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Red Otter (340 KP) rated Azul in Tabletop Games

Jun 12, 2019  
Azul
Azul
2017 | Abstract Strategy
If I had to pick an abstract to start someone off, I'd pick Azul almost every time. It may appear as a simple tile laying game, but with time you learn how to predict what an opponent needs and how you can change their best laid plans. The game is simple. Every round a selection of tiles ( with five different colors) based on player size is placed on factory tiles in the centre. Players take turn grabbing all of one color of tiles from either a factory tile or the factory floor, with any ungrabbed tiles being placed into the floor. These tiles are then placed into variously sized rows with a catch, only one color can be placed into a row at a time, no mixing and matching allowed! You can partially fill these rows and hope you can grab enough later to fill it up. Any unplaced tiles go into the garbage, forcing you to lose points. The round ends when all tiles have been grabbed. It's possible to make opponents grab tiles that they can't use, forcing them to lose points.

Next is scoring. At the end of every round, every player checks to see if any of their rows are filled, if so, they can empty their row and place one of the tiles on its matching space/row on a 5x5 scoring grid.
Scoring is all about placing contingious tiles, with more points for how many tiles are next to the tile when it's placed. The game ends when someone fills up an entire row, with additional points for having five tiles of a color, a filled row, and filled coloumns.

Azul is very somple and easy to each, but has depth when trying to predict what tiles will be coming out next and what your opponents will be going for. The component quality is excellent, with the tiles providing a great tactile feel to picking them up. I love this game and am never sad when it hits the table
  
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The Marinated Meeple (1853 KP) Jun 13, 2019

Love it, kep the reviews coming, got kudos for boardgamers....

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Johnny Marr recommended track Philadelphia by Magazine in The Correct Use Of Soap by Magazine in Music (curated)

 
The Correct Use Of Soap by Magazine
The Correct Use Of Soap by Magazine
1980 | Alternative, Punk, Rock
8.0 (3 Ratings)
Album Favorite

Philadelphia by Magazine

(0 Ratings)

Track

"The reason I picked ‘Philadelphia’ is because of the relatively unsung brilliance of John McGeoch on the guitar during that period, the album The Correct Use of Soap is my favourite of anything that Martin Hannett produced and again, that it came from Manchester was a huge bonus. It’s a really subjective one, for myself and my girlfriend at the time Angie, who’s now my wife, it made a soundtrack to our spring when it came out in 1980, when I was working in a clothes shop. “Every song on the record is great and no one really puts a song across in the same way as Howard Devoto, one or two people have tried, but most people wouldn’t even bother, because it’s so idiosyncratic and impossible to pull off without sounding ridiculous. I can hear Alice Cooper in there and his effect on that generation in the delivery of the vocals. There’s also the literary influences in the concepts of the songs, which are really brilliant. Whether it’s Sartre, Dostoevsky, The Situationists or feminism, whatever kind of perversity is going on there, there was a really great, mysterious manifesto in the lyrics. “It was art school that managed to rock without the need for laptops, sequencers or extra musicians onstage. They could really play but they were delivering art rock music and that’s why they’ve inspired me, especially in my solo career, on the first two records The Messenger and Playland Magazine were a really big inspiration for me and the band. “John McGeoch is someone I’m more than happy to pay tribute to and it’s only really in later years that I’ve realised what a big influence he was. The fact that he joined Public Image Ltd made total sense to me, because the other guitar player of his generation who was as inventive as him was Keith Levene. He obviously had a bit of wanderlust in him as a guitar player too, and I can relate to that!"

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Paragon: Trials of the Chosen
Paragon: Trials of the Chosen
2021 | Card Game, Fantasy, Fighting
I am going to start off with complete honesty. I have been dreading writing this review. Not because I am afraid to give anything negative criticism or because a game has been too daunting for me, but rather, because I still do not feel that after all my plays of this game that I have an absolute understanding of each of its components. I hope you will continue reading as I explain what I mean.

Paragon: Trials of the Chosen (which I will lovingly refer to as Paragon from here on out) is a fantasy deck construction fighting card game where players will be outfitting their chosen avatars with awesome gear and abilities and sending them to battle against other players’ avatars. All players will know EXACTLY what is in their draw deck AND in what order because they have constructed it card by card and the deck will never be shuffled. Intrigued?

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, each player chooses two avatars with whom they will play. Avatars belong to one or two different Disciplines, which allows players to construct their deck with Discipline-specific cards to be used during the game. As part of setup, each player will choose 20 cards from the gigantic deck of Equipment and Ability cards with which they will form their deck for play. Per the rules, each player will then place their chosen avatars and ordered decks in front of themselves along with a blue 1d10, the green 1d10 (all set to 1 to begin), and pile of Hearts tokens. Players draw their starting hand of five cards and the battle can begin!
The green 1d10 notates the round number, and the blue 1d10 per player represents their current Energy. To bring cards into play a player will spend the printed amount of Energy and track this on their 1d10.

