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Dreams of Tomorrow
Dreams of Tomorrow
2019 | Card Game, Economic
Let’s talk about dreams. They can range from simply reliving a stressful day at work, to remembering THAT embarrassing moment from your past, to maybe even discovering that you have superpowers. In your dreams, there are endless possibilities – but what if they meant something more? According to Dreams of Tomorrow, our dreams actually serve a bigger purpose!

Dreams of Tomorrow is game of set collection that utilizes a shifting rondel (I had to look up the definition too) in which players are working to weave a series of dreams into a complete Dream Sequence. Set in the future, players take on the roles of Dream Engineers, who are tasked with creating Dream Sequences to be sent to the past in an effort to save the future. Can you weave the most powerful Dream Sequence to alter the path of your present life, or is the future doomed to fall?

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. -L

To setup the game, place the Collective Consciousness (the rondel) in numerical order within reach of all players. Reveal a number of Dream cards from the Dream deck, based on the number of players, and these cards will create the communal Dreamscape. Each player receives a player card, cubes, and meeple in their chosen color, and sets their resources to the starting numbers, as described in the rulebook. All players begin with their meeples in the first space of the rondel, and in clockwise order, will select and pay for a Dream from the Dreamscape to be placed in their Dream Catcher (waiting area). Once all players have selected a Dream, and adjusted their resources accordingly, the game is ready to begin.


Dreams of Tomorrow is played over a series of rounds in which players will take turns performing 2 actions: Move and Take Action. Movement happens sequentially around the rondel, and players may choose how many spaces to move. To move 1-3 spaces is free, but to move more than 3 spaces will cost a number of resources. When a player decides to end their movement, they will then take the action indicated on the space on which they landed. These actions include: Gaining resources, Catching a Dream, Weaving a Dream, or Activating a Dream Ability. Gaining resources is pretty self-explanatory, and there is one neat thing to note: even if it is not your active turn, most of the rondel spaces have a Shared Effect, which grants an off-turn action to all non-active players. Catching a Dream means that you pay the requisite resources and select a Dream from the Dreamscape. Any caught Dreams go into your Dream Catcher until you are able to perform the Weave a Dream action. When you Weave a Dream, you again pay the requisite resources displayed on the Dream card and move the Dream from your Dream Catcher into your Dream Sequence (play area). To Activate a Dream Ability, you select a Dream card in your tableau, and use the ability printed on it. It is important to note that once Dreams are woven into your Dream Sequence, they will overlap each other, and only one Dream Ability will ever be available for use, so create that sequence wisely! Play continues in turns until one player has woven a Dream Sequence of five Dreams total. The round ends once all players have taken the same number of turns, and then final points are counted. The player with the highest score is the winner!
So all-in-all, how is Dreams of Tomorrow as a whole? I actually was very surprised at how much I enjoyed this game. When reading through the rules, it seemed kind of complicated and I was a bit worried before my first play. Once you actually get playing, however, the game is pretty intuitive and simple to play. One thing I particularly enjoyed about this game is its iconography. With only three resources and four actions, there are only seven icons of which to keep track. It keeps the cards from being cluttered with text, and makes the costs/abilities clear to understand. The iconography of the Dream Abilities, however, can be a liiiittle more complicated, but the game does come with Reference Cards which explain what every single icon means!

Another neat thing I enjoyed about this gameplay is the addition of Shared Effects. Even if you are not the active player, you will always gain some resource on everyone else’s turn. That adds an extra element of strategy because you have to amass your own resources for Dreams, but you have to be careful not to be giving your opponents too much extra help for themselves! Probably my favorite part of Dreams of Tomorrow are the actual Dream Abilities themselves. Performing the regular turn actions are pretty straight-forward, but Dream Abilities are more special and allow you to do even more on your turn. For example, some Dream Abilities allow you to change directions, move extra spaces, or even alter the Collective Consciousness, re-arranging the cards in a way to benefit you and hopefully hinder your opponents. The Dream Abilities are literal game-changers, and they really keep all players on their toes.


Talking about components, this game is of a pretty good quality. The cards are nice and sturdy, the player boards are decent, and the meeples and cubes are your standard wooden tokens. I’ve said in reviews before, but I always appreciate when games include Reference Cards for players, and Dreams of Tomorrow certainly delivered on theirs. The cards are clear, concise, and helpful during play. The artwork of this game is very vibrantly colorful and just plain pretty to look at. I found myself getting distracted by admiring the artwork, or catching Dreams based on their artwork, instead of taking their point-values or resources requirements into consideration. Oops. That’s just my bad, but the artwork really helps make the game more immersive.
Overall, I would say that Dreams of Tomorrow is a great little game. Admittedly, the rulebook is kind of daunting and seems a little overly complicated at first, but once you get into an actual game, it flows very quickly and easily. After just one turn, I got exactly what was happening and had no further questions about the gameplay. It really went above and beyond my expectations, and is one that I definitely look forward to bringing out in future game nights. Purple Phoenix Games gives it a dreamy 10 / 12. Check this one out if you haven’t before, it may just be the game of your dreams. (Ha, get it?)
  
Victim: The Cursed Forest
Victim: The Cursed Forest
2020 | Adventure, Exploration, Horror, Maze, Miniatures
I mean, who WOULDN’T be frightened out of their undies when one of their traveling mates just suddenly becomes… something else… and chases them through a very odd forest? But yet, here is where we now play. In a vast forest with danger around every curve, and a horrific presence taunting the party with the imminent possession of their very bodies. A far cry from prancing about a candied forest in an attempt to reach the summit: Candy Castle. Board games have definitely evolved, and boy am I glad for that!

