Search
Search results

Board Game Stats
Games and Lifestyle
App
Keep track of your Board Game plays and scores in this easy to use tool. View statistics and graphs...

Purple Phoenix Games (2266 KP) rated Darkest Night (First edition) in Tabletop Games
Jun 12, 2019
One of the best parts of the board gaming experience is finding a fun group of people with whom to play! Sometimes, though, coordinating a game night is easier said than done. We all must occasionally forego the group experience and face the world as the Lonely Only. But fear not! The world of solo-play is a vast and exciting realm! What follows is a chronicle of my journey into the solo-playing world – notes on gameplay, mechanics, rules, difficulty, and overall experience with solo variations of commonly multiplayer games! I hope this will provide some insight as you continue to grow your collection, or explore your already owned games!
Once prosperous, your kingdom has fallen victim to a powerful Necromancer who has shrouded the realm in darkness. His minions traverse the land doing his bidding, and his army, as well as his powers, continue to grow. All hope is lost….or is it? Four heroes band together in a final attempt to defeat this evil being. Each brings unique powers and strategies to the table, and success will come in one of two ways – by defeating the Necromancer in direct combat, or by gathering Holy Relics and performing a ritual to undo his powers. But be warned: the Necromancer grows stronger with every passing moment, so be sure your chosen strategy is the right one. Otherwise you too will fall victim to the Necromancer’s might.
Darkest Night is a cooperative game where players take on the role of the heroes attempting to defeat the Necromancer. Each turn has 4 steps – Perform any start-of-turn actions, draw/resolve an Event card, perform one action, and defend against Blights (monsters). Each equipped with a unique set of powers, the heroes must work together to search the land for Holy Relics and destroy Blights before the kingdom is overrun. Once all of the heroes have had their turn, the Necromancer gets his turn, which entails advancing the Darkness track, moving towards the closest detected hero, and creating more Blights. Victory comes in two forms – ritual or combat. If the heroes collectively uncover three Holy Relics, they can use them in a ritual to break the Necromancer’s powers. Or if a hero gets strong enough, they could directly fight the Necromancer. If, at any point, the Monastery is overrun by Blights, the game ends in failure and the kingdom has fallen into darkness.
DISCLAIMER – This review is for the Darkest Night (First Edition) base game. There is a second edition, and several expansions, but I have not had experience with any of those, so my thoughts are solely based on the First Edition base game. -L
I’m just going to be up-front and let you know that I am not a huge fan of this game solo. The main reason is that this game is for four heroes, regardless of actual player count. So playing solo means that I have to control all four heroes. Controlling one hero, I can do. Controlling two heroes takes more focus, but is usually manageable. But controlling four heroes at once? Madness! At least for me it is. There is so much more for a single person to keep track of, and it can be pretty overwhelming. There are so many variables to keep track of, I often end up making mistakes – forgetting to draw Event cards, accidentally using one hero’s ability when it is a different hero’s turn, forgetting to give one hero a turn in a round because I thought they already had one, etc. If I am lucky, I will catch a mistake in-progress, or one turn later, and can rectify it. But to be honest, of all the mistakes I make while playing Darkest Night, I probably won’t catch 25% of them. Which can either make a game super easy, or super brutal. You might tell me, “Focus!” or “Pay better attention!” but believe me, I’m trying! I just feel like four heroes for one person is too much.
Patience is a virtue, but apparently I have none when it comes to this game. And by that, I mean that I feel like it takes an eternity to accomplish anything in this game. On your turn, you only get one single action. And movement is an action. Picture this – I am trying to move my hero to the opposite end of the kingdom (at least 2 spaces away). I am going to have to spend 2 complete rounds (active hero turn, other hero turns, Necromancer turn, x2) just to get there. And then once I finally get there, I have to wait for the 3rd round to even do anything in that location! I just get frustrated at the fact that something as simple as moving a few spaces takes multiple rounds to accomplish. Since everything takes so long to do, you have to be thinking so far into the future with every turn. That makes it difficult for me to strategize, and the game just feels so inefficient, especially in solo play, when you have to control all of the heroes. It can be tricky enough planning a few turns in advance for a single hero, but being in charge of all heroes just makes the job more complicated. And maybe I’m just not patient enough for this game, but I think that if every hero got two actions per turn, the game would be a lot more manageable.
This will come as no surprise to you, but I enjoy this game more in a group rather than solo. This game is cooperative, and I like being able to talk strategy with my fellow gamers, rather than trying to figure everything out for each of the four heroes by myself. Group play also allows me to focus my attention on one single hero instead of multiple, which makes the game feel less overwhelming to me. And perhaps the second edition or expansions address some of the issues I have with the game, but for the time being, Darkest Night is low on my list of solo games.
https://purplephoenixgames.wordpress.com/2019/01/04/solo-chronicles-darkest-night/
Once prosperous, your kingdom has fallen victim to a powerful Necromancer who has shrouded the realm in darkness. His minions traverse the land doing his bidding, and his army, as well as his powers, continue to grow. All hope is lost….or is it? Four heroes band together in a final attempt to defeat this evil being. Each brings unique powers and strategies to the table, and success will come in one of two ways – by defeating the Necromancer in direct combat, or by gathering Holy Relics and performing a ritual to undo his powers. But be warned: the Necromancer grows stronger with every passing moment, so be sure your chosen strategy is the right one. Otherwise you too will fall victim to the Necromancer’s might.
Darkest Night is a cooperative game where players take on the role of the heroes attempting to defeat the Necromancer. Each turn has 4 steps – Perform any start-of-turn actions, draw/resolve an Event card, perform one action, and defend against Blights (monsters). Each equipped with a unique set of powers, the heroes must work together to search the land for Holy Relics and destroy Blights before the kingdom is overrun. Once all of the heroes have had their turn, the Necromancer gets his turn, which entails advancing the Darkness track, moving towards the closest detected hero, and creating more Blights. Victory comes in two forms – ritual or combat. If the heroes collectively uncover three Holy Relics, they can use them in a ritual to break the Necromancer’s powers. Or if a hero gets strong enough, they could directly fight the Necromancer. If, at any point, the Monastery is overrun by Blights, the game ends in failure and the kingdom has fallen into darkness.
