Matthew Krueger (10051 KP) rated the Xbox One version of Friday the 13th : The Game in Video Games
Feb 26, 2020
Gameplay:
Friday the 13th: The Game is a semi-open world third-person survival horror game set throughout the 1980s in a variety of locations in and around the fictional Camp Crystal Lake from the Friday the 13th franchise.
The game is an asymmetrical multiplayer video game, with up to eight people able to play in one game session. One player is randomly selected to control Jason Voorhees.
The main objective of playing as a counselor is to escape the map alive, which can be done more quickly by completing the map's side objectives (which are easier to complete when coordinating with other players) that will allow counselors to escape or to survive long enough until time runs out on the session, Jason may also be defeated with an "epic win condition" that requires both teamwork and planning, and is difficult to perform. A player may also control Tommy Jarvis, who becomes playable when certain conditions are met.
Setting: Five primary maps are available, each of which are based on locations from the first five films, and each set concurrent with the films' time periods. Matches may take place at: Camp Crystal Lake, the setting of the first film, in 1979; Packanack Lodge, the setting of the second film, in 1984; Higgins Haven, the setting of the third film, in 1984; the Jarvis House, the setting of the fourth film, in 1984; and Pinehurst, the setting of the fifth film, in 1989.
Its a really good, entertaining, fun and overall finally a good Friday The 13th game.
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Merissa (13600 KP) rated Fever (Songbird #1) in Books
Apr 11, 2023
Cole starts off as a bit of a player but soon falls for his 'shower girl'. The two of them not knowing who they were but in constant contact was amusing. Cole changes his mind from being a player to having an unknown girl be 'the one' for him but that is the only thing that is rushed. It progresses slowly and naturally between Cole and Ella.
David, I felt sorry for. He's really not the right guy for Ella but he was there when she needed him so he's not really the bad guy of the show either. He doesn't see Ella or consider her wants but then she doesn't open her mouth either so it's not all his fault.
This was a very well-written contemporary romance between two college students as they learn who they are, what they want and how to go about getting it. I loved the ending with Ella (no spoilers) - I thought it absolutely perfect and was so happy to see it happen.
If you have read any other of Melissa Pearl's books, then you already know you are in for a treat. If you haven't - and you like new adult contemporary romance - then I can recommend you start with this one.
* A copy of this book was provided to me with no requirements for a review. I voluntarily read this book; the comments here are my honest opinion. *
Merissa
Archaeolibrarian - I Dig Good Books!
September 11, 2016
Purple Phoenix Games (2266 KP) rated Cindr in Tabletop Games
Oct 29, 2020
Cindr has players taking on the persona of a lonely fantasy creature looking for dragon love on a dating app. Players will be building their character by making choices and then swiping left or right to attempt going on dates with dragons that may be a great match. Roll the dice well and things may go to the Next Step, or even the Next Level. Roll poorly and your dear dragon date may send you home aflame.
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. Furthermore I will be covering the game using the Solo rules (which are no different than the multiplayer rules). For more in depth rules, you may purchase a copy online or from your FLGS. -T
To setup, each player (or just yourself if playing the solo rules as I am) will choose a Character Profile card, filling in the blanks and circling choices to build their new fantasy persona. Each player will take one Try Again card that is useful during game play. Shuffle each Cindr App Dragon Profile and Whelp App Location card deck and place near each other. The dice will be placed near all the cards as well and the game is ready to begin!
On a turn a player will do each of these steps in order: Choose a Dragon to Date, Assemble the Dice Pool, Draw a Location Card, Check Dragon Powers & Location Bonuses, The Date / Roll Dice, Burned by a Dragon, and End of Turn. In the solo game players will be playing long enough to complete five dragon dates.
Choosing a Dragon to Date consists of reading the profile on the top of the deck and deciding whether to date or not. If not, swipe the profile into The Dating Pool below the deck. Players may swipe twice for free, and pay for additional swipes. After a dragon has been chosen, players will Assemble the Dice Pool by flipping the profile card and comparing with the stats they had made for their character at the beginning of the game. For each match players will receive a green die. For each value one space away a blue die, and for two spaces away a red die. Each die color has a different value of faces, but all have hearts and fires. Next the player(s) will Draw a Location Card from the top of the deck, read the front, then flip to the back. The back of the card will list any die up/downgrades and bonuses that may activate at different times during the date. Checking Dragon Powers & Location Bonuses will happen next and are self-explanatory.
Now that a dragon date has been procured and a location chosen, The Date may occur! When on the date, players will roll the four dice up to three times. The first time they are rolled is considered the Meet Up. The Next Step and The Next Level are the second and third rolls respectively. To be considered a full date, players will need to at least roll a second time. It is during The Date that players will be collecting hearts and trying to avoid fires. Three fires and the hearts are lost and the turn over. Players may stop rolling any time they wish and bank the hearts they have won to that point. The hearts then transfer to Love Points that are tracked at the bottom of the Character Profile card.
Should a player roll three flames and have no way to mitigate them, they lose all earned hearts for that round and their turn is over. They were, after all, Burned by a Dragon. The End of Turn is a cleanup phase to setup for the next player (or next round if playing solo). Play continues in this fashion until a player reaches 21+ Love Points in a multiplayer game or after the solo player has gone on five complete dates. Total the points to see who is the winner, or compare against the Love Meter card to see where you stack up.