Victim: The Cursed Forest (which I shall from here call simply “Victim”) is a horror survival game where players assume the roles of survivors of a plane crash. Each survivor, which in the game are actually called Victims, must race against time and nightmare fiends in order to reach the safety bunker until saviors come rescue them. However, early in the game one of their own is possessed by the lurking horror and then turns on the party to pick them off one by one. It’s up to the victims to race to the bunker and input the correct code to open its hatch to relative safety!

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, basically shuffle each deck separately, and place the Bunker map tile in the bottom six of the stack, then split that into two stacks. Place out all the chits however makes sense for your table (organized for me, thank you), and each player chooses one of the characters to play and collects all their goodies. The Start Tile is laid down, the player minis are placed upon it and the chase is on!
Each turn the players will have several choices of actions to complete, with two actions available to be taken on their turn. Primarily, players will be Running around the map to different tiles and exploring their special characteristics. Some tiles allow players to search them for Item cards, some allow players to Decode as an action, and some also require players to pass certain tests of abilities. These tests correspond to each player’s abilities of Agility, Intelligence, Vitality, and Luck. The ability scores are different for each character and can be improved or worsened throughout the game. Character boards also will show each character’s special skills that can be used on a turn.

Once all players have completed their two actions in turn order, the last player will flip an Event card that may be active for the entirety of the next round. Sometimes these Events affect only characters on certain tile types, or even adjust ability scores and Items held. However, at the end of the second or third round of play (depending on the number of players), the ominous Curse Phase is completed.

The Curse Phase is a special one-time insert that has all players make a test against one of the four abilities. The lowest score for the test then becomes the host for the Evil that will ravage the party and wreak hell on the other players. The player no longer controls their chosen character, but immediately becomes the Evil that was drawn and now plays the game against the other players. The Evil takes their turn at the end of the round, just before the Event card is drawn.

Once the Evil enters play in earnest, the game quickly shifts from a nice exploration and map building game to a race against time to earn bunker password tokens from the Decoding tiles and avoid all attacks from the now raging Evil chasing the players. I will not describe the entirety of battle and Evil special abilities, but battle is a very simple Attack roll vs. Defense roll for one wound. When a player sustains two wounds, they are considered to have a Critical Injury and may only Crawl to another player in hopes of receiving healing or to arrive on a tile with healing properties upon it. However, a character that has been Critically Injured is ripe for the Evil’s Death Skill. The Death Skill is how the Evil is able to remove characters (and thusly players) from the game and decrease the odds of the Victims’ victory.


Play continues in this fashion of players taking their turns, then the Evil takes their turn, then the Event card is drawn as the last part of each round, until either the players collect the correct tokens to solve the hatch passcode and earn safety, or the Evil takes out the required number of characters for their victory. All this can be accomplished in a mere 45-90 minutes. Absolutely.
Components. Never having heard of Hexa House prior to arranging for this review, I had no idea what to expect in terms of components. However, this game comes in a very large box, the insert is kind of perfect (which is saying a lot, especially since it is a vacuum form), and everything inside the box is really great! I’m not really a miniatures kinda guy, but I can appreciate them. Standees are just as good to me, but I think these minis are above-average from my experience. The cards, the art style, the custom dice, everything just hits really well.

So you probably noticed my weird ratings graphic up top. Well, I will admit that my graphic design skills are, well, amateur at best. So I just created a 5 point 5 because I really feel this one is just amazing. Now, some people may have some small issues with the rule book, but please read it with a grain of salt: I believe they originate in Thai or Laotian languages and are translated to English. I didn’t have problems reading it at all, but had a couple questions. I tried playing several different ways when I had these questions, and usually just one option was really viable anyway.

That said, everything else about this game is truly wonderful. I sincerely enjoy that sudden shift near the beginning of the game where one player becomes the big baddie and comes for the rest of the players. Depending on placement and buddy systems that formed in the first part of the game, the Evil player will have either a feast setup before themselves, or have to do a bit of work to track down the characters to orchestrate their attack. I know I didn’t go into a whole lot of detail on what the Evil player can do on their turns, but it boils down to basically Hunt (run), Attack, and trap.

This base game ships with six Victims and six Evils. I have yet to see all the Evils in my plays, as the mechanic for determining which Evil surfaces is dependent on a draw of a card from a shuffled deck. That said, even when an Evil enters the game that I have played before, the players were different, and the map was different, and the placement of characters was different, so it did not feel “samey” to me at all.

I will admit that the most frustrating aspect of the game is the bunker hatch passcode. Okay, so once the Bunker tile is placed, a new component enters play: the Bunker board. A hole in the middle of the board is to house a Gate Token. This Gate Token is simply a target number that the players need to achieve using the different Number and Symbol Tokens won from successful Decode actions. The Number Tokens are simply 1-6, and the Symbol Tokens are plus/minus/multiply/divide. Therefore, in order to meet the Gate Token showing 35 players would need to gather 6 x 5 + 3 + 2. That is seven different successes at the Decoder tiles, and best case scenario has players pulling those exactly and no others. When you are playing a game that is a race against time (or death, in this instance), these little setbacks can cost the entire game – that is, if players simply cannot pass the test needed for a success at the Decoder tile. Frustrating, yes, but also a very cool addition to this style of game.

Victim has completely surprised me, and I am so thankful I had the opportunity to add this to my collection. My strong recommendation is that if you see one of these in the wild – GRAB IT. There are hours and hours of gameplay in this box, and I haven’t even touched the expansion for it yet (expect another review of that in the near future as well). Purple Phoenix Games officially gives this one a 5.5 / 6 (we NEVER do half points), but I feel like with even more plays, and with the expansion to be added soon, this may give my Top 10 list a shakeup still this year. If you are a fan of games like Betrayal at House on the Hill and Posthuman, then you need to check this one out for sure. Oh, did I mention that there is a LOT of dice rolling here too? Guess I just left that until the end for my dice-chucking lovers.
  