DISCLAIMER – This review is for the Darkest Night (First Edition) base game. There is a second edition, and several expansions, but I have not had experience with any of those, so my thoughts are solely based on the First Edition base game. -L
I’m just going to be up-front and let you know that I am not a huge fan of this game solo. The main reason is that this game is for four heroes, regardless of actual player count. So playing solo means that I have to control all four heroes. Controlling one hero, I can do. Controlling two heroes takes more focus, but is usually manageable. But controlling four heroes at once? Madness! At least for me it is. There is so much more for a single person to keep track of, and it can be pretty overwhelming. There are so many variables to keep track of, I often end up making mistakes – forgetting to draw Event cards, accidentally using one hero’s ability when it is a different hero’s turn, forgetting to give one hero a turn in a round because I thought they already had one, etc. If I am lucky, I will catch a mistake in-progress, or one turn later, and can rectify it. But to be honest, of all the mistakes I make while playing Darkest Night, I probably won’t catch 25% of them. Which can either make a game super easy, or super brutal. You might tell me, “Focus!” or “Pay better attention!” but believe me, I’m trying! I just feel like four heroes for one person is too much.
Patience is a virtue, but apparently I have none when it comes to this game. And by that, I mean that I feel like it takes an eternity to accomplish anything in this game. On your turn, you only get one single action. And movement is an action. Picture this – I am trying to move my hero to the opposite end of the kingdom (at least 2 spaces away). I am going to have to spend 2 complete rounds (active hero turn, other hero turns, Necromancer turn, x2) just to get there. And then once I finally get there, I have to wait for the 3rd round to even do anything in that location! I just get frustrated at the fact that something as simple as moving a few spaces takes multiple rounds to accomplish. Since everything takes so long to do, you have to be thinking so far into the future with every turn. That makes it difficult for me to strategize, and the game just feels so inefficient, especially in solo play, when you have to control all of the heroes. It can be tricky enough planning a few turns in advance for a single hero, but being in charge of all heroes just makes the job more complicated. And maybe I’m just not patient enough for this game, but I think that if every hero got two actions per turn, the game would be a lot more manageable.
This will come as no surprise to you, but I enjoy this game more in a group rather than solo. This game is cooperative, and I like being able to talk strategy with my fellow gamers, rather than trying to figure everything out for each of the four heroes by myself. Group play also allows me to focus my attention on one single hero instead of multiple, which makes the game feel less overwhelming to me. And perhaps the second edition or expansions address some of the issues I have with the game, but for the time being, Darkest Night is low on my list of solo games.
https://purplephoenixgames.wordpress.com/2019/01/04/solo-chronicles-darkest-night/

Paul Kellett (118 KP) created a post in Solo Gamers
May 9, 2019

Hazel (1853 KP) rated One of us is Lying in Books
Dec 7, 2018
<i>This eBook was provided by the publisher via NetGalley in exchange for an honest review </i>
Inspired by <i>The Breakfast Club</i>, Karen M. McManus has set the stakes high with her debut novel <i>One of Us is Lying</i>. Taking typical young adult themes and adding a mix of mystery has resulted in a gripping book that intrigues as well as entertains the reader.
Five high school students find themselves in afterschool detention, but only four of them leave alive. Simon Kelleher suffers a fatal allergic reaction after drinking from a cup laced with peanut oil. It is clear that someone intentionally caused Simon’s death, but who, and why? The remaining four students are the immediate suspects, but they all claim to have nothing to do with it.
The main characters are all walking teen movie stereotypes. Bronwyn is a typical geek, getting high marks in all her exams. Cooper, the jock, is destined to become an exceptional baseball player. “Princess” Addy is perfect and popular, looking down on anyone who does not fit in with her social group. And then there is Nate, the drug dealer who is currently on probation for his reckless and capricious behaviour. Naturally, it is Nate that is the most suspect, but as certain secrets come to light, the others begin to look just as guilty.
Simon was known for his gossip app that revealed shaming secrets of students at Bayview High. As the police investigation begins, it is discovered that the four suspects were due to have their failings exposed in the next app update, thus giving them each a motive. However, the four are adamant that they were not involved and are desperate to clear their name. So, simultaneously with the police inquiry, the Bayview Four dedicate their time to unearthing the real culprit.
As the four unlikely friends become closer, romance blossoms and personalities alter, leaving no one unchanged. Gone are the original stereotypes. Despite upsetting circumstances, Bronwyn, Cooper, Addy and Nate are given the chance to discover who they truly are, and not just what society labels them. Putting aside the potential ruination of their futures, Simon’s death has serendipitous results for the suspects, or rather, the victims.
Nothing is given away during the narrative until the closing paragraphs, leaving readers guessing all the way through. Admittedly, I did entertain the thought of true culprit toward the beginning of the story, but McManus throws in so many red herrings and possible motives that the main suspect is constantly changing.
Dealing with themes of drugs, alcoholism, suicide and homosexuality,<i> One of Us is Lying</i> covers far more than a general murder mystery story. Some authors forget about the characters’ lives, only focusing on the plot at hand, however, McManus was far more detailed in the backgrounds of the four students, making it possible to understand and sympathise with each character.
<i>One of Us is Lying</i> shows how unfair the justice system can be, and although the saying is “innocent until proven guilty”, it is not often easy when every little move is judged and analysed by the police.
With a satisfying ending, Karen M. McManus’ introduction to the literary world is a significant taste of potential works to come. With a deep insight into young adult minds, McManus successfully connects with the reader, drawing them into a world that is hard to shake off. <i>One of Us is Lying</i> is definitely a book to look out for.
Inspired by <i>The Breakfast Club</i>, Karen M. McManus has set the stakes high with her debut novel <i>One of Us is Lying</i>. Taking typical young adult themes and adding a mix of mystery has resulted in a gripping book that intrigues as well as entertains the reader.