Components. I’m just going to come out and say it now: I love everything about the components in this game. The dice are excellent and feature GOOD colors (not just boring primary colors). The app cards look like a phone’s screen and that’s brilliant. The Location cards are using a review service named Whelp, and also a stroke of brilliance. The art is amazing, save for the somewhat boring Second Chance cards, and one of the fonts is the same as my favorite game of all time – Valeria: Card Kingdoms, so I am fan for sure.
It’s no use hiding the fact that I am giddy playing this game. Even solo! Yes, I missed out on being able to date dragons from other players’ Dating Pools, but I have access to all the dragons anyway! Being able to adjust your choices during the game as a result of dragon powers or location powers is a neat twist that I wasn’t expecting. Those powers and bonuses are great and can really change the game, and contribute to an already large replayability score from me. It’s just a superb game that I love more and more every time I play it.
Cindr will probably never make my Top 10 Games of All Time, but it will most certainly remain in my Top 100 for years. Again, I wish I had not missed out on the Kickstarter for this one as I am gluttonous for KS stretch goal extras, but I am quite happy with where this game is at retail level. If you are looking for a great game with a hilarious and wonderful theme, plays quickly, and is excellent as a solo game too, then check out Cindr. You will never look at dragon dating sites the same way again. I promise.
Purple Phoenix Games (2266 KP) rated Lair in Tabletop Games
Feb 13, 2020
Lair is a worker placement game in which players are racing to complete the construction of a secret lair for their evil boss, Mr. White. Played over a series of rounds, players select turn order and command henchmen to construct new rooms, collect supplies, interfere with your competitors’ plans, or dig deeper into the volcano in which this lair is housed. The first player to reach the core of the volcano, thus completing the lair, is the winner!
Disclaimer: We were provided a copy of Lair for the purposes of this review. I do not intend to rehash the entire rulebook, but rather provide an overview of the rules and comment on the gameplay. For a more in-depth look at the rules, find the game at your FLGS or directly from the publisher! -L
To setup, place the foundation cards at the top of the table and then place 4 elevator cards in a single line underneath the center-most foundation card, and put the Core card at the bottom of the line. Flip the top elevator card, give each player their components (Player Card, Boss token, and 2 Henchmen tokens), create a room card pool, and you are ready to go! Choose the first player as described in the rule book. To start each round, players will choose turn order. All spaces in the turn order track offer different resources/rewards (collect Work Tokens, claim room cards, etc), so going first each turn might not necessarily be best for your strategy. Once turn order is established, players take turns moving 1 worker (either a Henchmen or Boss), and possibly performing the action of the room card to which they moved. Each move costs 1 Work Token, and is paid to the “bank.” In order to perform a room’s action, you must play your Boss token to that card, and there must be a Henchmen token already in the room. Here’s the catch – if the Henchmen token belongs to an opponent, you pay THEM 1 Work Token (instead of the bank) for having moved into a room that they have claimed. Do you want to use a room action enough to justify giving an opponent another Work Token to be used against you? Or can you rework your strategy to avoid using that action? Play continues in the round as long as players have Work Tokens to spend. Once you run out of actions, or choose to stop, you ‘retire’ and pass until the next round begins. There is an incentive to retiring early, though – the first player to retire in a round is the first player to choose their turn order in the next round. Play continues until one player has reached the final spot on the elevator track, the Core. The game immediately ends, and that player is the victor!
So how does Lair play? In my opinion, it’s a great little game. There is so much strategy involved for such a small game, and that is really what takes it to the next level for me. Let’s start with selecting turn order. In most games, this means vying for first dibs in the next round. In this game, however, each different turn order slot provides different resources/rewards. Depending on your strategy, you may really need that 3rd slot, or even the last one! So going first is not necessarily always the best thing in this game. You have to balance the risk of going later in the round with the reward of your chosen resources. The next strategic part of this game has to do with Henchmen placement. As I stated earlier, in order to use a room’s action, you must move your Boss to that card, and there must already be a Henchmen present. If the Henchmen belongs to an opponent, you pay them instead of the bank. This is vital because Work Tokens are what allow you to take turns, so paying an opponent means giving them a chance for another turn next round. Is it worth rewarding an opponent for use of a room action? On the flip side – can you strategically place your Henchmen to ensure that opponents have to pay you to complete their goals? The Boss may be in charge, but the Henchmen are the underdogs in this game for sure.
Components. The components are pretty good quality in this game. The cards are nice and thick, the art is thematic, and the wooden and cardboard tokens are sturdy. No complaints there. The only qualm that we had with Lair has to do with iconography. Every possible action has a corresponding symbol, and that is what is shown on the card. The downside is that there are so many symbols and icons, so there is a bit of a learning curve when it comes to playing Lair for the first time. To alleviate some of the confusion, the game comes with some nice reference cards, and the symbols do get easier to recognize with more plays. But just be warned: at first you may be a little confused with all of the symbology.
As you can see by our ratings, we kind of had mixed feelings about this one. For a game that seems so small and light, it actually has a lot of bulk to it. Between strategic choices and learning symbology, this might not be a game we can just pull out for a quick filler, but I think that it’s good enough to stand on its own. Sometimes physically smaller games can be overlooked, but don’t let the size fool you – Lair packs a punch. Purple Phoenix Games gives Lair a nefarious 12 / 18.
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