Motive, Suspect, Location, Crime, and Object of the Crime. Are you intrepid youths up to the task?
To setup, place the main board on the table, and the Escape Marker upon it at the bottom of the track. Shuffle the Movement Deck cards separately by backs, remove one from each differently-backed set, and place them in day – sunset – night order in its space. Each player receives a play board according to the number of players and a spyglass in their favorite color to go upon their play board. The Idea markers can be in a rough pile near everything else. The Clue Deck is to be shuffled and placed face-down (or face-up, whichever you prefer; they are double-sided) and each player is dealt a number of Clues equal to the number of spaces on their play boards. Clues will also be dealt to an “Incoming Clues” area (an offer row or “market”). DO NOT LOOK AT THE BACKS OF THE CARDS. Like, EVER. Unless you use an action to do so. The Suspecteeple will be placed on the right-most Clue Card of the starting player’s board. The game of sleuthing may now begin!
A player’s turn will consist of three main steps with different phases in those steps. Step 1 is Use Actions. Players will be able to use three Actions on their turn. These Actions are: Investigate, Shift Focus, Confirm, and Scout. To Investigate the active player will flip a Clue Card from their collection to its back. They may then continue flipping their cards or stop at any time. To Shift Focus a player will simply move their spyglass to a different Clue and collect Ideas equal to the number of Clues whose aspects match the newly-focused one (two Ideas if moving to a Location and a player has two Location Clues). Skipping Confirm, to Scout simply means purchasing a card from the Incoming Clues area to a player’s board, with a discard of an existing card already there.
Confirming is where the main action in Spy Club lies. Players will be attempting to Confirm five Clues of matching aspect (Location, Motive, etc) in order to hone in on the correct aspect. To Confirm, a player can submit a Clue from their collection (hand) to the main board. The cost, in Ideas, depends on where the spyglass lies. If the spyglass is directly under the Clue to be submitted the cost is nothing. However, if a player wishes to complete three Confirm actions and they have matching Clues on either side of their spyglass, they would need to spend two Ideas for each Clue resting one space away from the spyglass.
There are also rules for taking “Teamwork Bonus Actions,” but I will let you discover those on your own.
After these Actions are carried out, Step 2 is Refill. Firstly the active player’s hand will need to be refilled from the Incoming Clues row, and more Incoming Clues come out to fill that row.
Step 3 is Move the Suspect. Drawing from the Movement Deck the active player will match up the Movement cards from the previous round and the current round to find out how many spaces the Suspecteeple will be moving through players’ cards. Depending upon which aspect Clue the Suspecteeple lands a negative action will be levied against the players. In some ways the Suspect could land on cards that trigger no negative action, but I will leave that for you to discover as well. I am a bit… distracted.
Play continues in this fashion of players Using Actions, Refilling the Clue cards, and Moving the Suspect until players win by solving all five aspects of the crime, the Suspect escapes, the players run out of Idea markers, the Suspect escapes due to running out of Movement cards, or there are insufficient Incoming Clues to refill a player’s hand. So there are four ways to lose and one way to win.
Components. I find the components in Spy Club to be good overall. Nothing really stands out as amazing, either in design or quality. The art is very good, though. One thing I will say about the components as a whole is that once the game is setup and in play it looks fascinating on the table. I love the way it looks and certainly assists with full immersion. Always a plus in my book.
There are so many things I love about this game. And there are so many things I didn’t even explain here! Ok I’ll tell you one. Spy Club can be played as a one-shot game night medium-length (60 minutes) game, or can be converted into a campaign game where players will play five connected scenarios using a giant stack of cards that are not in use for the one-shots. That is simply fabulous! I can play one game of this to get people hooked, then reel them in by offering to continue this as a campaign to see what the main story arc is really trying to tell us. Oh man, that’s just special and I love it!
I feel like I have been playing a lot of really great games lately, and Spy Club is certainly a GREAT game. In fact, I told the rest of the team that this one is a contender for my Top 10 Games of All Time list. It has everything I love in a game: it is difficult (my first game I would have lost had it lasted one more turn) without being too heavy, it is inviting me to play more games (especially with the campaign mode active), I just like looking at it on the table, and creates a stunning amount of tension as we race against the game clock to figure out the crime aspects.