Five high school students find themselves in afterschool detention, but only four of them leave alive. Simon Kelleher suffers a fatal allergic reaction after drinking from a cup laced with peanut oil. It is clear that someone intentionally caused Simon’s death, but who, and why? The remaining four students are the immediate suspects, but they all claim to have nothing to do with it.
The main characters are all walking teen movie stereotypes. Bronwyn is a typical geek, getting high marks in all her exams. Cooper, the jock, is destined to become an exceptional baseball player. “Princess” Addy is perfect and popular, looking down on anyone who does not fit in with her social group. And then there is Nate, the drug dealer who is currently on probation for his reckless and capricious behaviour. Naturally, it is Nate that is the most suspect, but as certain secrets come to light, the others begin to look just as guilty.
Simon was known for his gossip app that revealed shaming secrets of students at Bayview High. As the police investigation begins, it is discovered that the four suspects were due to have their failings exposed in the next app update, thus giving them each a motive. However, the four are adamant that they were not involved and are desperate to clear their name. So, simultaneously with the police inquiry, the Bayview Four dedicate their time to unearthing the real culprit.
As the four unlikely friends become closer, romance blossoms and personalities alter, leaving no one unchanged. Gone are the original stereotypes. Despite upsetting circumstances, Bronwyn, Cooper, Addy and Nate are given the chance to discover who they truly are, and not just what society labels them. Putting aside the potential ruination of their futures, Simon’s death has serendipitous results for the suspects, or rather, the victims.
Nothing is given away during the narrative until the closing paragraphs, leaving readers guessing all the way through. Admittedly, I did entertain the thought of true culprit toward the beginning of the story, but McManus throws in so many red herrings and possible motives that the main suspect is constantly changing.
Dealing with themes of drugs, alcoholism, suicide and homosexuality,<i> One of Us is Lying</i> covers far more than a general murder mystery story. Some authors forget about the characters’ lives, only focusing on the plot at hand, however, McManus was far more detailed in the backgrounds of the four students, making it possible to understand and sympathise with each character.
<i>One of Us is Lying</i> shows how unfair the justice system can be, and although the saying is “innocent until proven guilty”, it is not often easy when every little move is judged and analysed by the police.
With a satisfying ending, Karen M. McManus’ introduction to the literary world is a significant taste of potential works to come. With a deep insight into young adult minds, McManus successfully connects with the reader, drawing them into a world that is hard to shake off. <i>One of Us is Lying</i> is definitely a book to look out for.

Emma @ The Movies (1786 KP) rated Robin Hood (2018) in Movies
Sep 25, 2019
At this point I feel like I've grown u with definitive versions of Robin Hood. Kevin Costner will always be a front runner, and Disney's foxified version brings a smile to my face every time. I was also lucky to have been shown Robin Hood Men In Tights when I was younger and will always appreciate Cary Elwes' rendition. Errol Flynn will always be the high point for class in the role. There's always that one we don't talk about... Russell Crowe, I'm looking at you. We probably should consider the small screen as well, after all should we be excluding Robin from Madi Marian and Her Merry Men?
After the one we don't talk about I had fairly low expectations for this. Did we really need to reboot this icon?
The answer is evidently a resounding yes. No one is more surprised about this than I am. He's still not the best Robin (sorry... Rob) but he's an excellent modern adaptation for those who don't want to go old school with their viewing.
Taron Egerton doesn't quite have the on-screen presence of a lord, he's something or a whipper-snapper in Robin terms. He'd be much more at home in an episode of Arrow. Watch out, Roy. In fact that would be my guess of what happened in the pitching of this one. "Arrow is basically Robin Hood, shall we just do that?"
Ben Mendelsohn proved himself to be an excellent villain in Ready Player One, and he's brought himself back to that high with the Sheriff of Nottingham. Cruel and egotistical he makes an easy focus for everyone's revolutionary efforts.
Friar Tuck... hmm. Tim Minchin was an interesting choice. My main issue is that he basically seems to have played it as Bill Bailey. That was something that stuck out from the very first time we saw him and from that point on all I could think was that they might as well have got Bill Bailey to do it.
I had hoped that like the trailer the film would feature some modern music as well as what turned out to be some very atmospheric background ensemble. Sadly not though. Maybe it's just me pining back to A Knight's Tale.
Round of applause for the cinematography. Everything flowed really well and that opening scene of war (which you can see some of in the trailer above) really drew you in. In fact, the whole scene felt very much more modern than bows and arrows and was a striking moment in the film.
If cinematography is at the top, the writing is somewhere near the bottom. Generally it was passable and I didn't really notice it. That sounds odd, but you know what I mean, sometimes it is just there and doesn't really leave a mark. Every now and then you'd get a curve ball of a line that made me recoil and stopped my enjoyment of the film. Speeches that should have had power in the words didn't, there was no feeling of being roused to action like so many great films are able to do.
As a final comment... why must you mess with the naturally accepted order of characters?
What you should do
Go for the action, not the script. It's quite impressive on the big screen and Jamie Foxx's John holds some quiet moments of humour that are worth seeing.
Movie thing you wish you could take home
I would quite like John's ability to heal and not die. That seems like a massively impressive part of his character.
After the one we don't talk about I had fairly low expectations for this. Did we really need to reboot this icon?
The answer is evidently a resounding yes. No one is more surprised about this than I am. He's still not the best Robin (sorry... Rob) but he's an excellent modern adaptation for those who don't want to go old school with their viewing.
Taron Egerton doesn't quite have the on-screen presence of a lord, he's something or a whipper-snapper in Robin terms. He'd be much more at home in an episode of Arrow. Watch out, Roy. In fact that would be my guess of what happened in the pitching of this one. "Arrow is basically Robin Hood, shall we just do that?"
Ben Mendelsohn proved himself to be an excellent villain in Ready Player One, and he's brought himself back to that high with the Sheriff of Nottingham. Cruel and egotistical he makes an easy focus for everyone's revolutionary efforts.
Friar Tuck... hmm. Tim Minchin was an interesting choice. My main issue is that he basically seems to have played it as Bill Bailey. That was something that stuck out from the very first time we saw him and from that point on all I could think was that they might as well have got Bill Bailey to do it.