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Chris Sawin (602 KP) rated Ready Player One (2018) in Movies

Jun 18, 2019 (Updated Jun 18, 2019)  
Ready Player One (2018)
Ready Player One (2018)
2018 | Sci-Fi
Steven Spielberg's (Mostly) Triumphant Return to Sci-Fi
If we’re being honest here, writer to reader, I never got around to reading Ernest Cline’s Ready Player One novel despite the fact that it’s sitting on a bookshelf less than ten feet from me as I type this. It turned out not to matter that much since Steven Spielberg took liberties with the source material. In the film, a virtual video game reality known as the OASIS is where everyone spends their time in the year 2045. Our main character Wade Watts (Tye Sheridan) lives in, “The Stacks,” which is basically just a bunch of mobile homes stacked on top of each other. The coin collected in the OASIS as well as purchases within the game have evolved into an individual's life savings in the real world. Everyone wants to escape their crappy life and the OASIS is now all that matters.

James Halliday (Mark Rylance), creator of the OASIS, dies suddenly but he leaves behind a treasure hunt for three keys hidden within the depths of the OASIS with the main prize being an Easter egg that would allow the winner to have complete control over the entirety of the OASIS. Wade (as his avatar Parzival) intends to win Halliday’s challenge to get out of The Stacks and adopts the title of Gunter (egg hunter) along with his friends Aech (Lena Waithe), Art3mis (Olivia Cooke), and brothers Daito (Win Morisaki) and Sho (Philip Zhao) who become known together as the, “HIgh Five,” but a video game conglomerate known as Innovative Online Industries or IOI spends all of their time and money attempting to find the secrets Halliday has hidden. IOI consists of an army known as the Sixers, which are players who owe large debts to the OASIS. CEO of IOI Nolan Sorrento (Ben Mendelsohn) intends to take the free-to-use OASIS and transform it into a monetized monopoly.

The storyline of Spielberg’s Ready Player One reminds me of the 19th episode of season two of Regular Show entitled, “High Score.” In that episode, Mordecai and Rigby attempt to beat the world record on a video game with record holder Garrett Bobby Ferguson (GBF or Giant Bearded Face). Ready Player One kind of expands on that concept and throws in a ton of nostalgic movie references while being set in the future. The weird thing is that those recycled moments that call back to the movies of yesteryear are the highlights of Ready Player One while the rest of the film suffers from Spielberg’s usual shortcomings.

I haven’t enjoyed a Steven Spielberg film since 2011’s The Adventures of Tintin. That combined with the trailer coming off as less than impressive and poster art from the marketing campaign (the main poster illustrated by Drew Struzan is amazing) that seemed to rely on generic face swapping via Photoshop on well-known movie posters had me really underwhelmed for the film overall. The film itself also suffers from corny dialogue, tender and romantic moments feeling force fed and overwhelming, and head-scratching sequences that leave you wondering why they needed to be included in the first place (the whole dance club/second challenge scene, for starters).

However, what the science fiction adventure gets right is the reason why you go to the movies. Spielberg along with cinematographer and frequent collaborator Janusz Kaminski know how to smoothly and effectively capture dynamic shots with a camera. When we first see Wade in The Stacks, he slides down a series of ropes and poles passing by and through various homes and junkyard cars that no longer run all while showcasing how plugged into a false reality civilization has become. The first race sequence of the film is also extraordinary with its fast pace and hectic action that is fairly easy to digest due to the sleek camera work. There’s a fairly lengthy segment devoted to a beloved horror film that is legitimately fantastic since it is not only a throwback to that original film, but it’s also injected with new thrilling terrors that you won’t see coming. Most battle sequences in the film with large ensembles are impressive for all of the obvious reasons; solid special effects, mass number of characters on the screen, a delicious dose of destruction, and most of all a countless series of references to movies, video games, and cartoons that you probably love. Witnessing what characters will pop up, when, and how they’ll be utilized is half of what makes Ready Player One so fun; it’s like a big budget version of South Park’s Imaginationland.

You either love or hate what Steven Spielberg has accomplished as a filmmaker, but it’s difficult not to admit that Ready Player One is a hell of a lot of fun even if you have some issues with the film. Spielberg has this cliche quality to him that is completely overbearing at times and he isn’t able to escape that aspect of his filmmaking with Ready Player One, but there’s enough of an entertaining and nostalgic value combined with not knowing who’s going to pop up next and some incredible cinematography highlighted by fluid yet flashy special effects resulting in a film that will be exciting and fun for anyone who was ever or still is a rabid gamer or movie lover. Spielberg has crafted a surefire crowd-pleaser that is basically a two and a half hour sentimental plunge directly into your childhood.
  
Call of Duty: Ghosts - Invasion
Call of Duty: Ghosts - Invasion
Shooter
Just in time for the 4th of July, Activision has released the Invasion DLC for Call of Duty: Ghosts so PC and Playstation users can get in on the action. The content as per the usual formula releases first on Xbox systems and then makes it way to the other platforms where it can be purchased on its own or as part of a season pass which offers 4 DLC releases.

The new release offers four new maps and the latest chapter of Extinction which will provide plenty of variety to keep fans going until the final DLC set is released which sets the stage for Call of Duty: Advanced Warfare in the fall.

Mixing old and new the new maps have much to offer at first glance and look to take the online experience of the game to the next level.

