Purple Phoenix Games (2266 KP) rated TEN in Tabletop Games
Nov 28, 2021
Disclaimer: We were provided with a copy of TEN for the purposes of this review. This is a final production copy, so what you see pictured is what you would receive in a retail copy of the game. -L
TEN is a push-your-luck game of set collection and auction/bidding in which players are trying to amass the most points by the end of the game. Points are earned by collecting sets of numeric sequences in the 4 colors of the game: Blue, Green, Pink, and Orange. Played over a series of turns, players will be drawing/collecting cards from the tableau, buying cards from the Market, or Busting if they push their luck a bit too far. To setup for a game, assemble the deck of cards as dictated by the player count and set it in the play area. Each player gets 5 Currency tokens with which to start the game, and are all dealt a random reference card. The player who was dealt the reference card with the Starting Player symbol will begin the game. Before getting into the actual gameplay, I want to mention the different card types, as to provide a better understanding when reading this review. In each of the 4 colors, there are card values numbered 1-9, with more copies of the lower numbers and fewer of the higher numbers. There are also Wildcards that can be used to represent any #/color, depending on the card. Some cards in the deck are Currency cards and show a value of 1-5 Currency. Should you choose to take these from the tableau, you collect that amount of Currency to be used for auctions or buying cards in later turns.
On your turn, you will perform a series of actions, the first of which is Draw a Card. You will draw a card from the top of the deck and place it in the tableau. If the card is a # card or a Currency card, you will then decide if you wish to continue drawing cards. If you do, draw the next card, and so on, until either you decide to stop or you Bust (more on this in a bit). As long as you do not Bust, you can decide when to stop drawing cards to the tableau. You may then take one of the following rewards: take all the # cards to your play area, or take Currency tokens (equal to the amount shown on the Currency cards in the tableau). When you take the # cards, they go into your play area and all other players will collect Currency tokens. You then have the opportunity to Buy a card from the Market (by paying the numeric value of the card) and add it to your play area. If you instead choose to collect Currency, you will take Currency equal to the total value of Currency in the tableau, and all other players receive nothing from your turn. All # cards are moved to the Market, and your turn ends. In the picture below, if I choose to take the # cards, I would take the Orange 2 and Blue 6 to my play area, and all other players would collect 7 Currency. Conversely, I could choose to take 7 Currency, and the # cards are added to the Market (on the right-hand side of the picture).
So how does Busting work? The tableau may never have a value of more than 10. Every # card you draw adds to your total value, and any Currency card drawn subtracts from the total. If you were to draw a # card that would give you a total value of more than 10, you Bust! OR if you ever have Currency cards that total more than 10, you Bust as well. So there’s a bit of math involved, with addition and subtraction, but you have to make sure you never get more than 10! For example, in the picture below, the net total value of the tableau is 1. (8 from # cards, -7 from Currency cards) If I were to draw a Currency card of 4-5, I would Bust, because that totals more than 10. In this pictured instance, any # card I draw would not make me Bust, as the highest total would only be a 10, given the current cards in play. If you ever push your luck too far and end up Busting, all # cards in the tableau are moved to the Market, and you gain a Bust token (worth 3 Currency). If you Busted with # cards, then all other players will collect Currency tokens, but if you Bust with Currency cards, nobody receives anything. After resolving a Bust, your turn ends and the game continues to the next player.
If, on your turn, you ever draw a Wildcard, your turn pauses and the Wildcard is auctioned. Each player will have one chance to either bid (increasing the bid from the previous) or pass. Whomever wins the auction must pay their bid, and they collect the Wildcard to their play area. Once the auction has been resolved, your turn continues as normal. It is possible to have multiple auctions on your turn – it all depends on the cards. The game continues in this fashion, players taking turns drawing cards, collecting cards/Currency, buying from the Market, bidding in auctions, etc., until the draw deck has been depleted. The active player finishes their turn as normal, but may not draw any more cards. Points are then tallied. All players will arrange their cards to create consecutive sequences of numbers in the 4 different colors. You receive 1 point per card in your longest sequence of each color. If you have a complete set of numbers 1-9 in a color, you get a bonus point. Players count up all their points, and the player with the highest value is the winner!