I had hoped that like the trailer the film would feature some modern music as well as what turned out to be some very atmospheric background ensemble. Sadly not though. Maybe it's just me pining back to A Knight's Tale.
Round of applause for the cinematography. Everything flowed really well and that opening scene of war (which you can see some of in the trailer above) really drew you in. In fact, the whole scene felt very much more modern than bows and arrows and was a striking moment in the film.
If cinematography is at the top, the writing is somewhere near the bottom. Generally it was passable and I didn't really notice it. That sounds odd, but you know what I mean, sometimes it is just there and doesn't really leave a mark. Every now and then you'd get a curve ball of a line that made me recoil and stopped my enjoyment of the film. Speeches that should have had power in the words didn't, there was no feeling of being roused to action like so many great films are able to do.
As a final comment... why must you mess with the naturally accepted order of characters?
What you should do
Go for the action, not the script. It's quite impressive on the big screen and Jamie Foxx's John holds some quiet moments of humour that are worth seeing.
Movie thing you wish you could take home
I would quite like John's ability to heal and not die. That seems like a massively impressive part of his character.

Purple Phoenix Games (2266 KP) rated Hunters of the Lost Creatures in Tabletop Games
May 8, 2022
If you are reading this, then we can agree on a few things: board games are cool and interesting, silly themes are usually fun, and we are all kids at heart. I appreciate other gamers so much because we all share a common bond of experiencing good and bad games, good and bad rules, as well as good and bad explanations of these rules. I would spoil it up top here if I let on which of these categories our featured game falls into, right? So keep reading.
Hunters of the Lost Creatures is a silly set collection card game for three to four players. In it, players assume the roles of zoological park curators charged with collecting unique creatures for their parks. They do this by bidding on and drafting creature cards, playing take-that style cards on their opponents, and blocking their cards from being manipulated by others.
DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and I do not know for sure if the final components will be any different from these shown. Also, it is not my intention to detail every rule in the game, as there are just too many. You are invited to download the rulebook, back the game through the Kickstarter campaign, or through any retailers stocking it after fulfillment. -T
To setup, players choose one hunter card from each of the four hunting zones: Sea, Forest, Plains, and Air, as well as three “Park Closed” cards. The creature cards are to be split by zone and shuffled, with one special card (Turnado and Cat-a-Pult) added. These shuffled decks are then placed on the table and the top card revealed from each deck. Players decide turn order and the game may begin!
Hands are mostly played simultaneously, with players choosing either a hunter or special card from their hand and placing it face-down in front of themselves. All cards are revealed simultaneously and the card effects are applied. If a player has revealed a hunter, and no other players have the same-colored background/terrain type, that player receives the matching card from those on offer and places it in their park (tableau), or ANY OTHER PLAYER’S park. If ALL players have chosen the same terrain type hunters, the card on offer is removed from the game entirely. However, if not all hunters match, but at least one matches, the matching hunters’ players receive no cards.
Should a player choose to play a special card, their effects are triggered once per game. These include Turnado (switch any two creatures in any two parks), Cat-a-Pult (discards any creature from any player’s park), Thieves (steal any one terrain-matching creature and places it in the Thieves player’s park) and Closed Park (protects the player from the effects of aforementioned special cards). Again, these special cards may only be played once per game, so special consideration is needed as part of their strategy.
The game continues in this fashion of players throwing cards, messing with each other using special cards, and protecting themselves from said special cards until only one stack of creature cards remains. The game ends and points are tallied per the scoring table in the rulebook. The winner is promoted to Head Creature Park Guy and is carried around by the other players. Okay, that’s not at all true. They just win the game.
Components. Again, this is a prototype copy of Hunters of the Lost Creatures, so all components shown here are subject to change at any time. That said, I received a huge deck of cards in a cute black cloth bag. The cards are all decent quality, and not super glossy, which I appreciate. The art on these cards are all whimsical and silly, which match the silly and punny titles for each. Some of these punny titles can be seen in our photos, with my favorites being the Dandylion (a well-“dressed” weed with a cane and lion face) and the Cougar (which is subtle, but portrays an adult apex big cat with a smaller and younger cat hanging on it). If you enjoy these somewhat intellectual, and sometimes visual, puns you will enjoy these cards.
What I have found in playing through this several times is that it is best when all players are taught the game backwards…ly. I mean to say that players need to know the premise, but most importantly, the scoring system before even the setup. Points are scored for having a run of 1-2-3, a straight of 0-1-2-3-10, at least one card from each terrain type, and for the printed value on the cards. It is more than simply collecting all the favorite cards or even highest value 10 cards. So there is strategy in collecting the best assortment of creatures for scoring purposes, which is great because otherwise this game is not really a game at all.
As players play their hunters to draft creatures, I have found that many players choose to chase the same cards over and over. It becomes obvious that most players will be vying for the value 10 cards, so the players who figure this out and grab the second best card is usually happier with the hand. Of course, more strategy is employed once the special cards are played, as they each mess with opponents in different ways. So even though I may not have acquired that 10 of Forest, I might grab the Turnado and switch out a value 0 or -10 card for that sparkling value 10. Wait, negative 10? Yep. Sometimes life just smacks you around and you get stuck with a -10 card to really punish your great play. Not that it ever happened to me, and not that I would be bitter about it.
The real game hinges on the usage of the special cards. When do you play them? Whom do you target? Turnabout is fair play, after all, and no alliances can be formed whilst playing Hunters of the Lost Creatures. Now, it is hinted at in the rulebook that preview copies ship with entry-level rules, which mean (to me) that more advanced rules may be coming in the final game, or at least some variants to spice up the gameplay. If true, then this game becomes much more interesting to me. Don’t get me wrong. I have enjoyed almost all of my plays, but be warned that playing with spiteful gamers may end poorly for a fun-filled game night.