Pharaoh

Is set amongst Egyptian runes and there are dark temples and rubble strewn courtyards for players to navigate. Sadly it also makes for an ideal place for campers to setup in the shadow and this is one of the biggest frustrations as spawn camping happened to me often.

When I could get out to explore the richly detailed maps were great fun and I enjoyed the traps such as the collapsible pillar, the secret room, and the flesh eating scarabs as well as other treats the developers provided. I just wish gameplay issues did not mar the joy as much as they did.

Departed

Is set in a small Mexican Town during the Day of the Dead festival as if you had any doubt, the hearse and lively décor in the town’s fountain would be a giveaway. There is a church, retail shops, courtyards, and vehicles to contend with, however once again, camping rules the day as players often hide in the shadows or above picking players off when they spawn and making progress around the map tricky.

The Death Mariachi can be obtained via Field Orders and having a spectral ally with dual .44 Magnums can be a huge help along the way to victory for those lucky enough to obtain it.

Mutiny

This is perhaps the most creative of the new content as players battle in and around pirate ships and must contend with some speed and stealth requirements and two great Field Orders. There is the cannon barrage from the nearby sailing ship and the Ghostly Crew who are more than happy to help send enemies down the briny depths each chance they get.

I found a shotgun or an AK 47 worked best here as the close quarters make ideal conditions for a shotgun but on deck and the pier the rapid fire functions of the AK really helped out.

Favela

This is an update of the popular map from Modern Warfare II set in the Rio slums. Players have to run and gun across varied terrain to battle the enemy which is no easy task as snipers and campers love this map so expect to be frustrated if you have not played it before. Every window is a possible hiding place so this is not ideal for run and gun players.

Awakening

This is the third chapter in the Extinction storyline where players team up to battle an alien threat. This time they take the fight and the drill to the Alien’s backyard. As before players earn money by dispatching aliens which can be used for better weapons and power ups.

You need to work with one another as death will happen and you will need your team to revive you as once all four players are down, the game is over, and you will have to start the campaign over.

Calling in some sentry guns and artillery strikes help with the never ending waves as this is the best of the DLC by far.

 As much as I wanted to love this collection, sadly I ran into several issues with this collection which has marred my enjoyment of it. Issues with camping, lag, and rampant hacking have been so bad that I have struggled at times to find games on the PC version and when I have, gameplay at times has been almost unplayable.

Skill is one thing but when you unload half a clip in a target and they stand there taking it or kill you dead with one shot all the while being hit, you know you have a hack, lag, or gameplay issues. This happened time and time again, day in and day out.

Many players had told me in game how unhappy they have been with this collection as the maps encourage camping which leads to a lot of frustration.

Some users have complained that the matchmaking system is combing players regardless of their geography which is resulting in latency issues. I cannot tell you how many times a game has slowed to a crawl or stopped or how gunfire appeared to have no affect due to lag which on a 20 MBS line should not happen.

I did not see issues as bad as this with the previous two DLCs, the first one actually helped change my thoughts on the multiplay of Ghost which for me has been the least enjoyable of the series. That being said, it sadly is a return to form this time around and I am hoping that we have a better finale in store.

http://sknr.net/2014/07/14/call-of-duty-ghosts-invasion-dlc/
  
Decktective: Nightmare in the Mirror
Decktective: Nightmare in the Mirror
2021 | Card Game, Deduction, Murder & Mystery, Puzzle, Real-time
Decktective: Nightmare in the Mirror is an amazing title that just makes people conjure images of actual nightmares and immediately piques interest around the table. But what if you are a solo player about to face your fear of mirrors that was brought on by watching Poltergeist 3 at much too young an age? I am already shuddering!

Decktective: Nightmare in the Mirror (which I will just refer to as Decktective from here) is an immersive storytelling card game where the player(s) attempt to solve the case by the time the final cards are drawn from the deck. At the end of the game player(s) are asked questions and, depending on the answers given, are scored by how many questions were answered correctly.

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


Setup is super easy. Open the box, place the paper clips nearby, and set out the deck of cards. The game comes with no rulebook; the cards instruct players what to do along the way. I will not be covering ever facet of the game to avoid potential spoilers, so please keep that in mind.
The mechanics of this game system rely on players either playing or discarding cards as they are drawn. Essentially, players will need to discard enough cards to be able to play others. For example, some cards hold a value of 1-10, meaning that they may only be played to the table once there is at least 1-10 cards already existing in the discard pile. So a card with a value of 4 requires at least four cards in the discard in order to play. So choices will need to be made to determine which cards are vital and which can be sent to the discard. The solo player is eventually told that they may have five cards in their hands and the deck will guide the player through the rest of the game.


I really don’t think I can go much further without spoiling something, so I will stop here and hope I have given enough description of the mechanics to help with understanding.
Components. This is a big deck of oversized cards and a few red plastic paper clips. The clips are fine, but are a little tight on the cards, so I did not leave them on very long. They are only used at the end to answer questions, so I was able to only briefly use them. The cards are big and nice quality and feature great art. I do not want to give away too much, but there are times where the cards and the box have interplay, and I think their usage is absolutely genius. Great job on that!

This is a tough one to give my thoughts on without spoiling some things, so I will be vague. Not because I want to be vague, but because I feel I need to be vague. As I played through the game (and this is one of those that may only be played ONCE ever) I found my head needed scratched and my brows needed furrowed. I usually am not a player that thinks through their turns for a long time, but I felt I gave each card fair consideration throughout. This paid off at the end, but I still finished with a score of 7 / 10. I felt I probably could have achieved the full 10 but I did not really think about my answer on a card, and that one was worth those 3 points.