I have had this in my collection for too long without it being played, and I am so sorry that it took me so long to get into it. I will certainly be playing this a LOT more, and introducing as many people to it as I can. I think in the gaming world it is flying under the radar, but I will be one of its champions and suggest it as much as possible. If you like certain aspects (hehe) of Clue, 13 Dead End Drive, Carmen Sandiego, and even Jaipur, then take a look at Spy Club. Purple Phoenix Games gives this a super-sleuth 11 / 12. I actually might go play it right now. Yes, at 11:07pm.
Debbiereadsbook (1202 KP) rated Undisclosed (Nights Series #7) in Books
Oct 26, 2018
When informed she does not own the land her most lucrative club, Le Secret, sits on, Eveline makes a deal with the devil to escort Lincoln while he is in Tokyo. But Lincoln affects Eveline in ways she never knew were possible and quickly finds herself head over heels in lust. Then that email comes, and Eveline runs and Lincoln race to undo the damage he may have caused: to Eveline, and to his heart.
SO!! This is book 7 in the Nights Series, but you don't need to have read books one through six first. You don't NEED to. But personally, I would recommend that you do. Cos, you know, they are rather awesome! BUT you should know that the other 6 books are all male/male pairings and this is a male/female pairing. I'm not picky, but I know some readers prefer to stick to one or the other.
I think Eveline pops up on most of the others books, and I'm so glad she gets her own story! Didn't expect her to, since the others are all gay erotica, but so pleased!
Eveline is a own boss, and although she will *sometimes* escort, she is extremely selective in her bed partners. When she discovers that the previous owners of the land her club sits on swindled her, she storms off to Lincoln's office to demand he sell it to her.
And
Sparks
Fly!
I talking Bonfire Night, Fourth of July and New Years Eve all condensed into Lincoln's office and I expected the pair of them to spontaneously combust! I mean, I'm sitting there, eating my lunch, and the office scene pops up. And I'm like WHOA!!! This is gonna be hot Hot HOT!!!
And I was not disappointed. Not for the heat level, and for how quickly they both came to the realization that they need each other.
What I AM slightly disappointed about (but it doesn't effect my star rating, I just need to mention it!) was that while there was a scene in Eveline's "special" room at the club, it was tame. And I wanted them to return to the room at some point and for Lincoln to show Eveline the other end of the whip that she usually wields. That would have been the icing on the very hot cake! Maybe they will get another book, and the return visit will be in there, who knows!
Cam and Gabe; Ethan and Joe; and Wade and Rhys all pop up here, if only for a little bit, but it was nice that they did.
So, landing itself firmly on the "fan yourself, its a hot one" shelf I made just for these books...
5 stars
**same worded review will appear elsewhere**
Jerzy Dudek: A Big Pole in Our Goal - Autobiography
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Bong Mines Entertainment (15 KP) rated Between Us by Hayden James in Music
Jun 6, 2019 (Updated Jun 6, 2019)
The retro-filmstrip footage follows the empowering Venice-based all-women skate crew, GRLSWIRL, down the California Coast. Also, it follows them as they go from piling into a ’70s-style camper van to effortlessly skating the back-streets of Venice.
‘Nowhere To Go’ highlights Hayden and Nicky Night Time’s abilities to produce tracks which are club-ready and radio-friendly.
The likable tune contains a relatable storyline, ear-welcoming vocals, and lush instrumentation flavored with dance, EDM, and electro-pop elements.
Also, it displays Nat Dunn’s powerful vocal performance and songwriting talents.
Naations are responsible for the huge Ibiza 2017 anthem, entitled, “Real Life”, with Gorgon City & Duke Dumont.
Not too long ago, they released their debut EP, entitled, “Teardrop”. The 6-track project serves as an introduction to the duo’s teardrop and star concept, which represents the light and the dark, which inspired their creative process.
They have performed at notable music venues on both sides of the Atlantic, including New York’s Output as well as Brixton Academy and XOYO in London. Also, they made their CRSSD Festival debut alongside Hayden, before heading back to Australia to support British songstress Anne-Marie on the AU leg of her tour.
https://www.bongminesentertainment.com/hayden-james-nowhere-to-go-naations/
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