All in all, I am excited to see how the campaign for Hunters of the Lost Creatures fares, as I believe many gamers and non-gamers alike will enjoy it. I would be super jazzed to grab a final copy if it does in fact ship with alternate or advanced rules, or if the creatures of the same value had unique names and art. That would really satisfy. Keep the bag or go traditional cardboard box, it matters not to me. Just beef up the card quality, add even more uniqueness and fanciful art and you’ve got a fan in me. Grab your copy during the Kickstarter campaign launching May 10, 2022!
Hunters of the Lost Creatures is a silly set collection card game for three to four players. In it, players assume the roles of zoological park curators charged with collecting unique creatures for their parks. They do this by bidding on and drafting creature cards, playing take-that style cards on their opponents, and blocking their cards from being manipulated by others.
DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and I do not know for sure if the final components will be any different from these shown. Also, it is not my intention to detail every rule in the game, as there are just too many. You are invited to download the rulebook, back the game through the Kickstarter campaign, or through any retailers stocking it after fulfillment. -T
To setup, players choose one hunter card from each of the four hunting zones: Sea, Forest, Plains, and Air, as well as three “Park Closed” cards. The creature cards are to be split by zone and shuffled, with one special card (Turnado and Cat-a-Pult) added. These shuffled decks are then placed on the table and the top card revealed from each deck. Players decide turn order and the game may begin!
Hands are mostly played simultaneously, with players choosing either a hunter or special card from their hand and placing it face-down in front of themselves. All cards are revealed simultaneously and the card effects are applied. If a player has revealed a hunter, and no other players have the same-colored background/terrain type, that player receives the matching card from those on offer and places it in their park (tableau), or ANY OTHER PLAYER’S park. If ALL players have chosen the same terrain type hunters, the card on offer is removed from the game entirely. However, if not all hunters match, but at least one matches, the matching hunters’ players receive no cards.
Should a player choose to play a special card, their effects are triggered once per game. These include Turnado (switch any two creatures in any two parks), Cat-a-Pult (discards any creature from any player’s park), Thieves (steal any one terrain-matching creature and places it in the Thieves player’s park) and Closed Park (protects the player from the effects of aforementioned special cards). Again, these special cards may only be played once per game, so special consideration is needed as part of their strategy.
The game continues in this fashion of players throwing cards, messing with each other using special cards, and protecting themselves from said special cards until only one stack of creature cards remains. The game ends and points are tallied per the scoring table in the rulebook. The winner is promoted to Head Creature Park Guy and is carried around by the other players. Okay, that’s not at all true. They just win the game.
Components. Again, this is a prototype copy of Hunters of the Lost Creatures, so all components shown here are subject to change at any time. That said, I received a huge deck of cards in a cute black cloth bag. The cards are all decent quality, and not super glossy, which I appreciate. The art on these cards are all whimsical and silly, which match the silly and punny titles for each. Some of these punny titles can be seen in our photos, with my favorites being the Dandylion (a well-“dressed” weed with a cane and lion face) and the Cougar (which is subtle, but portrays an adult apex big cat with a smaller and younger cat hanging on it). If you enjoy these somewhat intellectual, and sometimes visual, puns you will enjoy these cards.
What I have found in playing through this several times is that it is best when all players are taught the game backwards…ly. I mean to say that players need to know the premise, but most importantly, the scoring system before even the setup. Points are scored for having a run of 1-2-3, a straight of 0-1-2-3-10, at least one card from each terrain type, and for the printed value on the cards. It is more than simply collecting all the favorite cards or even highest value 10 cards. So there is strategy in collecting the best assortment of creatures for scoring purposes, which is great because otherwise this game is not really a game at all.
As players play their hunters to draft creatures, I have found that many players choose to chase the same cards over and over. It becomes obvious that most players will be vying for the value 10 cards, so the players who figure this out and grab the second best card is usually happier with the hand. Of course, more strategy is employed once the special cards are played, as they each mess with opponents in different ways. So even though I may not have acquired that 10 of Forest, I might grab the Turnado and switch out a value 0 or -10 card for that sparkling value 10. Wait, negative 10? Yep. Sometimes life just smacks you around and you get stuck with a -10 card to really punish your great play. Not that it ever happened to me, and not that I would be bitter about it.
The real game hinges on the usage of the special cards. When do you play them? Whom do you target? Turnabout is fair play, after all, and no alliances can be formed whilst playing Hunters of the Lost Creatures. Now, it is hinted at in the rulebook that preview copies ship with entry-level rules, which mean (to me) that more advanced rules may be coming in the final game, or at least some variants to spice up the gameplay. If true, then this game becomes much more interesting to me. Don’t get me wrong. I have enjoyed almost all of my plays, but be warned that playing with spiteful gamers may end poorly for a fun-filled game night.
All in all, I am excited to see how the campaign for Hunters of the Lost Creatures fares, as I believe many gamers and non-gamers alike will enjoy it. I would be super jazzed to grab a final copy if it does in fact ship with alternate or advanced rules, or if the creatures of the same value had unique names and art. That would really satisfy. Keep the bag or go traditional cardboard box, it matters not to me. Just beef up the card quality, add even more uniqueness and fanciful art and you’ve got a fan in me. Grab your copy during the Kickstarter campaign launching May 10, 2022!

Purple Phoenix Games (2266 KP) rated VENOM Assault in Tabletop Games
Jan 25, 2021
What would you say if I told you I completely expected a game I received to fall completely flat for me but instead may actually unseat a revered similar game from my Top 10 list of games? That would be surprising, right? Well such is life, and such is this game. I do believe that VENOM Assault may knock off one of my favorite games: Legendary: A Marvel Deck-Building Game. That’s really saying something from me, so let me discuss a bit about why I state this.
VENOM Assault is a deck-building game very similar in style to Legendary: A Marvel Deck-Building Game (which, if I have to reference again will just call Legendary). Players take control of a team of (relative) wimps in order to help recruit the real elites and battle the evildoers plus their henchmen. Sound familiar? For this review I will be playing the Solo rules, which are the same as the multiplayer rules, but for one player. Novel, eh?