So here is what I ultimately think about this one (and possibly the entire Decktective series, though I have not played any others): I love it. I have also played several games in the Deckscape series and I definitely prefer Decktective. Is is the system or the individual game though? I am unsure. What I can tell you for certain is that of the three titles in the Deck- family, this is by far my favorite. I really wish I could qualify it much more, but I will offer this: once you play through this title, please message me and I will chat with you about my actual opinions on the game with spoilers a-plenty.

I do recommend this one, as I had an absolute blast playing it, and I think that a good number of players from all ages and skill levels will also enjoy it. If you happen to share my general game preferences, then you will like this one a LOT. Another great benefit? Once you are done playing you can gift it to another gamer or family or library or whatever you like. That said, I am eager to try the other Decktective titles just as soon as I can!
  
Hamsters vs. Hippos
Hamsters vs. Hippos
2021 | Animals
Deeply consider this question: what is your natural predator? We are the top of the food chain, right? Right? And what we all learned in school is that some animals are herbivores, some are carnivores, and some are omnivores. At least in the Midwest, that’s what we were taught. Now, I don’t remember ever being taught that hippopotamuses (hippopotami?) eat anything other than grass. However, I have been wrong so many times in my life that I am interested to find out why they would snack on fleeing hamsters. Perhaps a board game can help me!

Hamsters vs. Hippos is a press-your-luck tile flipping game where players are cute little hamsterinos escaping the zoo and nearing freedom. However, along the way they must traverse the hippo enclosure. Typically hippos only eat grass, but in this game universe they are attracted to the delectable little rodents and are as hangry as my kids after a day at the playground. The hamster who can collect the most lotus flowers from the hippo lily pads at the end of the game will be the winner and be able to escape the zoo in peace. All other players will be snacked.

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, determine the appropriate grid size for the number of players per the rulebook. Shuffle all the lily pad tiles face-down, place them in the grid, then place upon them nine lotus flower tokens. Each player will select their hamsteeple and mat and the game may now begin!
Hamsters vs. Hippos is played over four rounds and each turn players will have two actions they must complete. For the first action, each hamster must move onto the grid to explore a face-down tile, or explore another face-down tile if already on the grid. For the second action the hamster may continue exploring new tiles or be taken off the grid to score their collected lotus flowers. Movement can be orthogonally or diagonally, but every time they move, the hamsters must move to an unexplored tile. Flipping these tiles will reveal empty lily pads, some special actions to be taken, lotus flowers to be collected, or hippos that end the hamster’s round and makes the hamster forfeit their collected lotus flowers this round.


The game continues in this fashion over four rounds where hamsters are moving onto and off the grid, moving around the grid, collecting flowers, and possibly being eaten. At the end of the fourth round players total their lotus flowers they were able to keep and the hamster with the most lotus flowers wins!
Components. This one is easy. This game is a bunch of lily pad tiles, some cardstock player mats, wooden lotus flower tokens, and cute little hamsteeples. The tiles are good quality, the player mats are big and nice, and the hamsteeples are precious. I enjoy the lighthearted art style quite a bit – even the angry-looking hippo tiles. My only issue lies with the lotus flower tokens. They are very thin painted wooden tokens in two colors – pastel pink (worth 1 VP)and slightly darker pastel purple (worth 3 VP). I am not colorblind, but I like to make mention of items I would think are not colorblind friendly. The difference in color is not great enough, even for me of acceptable color differentiation. Another thing about these is they are very thin and delicate. Normally this isn’t an issue for me, but this is clearly a game my children want to play. When they play this with me I am always holding my breath just waiting for them to break a lotus flower. It hasn’t happened yet, but I might see about adding sturdier components to my copy when I play with little ones.

Game play is very very light. This is purely a press-your-luck game of deciding to move to a tile, flipping it over, and hoping for the best. There are a few special action tiles that can help mitigate the luck factor a little, but most of the time it’s a leap before you look scenario. That may turn off a large faction of gamers, but I will be playing this primarily with my children (who are nowhere near the suggested age of 8+). I could have reviewed this under our Kids Table series, but it doesn’t seem to be marketed specifically to children. As a game for adults, this is novelty at best, but for children it’s a decent press-your-luck style game. Purple Phoenix Games gives this one a 4 / 6, but only because it works so well with kids. If I didn’t have children I couldn’t see myself playing it a whole lot at all. Consider this when you look at the amazing cover art and intriguing theme. It’s good for what it is, but will not be for all collections and play groups.
  
Harry Potter: Death Eaters Rising
Harry Potter: Death Eaters Rising
2019 | Card Game, Dice Game, Fantasy
Have you read our review of Thanos Rising: Avengers Infinity War? If you have not, please do. I’ll wait. The reason I ask is because this Harry Potter version is a reimplementation of Thanos Rising with a few new twists. Great twists. In fact, I’ll spoil it for you and let you know that I now prefer the Harry Potter version even though I enjoy Marvel-related things in my life much more. But why is it good or better than its predecessor?

Harry Potter: Death Eaters Rising is a game utilizing the Rising system of games (which also includes Batman, Star Wars, and SpongeBob Squarepants as of now) for two to four players. It is a cooperative game where players will take charge of one of the three factions: Dumbledore’s Army, Hogwarts, or Order of the Phoenix in order to defeat Voldemort and his Death Eater cronies. Though Voldemort will be menacing players throughout the game, the players will not be able to attack him directly until about half way through the game. Can you survive long enough to battle the big bad?