That kind of seems like a lot, but I promise it’s actually pretty intuitive when you get playing. Also, huge shoutout to AEG for providing such a well-done reference card – it includes a little flowchart to help you with how the turns flow. The gameplay itself is essentially pretty straightforward. You draw a card, and then react based on what it is. Bust? Collect a Bust token and your turn ends. No Bust? Decide if you want to keep drawing. Done pushing your luck? Collect either the # cards or Currency. Try to make sequential runs of numbers in the different colors – the more cards you get in sequence, the more points you’ll get at the end of the game. The thing that elevates TEN beyond a simple push-your-luck game to me is that it requires more strategy than just luck. You can see what cards are available in the Market – is there something you need to buy? You can see everyone else’s playing area – do they need any of the numbers you just revealed? You know how much Currency every player has – do you bid high on this Wildcard because your neighbor can’t outbid you? There is so much more than just luck in this game, and that is what takes it to the next level for me. I know that Travis has reviewed No, Thanks! in the past, and I would say that this gives me similar vibes, but way better in my opinion.
When it comes to playing games, I am generally not a huge risk-taker. I like making logical choices based on known information and end-game strategy. But something about this game just gets me. I think one element that makes me love this game is the different types of cards – # cards and Currency cards. When you’re pushing your luck and drawing cards, there’s an added element of excitement, because the two different types of cards affect the net total differently. It doesn’t all positively add to the net total, which makes me more likely to keep drawing in hopes that things will cancel out and I can maximize the turn. If everything all added together, and you just couldn’t get more than 10, I would probably only ever draw 2 cards per turn, max., just to make sure I didn’t Bust. But the fact that Currency cards subtract from the net total encourages players to keep pushing their luck, and either earning a big payoff or a big Bust. This game is exciting, engaging, and entertaining to play, and that makes it fun!
To touch on components, AEG always hits it out of the park – and TEN is no exception. The game is mostly just a bunch of cards, and some white/black Currency tokens. The tokens themselves are nice plastic, and are smooth and chunky in hand. The cards are thick and sturdy, and hold up to shuffling pretty well. The colors of the game are bright and vibrant, and they are very clear to differentiate between. It’s a nice pop of color on the table, and that adds to the overall enjoyment of the game. Each of the 4 colors, and the Wildcards for that matter, have a unique background design – which can help our colorblind friends who may not necessarily be able to differentiate between the colors. Just an added plus to help the gamers tell what cards belong to what colors! The game box is equally as colorful, and is eye-catching on the shelf. All in all, I’d say AEG gets a 10 for their production quality here. (Get it?)
I spoke earlier about judging a game by its mechanics, and how TEN really challenged me on that. I was expecting a game that I would like, but would be kind of just ok overall for me. What I got is a game that is highly strategic, yet also unpredictable at times. I am definitely a planner when it comes to strategy, but the unpredictability of this game is light, fun, and engaging for all players at all times. It just is fun to play. This is a game that I see staying in my collection for a long time, and hopefully getting to the table quite often when I need a quick filler that isn’t so light that it’s mindless, but not heavy enough that it’s a brain-burner. If you’re in the market for a fun little game that challenges all players, I would definitely recommend checking out TEN. Purple Phoenix Games rates our games on a scale of 1-6 (not 10 unfortunately in this case), and we give this one a solid 5 / 6.
Bob Mann (459 KP) rated The Mitchells vs The Machines (2021) in Movies
May 16, 2021
But the world is set to change forever, as sentient operating system PAL (Olivia Colman) and her army of robots take over the world and prepare to launch human-kind into deep dark space. The Mitchell's, as the world's unlikeliest Avengers, appear to be the only ones available to prevent the evil plan!
Positives:
- In my review of the lamentable "Thunder Force", I commented that it failed my "six laughs test" for a comedy. I only laughed 3 times in the whole film. In contrast, this movie hammered home guffaw-generating lines and scenes about six times a minute! It's hilarious. It's one of those films (like the best Pixar ones) with so much hidden detail buried in every shot. You could watch it a dozen times and still find new hidden gags.