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 game, please follow the rulebook as there is way too much to cover here in complete detail. The setup should look similar to the following photo. Here is what you will see: a space for the Mission scenario in the upper left corner. To its right a space for the active Event card. Next to that is the area for the VENOM Support cards to be displayed. Then the VENOM Support deck and discard areas. Below the Mission area is the space to track threat level and the current VENOM Leader’s Health and Defense values. Beneath those trackers is an area for four decks: the VENOM Leader deck, Reward deck, Event deck, and Event discard. To the right of this area is the Training Ground (recruitment zone), the Recruitment deck, and the Retirement pile. In the middle of the board are seven spaces to be populated with Reward cards and VENOM Leaders on top of the Rewards. Each player is dealt six Recruits and four Commandos and will shuffle these to create their draw deck. The players then draw five cards to create their hand and the game may now begin! Go save the world!
I will not be covering every aspect of a turn but will highlight the goings on. The Commander (first player) will draw and read the Event for the round. Events can be helpful for the players, extremely hurtful by advancing the VENOM plot, or even uneventful altogether. Next, player(s) will enter the Recruitment Phase. During this phase players will be using their entire hand to total the recruitment points that can be spent on recruiting those elite soldier, vehicle, and location cards from the Training Ground right into their discard piles.
Once the Recruitment Phase is complete, the Tactical Phase begins, and this is a large part of the game that helps differentiate it from others of its like. The players will choose one of the seven revealed VENOM Leaders on the map to attack in combat (if they choose – this is optional). Using the stats on the VENOM Leader card the players will adjust the Health and Defense values on the trackers on the board. If the VENOM Leader has any abilities that would trigger during this phase, then they trigger now. These could include Global Abilities as well. Once the Leader is done with their abilities, the players will choose one of their cards played to become the Combat Leader. This character now may not use their printed ability but will use their Combat Value (crossed pistols) to place combat dice on their card. The other team members in the combat will add dice to the pool as well if their abilities direct them. Next, the VENOM Leader will call forth their VENOM Support armies to aid them in the combat round. Once displayed, any hero Tactical Phase abilities can be resolved. If VENOM Support armies still are active, their abilities may be resolved at this point.
As the Tactical Phase ends, the Combat Phase begins. The Combat Phase is where the players are able to roll their combat dice in the hopes of besting the VENOM Leader’s Health and Defense values. Defense values dictate the dice values that need to be hit or exceeded to equal a successful attack. The Health value is how many successes are needed to defeat the Leader. However, once rolled the VENOM Leader will trigger any Combat Phase abilities at this time. Once complete the hero team will be able to resolve their own Combat Phase abilities, if any. Finally, the VENOM Support will resolve their Combat Phase abilities. Now the dice may be completely resolved against the Leader, after all abilities have been resolved. If the Freedom Squadron (heroes) defeated the Leader, they take the Leader and Reward cards into their VP pile. Depending on the Mission, these Rewards may be necessary to win the game, and all will have VP values.
After a lengthy Tactical and Combat Phase, the players then enter the Retirement Phase. The players may retire a card from their hand, thus removing the card from the game entirely.
Once a card has been retired (or not), the End of Turn Phase will help clean up the mess of the current round. Any other End of Turn Phase abilities will trigger, and used cards will be discarded to the appropriate areas and refills of key points on the board and players’ hands will setup the next round of play.
Once the Mission card’s success or failure stipulations have been met the game is over and, with any luck, the Freedom Squadron has defeated VENOM once and for all!
Components. This game boasts a large game board, a metric ton of cards, some dice, and some cardboard tokens. All the components are of fine quality and I have no issues with them. The art style used in the game is pleasing and, thankfully, not over-the-top gory or bloody or anything.
You may have noticed or thought that perhaps this game is taking inspiration from a cartoon/toy line from the ’80s, and I would very much agree with you. Could it be called Legendary: G.I. Joe? Maybe, but this one stands on its own, though very similar to the Legendary system. What I do like about VENOM Assault is the fact that it already comes with a large amount of incredible cards to be recruited. I do not know if I will ever feel the need for extra heroes in this game, whereas with the Marvel Legendary one can really go overboard trying to collect all the mini expansions and big box expansions just to find their favorite Marvel entities. Since VENOM Assault isn’t tied to any specific IP and is more generic overall, each character provided is its own thing, not a specific hero that one has grown up loving their entire life.
You see, the problem with those mini expansions in Legendary, at least for me, is that each one brings with it a host of heroes AND a host of new keywords and rules that must be remembered or referenced until it becomes second nature. In VENOM Assault, the rules stay the same and play is altered by the Missions and which characters can be recruited. I like a more reliable and static ruleset when I’m playing an intense game. So point goes to VENOM Assault here too.
Now, I was never into G.I. Joe and I am not at all a war or guns kinda guy, but I am really attracted to this game. I don’t necessarily think of my heroes as going in and shooting the place up, but rather taking Navy Seals-style tactical maneuvers to eliminate the target. So the point is that if you were never into that IP before, you should not feel alienated by this one. It appeals to all, in my opinion.
I said previously in this review that VENOM Assault is knocking on the door of bumping Legendary from my Top 10 games. I continue thinking about it even when I am not playing, and that is a mark of an excellent game for me. If I never think of a game again after playing, there is no way it remains in my collection. This one, however, has me considering different strategies in my head even now as I’m typing.
If you are in the market for a great deck-builder with worldwide espionage at its heart, I urge you to grab a copy of VENOM Assault. If you like the Legendary system but are looking for something just a little different, check this one out. If you just enjoy owning games that are fun and make you think, but also include a bit of luck in the dice rolls, then you owe it to yourself to play this. I really think you’ll enjoy it, as I have. Okay, time to setup another game.
VENOM Assault is a deck-building game very similar in style to Legendary: A Marvel Deck-Building Game (which, if I have to reference again will just call Legendary). Players take control of a team of (relative) wimps in order to help recruit the real elites and battle the evildoers plus their henchmen. Sound familiar? For this review I will be playing the Solo rules, which are the same as the multiplayer rules, but for one player. Novel, eh?