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, follow the instructions in the rulebook, but generally the central board will have the large painted Voldemort “mini(?)” and three areas that hold Place cards: Hogwarts, Ministry of Magic, and Diagon Alley. Players will be given one Leader card in their chosen faction (obviously Order of the Phoenix is best) to begin the game. Set aside the damage counters, corruption gem tokens, and Spell tokens in their own piles. Shuffle the main deck of character cards, reveal and place three per Place and then insert the Voldemort card somewhere near half-way into the shuffled deck. The game may now begin.
On a player’s turn they must complete the following steps: 1. Travel to a Location, 2. Roll Voldemort Die and resolve actions, 3. Roll, assign, and resolve Wizard dice, and 4. End Turn. After taking these actions it will be the next player’s turn.

To Travel to a Location, the active player will place their faction-matching Mission token upon one of the Places on the board. This is the Place that the active player may now be able to recruit Wizards from and also attack enemies.

Once at a Location, the active player will Roll Voldemort Die and resolve actions thenceforth. The game affords players a large green Voldemort Die to be rolled. Upon the faces are sides that instruct players to turn the Voldemort mini Left or Right one Place and attack all Wizards there (including all Wizards on a player’s team if Voldemort is now in their Location). Two faces will also show the Dark Mark. When this face is rolled Voldemort does not move, but will attack all Wizards at his current Place (by placing damage counters on the card) as well as activating ALL Death Eater Dark Mark abilities. Not all Death Eaters will have Dark Mark abilities, but when they activate, they can be deadly.

Now that Voldemort has had his fun, the active player will Roll, assign, and resolve Wizard dice. Players will have in front of them faction cards that indicate how many and of which color dice to be rolled on a turn. These dice may be added to or otherwise altered as a result of recruited Wizards’ special abilities as well. Once a player takes the appropriate dice to be rolled, they must roll them and begin assigning faces to Wizards for recruitment, Death Eaters for damage, or other abilities on team cards. Recruiting more Wizards to a player’s team or damaging Death Eaters is how the game progresses because each time a card is recruited or defeated it is removed from the main board and a new card replaces it. As long as at least one die is removed from the player’s pool each time the dice are rolled the player may continue rolling to match symbols needed.

To End Turn, the active player will add any recruited Wizards to their team, discard any defeated Death Eaters, Wizards, or Places, and retrieve their Mission token to be used on the next turn.


Play continues in this fashion of taking turns through the four steps until the Voldemort card is drawn. He then comes into play as an enemy that may be attacked like normal. Players win when they defeat enough Death Eaters and Voldemort, but can lose if the players allow a Place to be completely corrupted (usually by Death Eater card abilities), allowing four Places to be corrupted, if too many Wizards have been defeated per number of players, or any player has all their Wizards defeated from their team.
Components. This game includes a lot of components of varying style and materials. The cards are all very glossy (meh) and feature headshots of the characters mostly. The board is three pieces fit together like a pizza and is great. The damage counters are little translucent red cubes, and the corruption gem tokens are also translucent gems but gray in color. The best components in the game are by far the Voldemort, well, statue and all the dice. The Voldemort piece is incredible, and pre-painted. The stance he is taking is formidable and somewhat intimidating when he’s pointing his wand right at you. The dice have been upgraded to a matte finish (as opposed to yucky polished finish) and feature some great inking. The one negative I have to say is also about the dice: I believe that the faces sometimes can be confusing because the icons are more detailed than is necessary. While some would argue that detailed dice are better than merely serviceable dice, I would much rather see a sword on a face and know it’s a sword than to look at a die face and wonder what I am looking at exactly. In any case, that’s my opinion and yours may be different. Let’s still be friends.

So overall this is a big upgrade over the Thanos version of a Rising game for several key reasons. In Thanos I always felt like every turn could lose the game for us, and Thanos seemed to gain the Infinity Stones too quickly for my taste. In this version, you know you have half a deck before you are able to even fight Voldemort, so being able to tackle his minions until then seems more surmountable. The dice have been upgraded, and the Voldemort die is wonderful and easy to read. That was an issue I had with Thanos: his die was hard to read and the colors were not distinct enough. Not a factor in this version at all. I also feel that this version has much more faction-dependency and interplay. What I mean is that an Order of the Phoenix card may require a player to also have a Dumbledore’s Army card on the team in order to unlock access to their special ability. I like that. I like a well-balanced team, though my first game saw me recruit eight Order of the Phoenix cards and one Dumbledore’s Army card. We won, but I felt bad.

So it’s no surprise that I love this game. I find it better and easier to learn/play than the Thanos version. I like the components a whole lot more. I like the interplay between the factions more. I am sad that I prefer Marvel to Harry Potter, but I do not dislike Harry Potter, let it be known. And I do enjoy this version much more. Purple Phoenix Games gives this one a triumphant 10 / 12. My wife and I truly love it and can’t wait to play it again very soon. If you are looking for a good Rising game, I certainly recommend you look at Harry Potter: Death Eaters Rising. It’s a guaranteed hit if you or a loved one is a Harry Potter fan. For sure. It’s brilliant.
  
Cooking Customers
Cooking Customers
2019 | Card Game
Raise your hand if you have ever worked in the food industry. Okay, I see a few hands. Now raise your hand if you have ever been so torqued by a customer that you wanted to cook them in a pie. Oh, thanks for your hand Mrs. Lovett. Good to know. Well this game is an experience of getting your money and getting out. Fastest one to do so will win, and if you have to stew a few eyeballs in the process, more power to you.

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

Cooking Customers is a card and dice game where the first player to amass $20 in “tips” will be crowned the winner. Players earn tips by serving enough meals to customers at each table. Players can receive meals by rolling them on dice, or by card manipulation. Let me explain.