- This is a movie that is the perfect family film. A film that kids will love for the knockabout comedy and a film that adults will also fall in love with. This comes from three different angles:
-- Excellent character development of the whole family. Katie feels like a fully rounded stroppy teen: she seems to be struggling with her identity (lesbian? - "It took me a while to figure myself out"); and she is struggling towards her personal goals despite the well-intentioned but destructive doubts that her rough-and-ready father keeps sowing. This feels like a journey that the family is on towards enlightenment, before it's too late.
-- This is also a film with considerable emotional heft. It channels at times some of the best elements of the Toy Story films (most notably "Toy Story 3" with Andy's departure for college). (Any parents who have never experienced that joyous yet dreadful day when you drive your chicks to university or college for the first time: brace yourselves!)
-- It's a dream for film fans. Like "Ready Player One", it's populated with lots of fun movie easter-eggs scattered throughout. Katie's 'Mount Rushmore' by the way has Greta Gerwig, Céline Sciamma (from "Portrait of a Lady on Fire"), Lynne Ramsey and Hal Ashby as her directorial inspirations.
- And finally, it's a film for adults appreciative of some truly great satirical one-liners, including some razor-sharp zingers at 'big tech'. For example:
"It's almost like stealing people's data and giving it to a hyper-intelligent AI as part of an unregulated tech monopoly was a bad thing"
Negatives:
- My only minor criticism - and its a debatable one - might be the running time of 113 minutes. It might be a little too long for younger kids' attention spans. A 90 minute, more condensed, movie might have ticked the 'perfection' box.
Summary Thoughts: I don't normally "go" for animated films much. But this one is a different breed. An instant classic. It knocks you round the chops and forces your respect by being like no animated feature you've seen before. Witty, irreverent, gloriously entertaining it's a no-brainer that this gets 5-stars from me.
I said in my review of "Nomadland" that although that wasn't a 5* film for me, I could see why its brave and different slant at film-making earned it the Best Film Oscar. Well, almost regardless of what epically beautiful production Pixar might bring out before the end of the year, if the Academy doesn't vote this Best Animated Feature at next year's Oscars, then some sort of crime might have been committed.
(For the full graphical review, please check out the One Mann's Movies review here - https://bob-the-movie-man.com/2021/05/16/the-mitchells-vs-the-machines-dog-pig-dog-pig-loaf-of-bread-kerboom/. Thanks.)
Purple Phoenix Games (2266 KP) rated Cthulhu Realms in Tabletop Games
Jun 12, 2019
In Cthulhu Realms, a deck-building game, you are a Cthulhu cultist that is trying to drive your rivals literally insane. By gathering followers, collecting artifacts, and discovering new locations, you will gain enough power to influence the sanity of those who would oppose you! On your turn, you will play cards from your hand to Conjure (acquire new cards from the communal pool), Draw/Discard cards, Gain/Lose Sanity, or Abjure (permanently discard cards from the game). The game ends when a player is reduced to zero sanity – and the player who has retained their sanity is the winner!
I love deck-building games. I really do. I think it’s a neat mechanic that allows you to customize your strategy with every play. So I enjoy playing Cthulhu Realms because of that element. And that’s kind of where my enjoyment ends with this game. Don’t get me wrong – it’s a decent game. I just have a couple of issues with the actual cards and abilities. The cards themselves are very reliant on iconography to communicate powers/abilities. Props to the player boards for having a quick reference for the basic actions, but I still always keep the rule sheet on hand for the in-depth explanation as I play. And even then, the rule sheet still has a bit of ambiguity on how some of the powers work. I wish they’d provided a couple of examples because sometimes I still get confused by certain combinations of icons. Just a little more detail in the rule sheet could alleviate some of the ambiguity of the icon abilities.