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 game, please follow the rulebook as there is way too much to cover here in complete detail. The setup should look similar to the following photo. Here is what you will see: a space for the Mission scenario in the upper left corner. To its right a space for the active Event card. Next to that is the area for the VENOM Support cards to be displayed. Then the VENOM Support deck and discard areas. Below the Mission area is the space to track threat level and the current VENOM Leader’s Health and Defense values. Beneath those trackers is an area for four decks: the VENOM Leader deck, Reward deck, Event deck, and Event discard. To the right of this area is the Training Ground (recruitment zone), the Recruitment deck, and the Retirement pile. In the middle of the board are seven spaces to be populated with Reward cards and VENOM Leaders on top of the Rewards. Each player is dealt six Recruits and four Commandos and will shuffle these to create their draw deck. The players then draw five cards to create their hand and the game may now begin! Go save the world!
I will not be covering every aspect of a turn but will highlight the goings on. The Commander (first player) will draw and read the Event for the round. Events can be helpful for the players, extremely hurtful by advancing the VENOM plot, or even uneventful altogether. Next, player(s) will enter the Recruitment Phase. During this phase players will be using their entire hand to total the recruitment points that can be spent on recruiting those elite soldier, vehicle, and location cards from the Training Ground right into their discard piles.
Once the Recruitment Phase is complete, the Tactical Phase begins, and this is a large part of the game that helps differentiate it from others of its like. The players will choose one of the seven revealed VENOM Leaders on the map to attack in combat (if they choose – this is optional). Using the stats on the VENOM Leader card the players will adjust the Health and Defense values on the trackers on the board. If the VENOM Leader has any abilities that would trigger during this phase, then they trigger now. These could include Global Abilities as well. Once the Leader is done with their abilities, the players will choose one of their cards played to become the Combat Leader. This character now may not use their printed ability but will use their Combat Value (crossed pistols) to place combat dice on their card. The other team members in the combat will add dice to the pool as well if their abilities direct them. Next, the VENOM Leader will call forth their VENOM Support armies to aid them in the combat round. Once displayed, any hero Tactical Phase abilities can be resolved. If VENOM Support armies still are active, their abilities may be resolved at this point.
As the Tactical Phase ends, the Combat Phase begins. The Combat Phase is where the players are able to roll their combat dice in the hopes of besting the VENOM Leader’s Health and Defense values. Defense values dictate the dice values that need to be hit or exceeded to equal a successful attack. The Health value is how many successes are needed to defeat the Leader. However, once rolled the VENOM Leader will trigger any Combat Phase abilities at this time. Once complete the hero team will be able to resolve their own Combat Phase abilities, if any. Finally, the VENOM Support will resolve their Combat Phase abilities. Now the dice may be completely resolved against the Leader, after all abilities have been resolved. If the Freedom Squadron (heroes) defeated the Leader, they take the Leader and Reward cards into their VP pile. Depending on the Mission, these Rewards may be necessary to win the game, and all will have VP values.
After a lengthy Tactical and Combat Phase, the players then enter the Retirement Phase. The players may retire a card from their hand, thus removing the card from the game entirely.
Once a card has been retired (or not), the End of Turn Phase will help clean up the mess of the current round. Any other End of Turn Phase abilities will trigger, and used cards will be discarded to the appropriate areas and refills of key points on the board and players’ hands will setup the next round of play.
Once the Mission card’s success or failure stipulations have been met the game is over and, with any luck, the Freedom Squadron has defeated VENOM once and for all!
Components. This game boasts a large game board, a metric ton of cards, some dice, and some cardboard tokens. All the components are of fine quality and I have no issues with them. The art style used in the game is pleasing and, thankfully, not over-the-top gory or bloody or anything.
You may have noticed or thought that perhaps this game is taking inspiration from a cartoon/toy line from the ’80s, and I would very much agree with you. Could it be called Legendary: G.I. Joe? Maybe, but this one stands on its own, though very similar to the Legendary system. What I do like about VENOM Assault is the fact that it already comes with a large amount of incredible cards to be recruited. I do not know if I will ever feel the need for extra heroes in this game, whereas with the Marvel Legendary one can really go overboard trying to collect all the mini expansions and big box expansions just to find their favorite Marvel entities. Since VENOM Assault isn’t tied to any specific IP and is more generic overall, each character provided is its own thing, not a specific hero that one has grown up loving their entire life.
You see, the problem with those mini expansions in Legendary, at least for me, is that each one brings with it a host of heroes AND a host of new keywords and rules that must be remembered or referenced until it becomes second nature. In VENOM Assault, the rules stay the same and play is altered by the Missions and which characters can be recruited. I like a more reliable and static ruleset when I’m playing an intense game. So point goes to VENOM Assault here too.
Now, I was never into G.I. Joe and I am not at all a war or guns kinda guy, but I am really attracted to this game. I don’t necessarily think of my heroes as going in and shooting the place up, but rather taking Navy Seals-style tactical maneuvers to eliminate the target. So the point is that if you were never into that IP before, you should not feel alienated by this one. It appeals to all, in my opinion.
I said previously in this review that VENOM Assault is knocking on the door of bumping Legendary from my Top 10 games. I continue thinking about it even when I am not playing, and that is a mark of an excellent game for me. If I never think of a game again after playing, there is no way it remains in my collection. This one, however, has me considering different strategies in my head even now as I’m typing.
If you are in the market for a great deck-builder with worldwide espionage at its heart, I urge you to grab a copy of VENOM Assault. If you like the Legendary system but are looking for something just a little different, check this one out. If you just enjoy owning games that are fun and make you think, but also include a bit of luck in the dice rolls, then you owe it to yourself to play this. I really think you’ll enjoy it, as I have. Okay, time to setup another game.

Bob Mann (459 KP) rated Jumanji: The Next Level (2019) in Movies
Dec 27, 2019
Ensemble cast (1 more)
Plain good fun
Rebooted again, and just as fun.
One of the pleasant movie surprises of Christmas 2017 for me was "Jumanji: Welcome to the Jungle". I expected it to be a tired retread of the original classic, but instead it turned into a highly entertaining action comedy. Reading my review again, I was rather po-faced about it and scored it with a rather measly 7/10. But this rather belies my secret love of the movie: it is a film that I can invariably watch and enjoy again and again.