To setup, place the meals (black discs) in the middle of the table for all to reach. Similarly, place all the dice nearby. These dice have three sides: FIRED, MEAL, and a blank side. Shuffle the mighty deck of cards and deal five to each player, placing the rest of the deck in the middle of the table. Finally, shuffle the Table cards and place somewhere near the other components. Players are now ready to begin!

On a player’s turn, they will first draw the topmost Table card to be placed in front of themselves. This card will show how many meals need to be served to it to be satisfied and earn tips. The Table cards will mostly just sit there in front of players collecting meal discs for the game’s duration. Once a Table card is drawn (and only one Table per player, please) the active player may then play cards from hand. A player may play one or two cards, but only one card may be played to the active player’s tableau, and only one card may be played on an opponent. Should a player not wish to play a card to anyone’s tableau, they must discard a card to the middle of the table. Then the active player will draw back to the hand size of five cards.

Cards played to other players are usually bad, Munchkin-esque cards that halt progression or just cause mayhem for their designs. I will not go into detail on these, as half the fun of this game is the Take-That of these cards. Cards played to a player’s own tableau can be a myriad choices: Cooks, Helpers, Kitchen Supplies, etc. The most important are the Cook cards. A player will need to have a Cook “hired” in front of them in order to participate in the next phase of the game: rolling dice. Players can have Helper cards (sous chefs) and Kitchen Supplies active without a Cook, but the player may not roll dice or serve meals without a Cook. Cooks and Helpers will dictate how many dice are rolled in the next phase of a turn, and rolling more dice is always better.

Once all cards have been played on a player’s turn, they may now roll the dice (though for a game with such a dark theme I say we use the “Roll Them Bones” colloquialism). When the dice are rolled, players are hoping for MEAL to show up on all dice. This is how a meal can be collected and served to the Table cards. However, if at any time all dice read FIRED then the player’s Cook is fired and they may not continue rolling dice. The Cook is discarded and play is forfeited to the next player. #cheflife amirite?

Once a Table card has all the meals it needs to be satisfied, the player may score it by flipping it over to reveal the amount in tips they have earned. Play continues in this fashion until one player has earned $20 in tips. They can then taunt the other players with their superiority.

Components. Cooking Customers is a BUNCH of cards, some painted wooden discs, and some embossed dice. The cards are good quality, the discs are good as well, and the dice are great. All the components are pretty darn good. The art, though gross at times, is really well-done (see what I did there) and kept us laughing throughout our plays.

I do have one qualm about this game: the rulebook. Though only six pages long and with lots of illustrations throughout, I found that reading it made me more confused than it should have. I did take the rulebook’s advice to go to the publisher’s website, goodenoughgames.com, and watch the rules explanation and playthrough. That helped immensely to clear up what the rulebook did to my brain.

All in all, we had a great time playing this one. We all like Munchkin, and though it is NOT Munchkin, Cooking Customers delivers a take-that dice and card game that really is worth checking out. If you are looking for something with a new theme that plays quickly and has some meat on its bones (and there), then we certainly recommend Cooking Customers. Purple Phoenix Games gives this one a hearty (food puns are too easy) 13 / 18. You can purchase a copy at goodenoughgames.com currently. While you’re there please watch the video.
  
Boy Band Builder: The Card Game
Boy Band Builder: The Card Game
2021 | Card Game, Party Game
When researching and requesting games to review and preview, I sometimes need to clarify my stance on certain things. Perhaps my thoughts on climate change, or my interest in European door decorations, or, in this case, my preferences on the era of boy bands past which we recently (and thankfully) have evolved. I was assured that my distaste for the music genre would not negatively influence my enjoyment of this game. After my plays, I must agree.

Boy Band Builder (BBB from here out) is a card drafting and band-building game for two to four players. In it, players are band managers tasked with creating the next big group of talented and attractive boys, with the winner of the game being they who earn the most money from assembling the best band and playing the most lucrative gigs.

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, separate the cards by type and shuffle each stack independently. The Gigs deck is placed on the table with four Gigs displayed from the top of the deck. The Artists and Star decks are placed on the table and each player is dealt three Star cards to start the game. It is now setup and managers are ready to build bands… of boys!
BBB is played over a series of rounds, where each player will take two actions each turn. These actions are Audition, Draw Star Cards, Play a Star Card, and Do a Gig. When a manager Auditions boys for the band, they draw the top three Artist cards, choose one to add to their band, and then discard the rest to the bottom of the deck. The cost to add the boy to the band is shown in the upper right hand corner and represents the number of Star cards to be discarded from hand. Artists are added to band (tableau) and ready to begin rehearsing. At least, I hope they are rehearsing.

Additionally, the active manager may Draw Star Cards to increase their hand. Simply draw two Star cards from the top of the deck. Alternatively, the manager may choose to Play a Star Card for its stats by slipping the card under a boy to increase his level of Pipes, Moves, Heat, or Cool stats (check out the photo below where I went hard on buffing Old Frank).


Finally, if the boy band members currently possess the appropriate amount of stats, the manager may choose to Do a Gig. They choose one of the face-up Gigs cards, take it to their score pile (assuming they possess the correct type and number of stats), and then do a little dance to celebrate a completed Gig. To signify the end of their turn, the active manager draws a Star card and passes to the next player. The game ends once the appropriate number of Gigs have been completed by a manager, as detailed in the rules per number of players. The manager with the highest total of money earned from Gigs cards is the winner, and receives all the Grammy nominations afforded to them.
Components. This is a bunch of cards in a tuckbox. The cards are all fine, but the true hero here is the artwork. I cannot express how much I appreciate the decision to keep the art style modern, and the faces blank. I believe it is mostly due to the fact that all of us who were not in boy bands were all a bit jealous of those who were, but I will publicly state that my official opinion is because these boys don’t really need faces. Body language speaks volumes, and the art style reflects that extremely well. Mad props from me on the artwork.