For card abilities, each individual card can have anywhere from 1-3 special abilities. The tricky thing is that the abilities do not all have to be used at the same time. So I could use 1 ability from a card, use an ability from a different card, and then come back to my first card and use another of it’s printed abilities. And with a hand of 5 cards every turn (not counting additional cards you may draw…), it can be hard to keep track of which abilities you’ve already used that turn. On top of that, many of the abilities have prerequisites – you can’t use that specific ability unless you’ve already played/have in play the requisite card. Some abilities only have 1 prerequisite, but some have 2, which just adds another layer of bookkeeping to your turns. Not only are you trying to remember which card abilities you’ve already used, but you’re also trying to keep track of your cards/actions that turn that could unlock other card abilities. The rule sheet suggests sliding a card to one side of your play area once you’ve used one of its powers. But again, if it has more than 1 ability on it, you’ve got to remember which ones you’ve used/haven’t used yet, regardless of where they are in your play area. This is a competitive game overall, but with all of these elements to track on your turns, it saps the tension from the game and makes it feel a little more luck-based than strategic.
To alleviate some of my grievances, I think the game could just have more cards with fewer abilities on each. That would make it much easier to execute all of your turns. And eliminate some of the ability prerequisites – having them on most of the abilities just adds another element for you to keep track of, and it feels a little unnecessary. If the turns were a little more clear and concise, I would like this game a lot more. It’s not bad, it just gets bogged down a little bit with too much action on your turns. That’s why Purple Phoenix Games gives Cthulhu Realms a 6/12.
https://purplephoenixgames.wordpress.com/2019/03/22/cthulhu-realms-review/
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Purple Phoenix Games (2266 KP) rated Dicetopia in Tabletop Games
Jun 12, 2019
Welcome to the Dicetopia – a vast city teeming with opportunity. Some people capitalize on those opportunities for the greater good, but not you. You and your faction have more dubious motivations – you see a city ripe for the taking. Unfortunately for you, other factions in the city see the same thing. Now, you must work quickly and quietly to gain control over the city’s neighborhoods before your opponents! Pick up loot, carry out secret missions, and undermine your opponent in any way possible. The sneakiest and most clever faction will come out on top – will it be yours?
In Dicetopia, you are a member of a faction vying for control of the city. You and your opponents have secret missions to complete, and your strategy will vary depending on those missions. On your turn, you will swap one of the agents from your faction board with a die from any neighborhood. Each neighborhood has an action associated with it, and placing an agent there allows you to take the designated action. Neighborhood actions could be beneficial for you (re-rolling a die on your faction board), or they could be detrimental for your opponent (swapping one of their dice for one from the board). A controlling presence is one key to success, so make sure you have more agents than your opponent in any neighborhood! End-game scoring is in three parts: 1. Die total from your faction board, 2. Points for controlling a neighborhood, and 3. Successful completion of your secret missions. The player with the highest score wins!
Overall, I love Dicetopia. It’s kind of a game of worker placement without the weight that is sometimes associated with that mechanic. As someone who has not played many worker placement games before, I think Dicetopia does a good job introducing players to the mechanic. You place your agent, take the die, perform the corresponding action, and that’s your turn. Easy peasy. And since your secret missions dictate your strategy, the game is really more about dice/set collection than it is about worker placement. Another thing I like about the game is that it is dictated by dice, which means you’ll never play the same game twice. All of the dice are rolled and randomly placed during setup, so your city board will always be different for each game. And depending on your secret missions, the die values could make completing your secret missions easier or harder! That means you have to strategize your use of neighborhood actions even more! There is so much more strategy involved in this game than meets the eye, and I love that.
The one thing I do not like about Dicetopia is that whenever you place an agent in a neighborhood, you must take the corresponding action. Even if you don’t want to, or if it would be against your best interest. That gets a little frustrating as the game goes on, because some actions (later in the game) could essentially undo your entire game, costing you points by altering your success on secret missions. I wish the neighborhood actions were optional, because then it wouldn’t feel like my entire game strategy had been thrown out the window in the last couple of turns.
Besides my one grievance with the neighborhood actions, I really thoroughly enjoy playing Dicetopia. It was definitely a great find on Kickstarter for me, and I hope you’ll decide to give it a shot too! Purple Phoenix Games gives it a 9 / 12.
https://purplephoenixgames.wordpress.com/2018/12/17/dicetopia-review/
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