Each round is played over several phases. The game is designed to play to 10 rounds, but players may play past 10 while keeping the round tracker and Energy static for all rounds after 10. The first phase is the Start Phase, and acts as a maintenance phase where players will activate any “Start Phase” effects from played cards, ready all exhausted cards, increase all the d10s, and draw the top card from their deck. Should a player be unable to draw a card during this phase due to the draw deck being empty, they immediately lose the game.

The second phase is the beefy Main Phase. This is where all the action happens. During this phase, players will take turns playing cards until both players have passed. On a turn a player will have the choice of five actions: Play a Card, Trigger an Activated Effect, Declare an Attack, Channel Energy, and Pass. To Play a Card the active player will pay the cost (in Energy) printed on the card and bring it into play exhausted. Cards brought into play this way will be attached to one of the avatars and act as an equipment or new ability, as long as the card played matches the Discipline of the avatar to which it is attached.

To Trigger an Activated Effect, the player will need to satisfy any qualifying conditions of the activation, which are printed on the card. These abilities can vary wildly and add immense strategy to play.

Once a player believes they have enough firepower attached to their avatars they may instead Declare an Attack by announcing their target and exhausting the card that is attacking. It is here that Paragon strays from the norm. Instead of damage simply being dealt to the opponent, the player may engage in a volley of playing Instant cards from hand (and paying their Energy costs) to add to the card stack. This is important, as the stack is then resolved in reverse order of play. So the last card to be played on the stack will be resolved first. This can result in attacks being nullified or shielded before they even proc. Sneaky and wily players will certainly use this phase wisely to draw out cards from their opponents’ hands. Once the stack is built, it is resolved and damage is calculated.

Players may instead elect to Channel Energy by exhausting one of their avatars to add 1 Energy to their pool. This may be repeated as long as the other avatar is available to be exhausted.

Lastly, and most easily, when players have no other actions they can or wish to complete, they may Pass in order to close out the round of phases.


When both players have Passed, the End Phase begins, and acts as another maintenance cleanup phase to ready players for the next round. This includes resolving any “End Phase” effects and increasing the round d10 by 1. The game ends once a player’s two avatars have been defeated or a player is unable to draw a card from their draw deck. The winner then boasts mightily in the face of their competitor and spews taunts and rematch challenges.
Components. This one is simple. Paragon has a giant stack of cards, a few d10s, and some wooden Heart tokens. The tokens are double-sided with a 1 printed on one side and a 3 on the other. These are obviously to track HP loss, and are fine. The 3d10 in this version are entry-level, and I will probably bling it out with some d10s that are more themed. The cards. Okay, I will certainly be sleeving this game. I want to keep my copy in excellent condition for as long as I can. In the last photo here, I splayed out the avatars that are currently included, and all the other cards stacked are the equipment and abilities to be attached to the avatars. I have no problems with the components in Paragon (I just want to get more exciting d10s to use).

There really is an insane amount of choice and customization that can be had in constructing a deck for the chosen avatars, and that is precisely why I mention in the opening that I have yet to understand all the components: how will I ever be able to perfect a combination that speaks to me and works with my style when I have about a zillion options available? I know many gamers will salivate over the amount of deliberation and possibilities contained in the box, and after several plays, I find myself weighing options in my head throughout the day. When you think about a game throughout the day and how you will attempt to play it next time, I feel that is a sign of a truly great game for you.

This is certainly not for everyone, but it definitely is for me. I truly cannot wait to try out different combinations, strategies, and deck configurations each time I play. I can also see Paragon being ripe for multiple expansions, with new avatars representing new Disciplines, or adding in expansion material that is themed for different IPs or historical eras. Well, I guess it is time to pick up a part-time job to fund my Paragon expansions.

If you are like me and enjoy games that offer near-infinite possibilities and the true feeling of never playing the same game twice, then Paragon needs to be on your shelf. The rules are easily-digestible, games take 30 minutes once you are familiar with it, and there are a ton of unique cards included in this box. Purple Phoenix Games gives Paragon an excited 5 / 6. I really think that with more plays and tweaks to my copy (maybe an expansion or two thrown in) this could eek up to a 6 and earn a Golden Feather Award from me. It is smooth, exciting, and just oozing with customization that many gamers are going to absolutely love. Go find yourself a copy and get it to the table right away!