The gameplay here is very intuitive, even though I had a couple questions that were not made clear in the rulebook. You need Star cards in order to buff Boys so they can do Gigs, and making sure that your band has all the right stats to complete the more profitable Gigs. I believe the game lasts an appropriate amount of time; it does NOT overstay its welcome, which is a huge thing for a filler game such as this. I do wish there were more off-the-wall characters like Old Frank and Lil’Hop, and I also wish the Star cards’ backgrounds were a little more interesting to look at, but the game ultimately looks good and plays well too. There are a few extra surprises to be found in the game that I will let our readers discover, including some Take That card that can hinder opponents.

Boy Band Builder can be super quick and competitive, or can be more leisurely and relaxed. This is a great thing for a cute little card game, and though the theme is something with which I am not at all enamored, a love for boy bands is not required to enjoy Boy Band Builder. I can see myself breaking this out with the right people, but I don’t necessarily foresee having this on stand-by for every game night. If you are in the market for a uniquely-themed card game you can chair dance while playing, then check out Boy Band Builder. It can be found on the Amazon store by clicking this link. Enjoy!
  
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Mothergamer (1546 KP) rated the PC version of The Elder Scrolls V: Skyrim in Video Games

Apr 3, 2019  
The Elder Scrolls V: Skyrim
The Elder Scrolls V: Skyrim
2011 | Role-Playing
I know. How is it that I had never played Skyrim until now? Many of my friends asked this. The only answer I have is that I had a ton of other games I was playing at the time so I just never got around to it. With the remaster, I figured this would be a great time to play it so I got the special edition for PS4 and I was excited to start my adventure.

 Having ten different races to choose from is very cool and I decided on Wood Elf for my first play through, but for my next one I do want to play as a Khajiit (cat race) because they sound quite interesting. I was a little disappointed while creating my Wood Elf that the faces looked rather harsh and every expression looked like she was angry and ready to smash your face. It wasn't a big deal, but I wondered about the idea behind that design. Having played Elder Scrolls Online, the character design for the Elves has improved a lot, so maybe it had something to do with their design engine.
I did manage to create my character the way I liked eventually and once I was satisfied, I decided it was time for Pirotess to start her adventure (yes, I'm a Record of Lodoss War fan so I'm always Pirotess) and start exploring the world of Tamriel.



My Wood Elf Pirotess, ready for adventure!

 There is so much to see and do in Skyrim. The game itself is huge and then you add the DLCs and there's even more to do. I got the initial introduction tutorial out of the way and the set up for the main story and then I ran around picking up quests. Between the radiant quests, side quests, and guild quests you never run out of adventures. I liked the Thieves Guild quests a lot because the story line for it was interesting. The Dark Brotherhood quests were also fun to do because of the great story content. My favorite armor was the Nightingale armor which was a reward for completing the Thieves Guild story line. I also liked my Dark Brotherhood mount which I jokingly called demon horse. His name was Shadowmere however and he was cool. He would go everywhere with me and he would even fight enemies with me which I thought was fantastic.



The Nightingale armor is the best!

If you want to take a break from adventuring, you can do things like crafting or build your own house with the Hearthfire DLC. You can also get married and adopt children with Hearthfire. This was one of the things that I found showed off the beauty of the gameplay in Skyrim. You can do as much or as little of the main story quests as you want. You can just run around crafting things, do side quests, or go hunting dragons. It's entirely up to you and gives you a vast amount of freedom for exploration and discovery. For me, it made the game a lot of fun and I just enjoyed running around discovering new places.

I also loved battling all the dragons and finding all the dragon shouts for my Dragonborn character. The battles are epic and the controls handle very smoothly. I love it when a game has great game controls and good camera angles. It definitely makes fighting a huge dragon easier. I enjoyed playing with all the different dragon shouts seeing what each one did. My favorites were frost breath and dragon aspect. Because of that exploration freedom level grinding was not a chore at all. I was just having fun and enjoying the game.



Taking down a dragon.

The environments are beautiful. I would find myself stopping often just to look around the different areas I was in because they are so well done. Whether it was a forest, snowy peak, or Dwarven ruin it always looked amazing and no two places looked alike. The musical soundtrack is amazing too setting the right atmosphere for each moment in the game.
 You get followers too, but you can only have one at a time with you. Unfortunately if they die, they're dead for good unless you have the mods. I learned that the hard way with a couple of mine as they suffered from death by dragon. Most of the time, I just wandered alone because sometimes the followers would do stupid things like step on a switch and set off a trap. Once in a while I would take a follower with me just to change things up, usually a mage because they were useful for fighting dragons.



A beautiful view in Skyrim.

I enjoyed the main story in Skyrim as well. The lore was intriguing and some of the reveals about certain characters made for a great story. I also liked that a couple of the dragons were allies of a sort. I thought the dragon Paarthurnax was very cool and learning a few dragon shouts from him was fun. I was also thrilled that Pirotess got to fly on a dragon also. It was quite a sight! I finished the main story and it was a great finish to a fantastic story.



Pirotess chatting with Paarthurnax.

While the main story is finished, there's still a ton of things for me to do. I'm currently playing the Dawnguard and Dragonborn DLC as well as more side quests. I'm also enjoying crafting and building my houses with the Hearthfire DLC. For me, Skyrim is a blast to play and I love that there's always something going on and I continue to explore and have fun. There's always interesting things to see and I can't wait to play as a Khajiit for my next play through. Skyrim is a great game and I'm glad I finally got a chance to play it.