This was also a film that raked in a HUGE return at the box office, getting close to the billion dollar number on its $90 million budget. During the spring of 2018, this was an almost permanent resident at the multiplexes (until "The Greatest Showman" and "Mamma Mia: Here We Go Again" took over the residence for the rest of the year!) . A sequel was inevitable
We rejoin the cast some time after the events of the first film, and the geeky teenage lovers - Spencer and Bethany - are trying, unsuccessfully, to carry on their long distance relationship while at separate colleges. Spencer is struggling mentally; lacking in confidence and momentum and desperate to feel like 'Smoulder' Bravestone again.
On returning to his home town for the holidays, Spencer fixes the shattered game. But the console is unpredictable and when the game sucks people into Jumanji this time it's not just Spencer and two of his friends that go in, but Spencer's Grandpa Eddie (Danny DeVito) and his old friend Milo (Danny Glover).
When they get there though, things have changed and the mission is a different one. A "next level" indeed!
This is very much 'much of the same' from the first film. Yes, there's a different backdrop with desert and mountain 'levels' to play through. But the same fun, with exploding avatars and dangerous cake, is to be had again. The script team had to do something different here, and they did that by mixing up the avatars (including a surprising equine player) and throwing in the 'pensioners' to the mix. There is new fun to be mined here from the now nimble-again Eddie and the slow-talking and laconic Milo never quite getting to the point in time.
The stars were all persuaded back for another ride. The four avatar leads (Dwayne Johnson, Karen Gillan, Jack Black and Kevin Hart) all return, together with the young teens (Alex Wolff, Morgan Turner, Ser'Darius Blain and Madison Iseman). Nick Jonas and his older real-life player Colin Hanks are back. Even Nigel "Welcome to Jumanji" Billingsley (Rhys Darby) returns, this time swapping his jeep for a plane.
The newcomers to the cast are also welcome. Glover and DeVito are at their cranky best, and introduce a genuinely touching moment into the film. And a new avatar - Ming Fleetfoot - is fabulous in the form of Awkwafina, so brilliant in this year's "The Farewell".
There's not much more to say on this. If you liked the original, you'll enjoy this one too. Many of the same jokes are trotted out again. The villain (here Rory McCann) is as forgettable as in the first film. It's not breaking any records in terms of originality, but the producers won't mind about that as long as it drags the crowds in again. At the time of writing it has made $320K on its $125K budget, so that seems to be working.
Jake Kasdan is again at the helm. But I really hope enough is enough, and they leave it at this. The mid-credits scene might suggest though that greed is going to dictate a Jumanji 4 (or 5 in some people's books). The returns, I fear, from the franchise will be ever diminishing from this point forwards.
(For the full graphical review go here - https://bob-the-movie-man.com/2019/12/27/one-manns-movies-film-review-jumanji-the-next-level-2019/ .)
This was also a film that raked in a HUGE return at the box office, getting close to the billion dollar number on its $90 million budget. During the spring of 2018, this was an almost permanent resident at the multiplexes (until "The Greatest Showman" and "Mamma Mia: Here We Go Again" took over the residence for the rest of the year!) . A sequel was inevitable
We rejoin the cast some time after the events of the first film, and the geeky teenage lovers - Spencer and Bethany - are trying, unsuccessfully, to carry on their long distance relationship while at separate colleges. Spencer is struggling mentally; lacking in confidence and momentum and desperate to feel like 'Smoulder' Bravestone again.
On returning to his home town for the holidays, Spencer fixes the shattered game. But the console is unpredictable and when the game sucks people into Jumanji this time it's not just Spencer and two of his friends that go in, but Spencer's Grandpa Eddie (Danny DeVito) and his old friend Milo (Danny Glover).
When they get there though, things have changed and the mission is a different one. A "next level" indeed!
This is very much 'much of the same' from the first film. Yes, there's a different backdrop with desert and mountain 'levels' to play through. But the same fun, with exploding avatars and dangerous cake, is to be had again. The script team had to do something different here, and they did that by mixing up the avatars (including a surprising equine player) and throwing in the 'pensioners' to the mix. There is new fun to be mined here from the now nimble-again Eddie and the slow-talking and laconic Milo never quite getting to the point in time.
The stars were all persuaded back for another ride. The four avatar leads (Dwayne Johnson, Karen Gillan, Jack Black and Kevin Hart) all return, together with the young teens (Alex Wolff, Morgan Turner, Ser'Darius Blain and Madison Iseman). Nick Jonas and his older real-life player Colin Hanks are back. Even Nigel "Welcome to Jumanji" Billingsley (Rhys Darby) returns, this time swapping his jeep for a plane.
The newcomers to the cast are also welcome. Glover and DeVito are at their cranky best, and introduce a genuinely touching moment into the film. And a new avatar - Ming Fleetfoot - is fabulous in the form of Awkwafina, so brilliant in this year's "The Farewell".
There's not much more to say on this. If you liked the original, you'll enjoy this one too. Many of the same jokes are trotted out again. The villain (here Rory McCann) is as forgettable as in the first film. It's not breaking any records in terms of originality, but the producers won't mind about that as long as it drags the crowds in again. At the time of writing it has made $320K on its $125K budget, so that seems to be working.
Jake Kasdan is again at the helm. But I really hope enough is enough, and they leave it at this. The mid-credits scene might suggest though that greed is going to dictate a Jumanji 4 (or 5 in some people's books). The returns, I fear, from the franchise will be ever diminishing from this point forwards.
(For the full graphical review go here - https://bob-the-movie-man.com/2019/12/27/one-manns-movies-film-review-jumanji-the-next-level-2019/ .)

Precision Ukulele Tuner - with Chords & Metronome
Music and Utilities
App
Precision Ukulele Tuner uses your device's microphone and visual feedback to enable you to tune your...

Steve - The Jumping Dinosaur!
Games and Entertainment
App
A funny 2D infinite runner it´s coming, meet ‘Steve’, you new friend that lives in your...