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Purple Phoenix Games (2266 KP) rated Shelfie Stacker in Tabletop Games
Jul 29, 2021
I don’t know about you, but I love getting a new game. Unboxing it, punching tokens, reading the rules – it’s so satisfying! Now after that fun is done comes my dilemma: where to put it on my shelves… I know I’m not the only one that runs into this problem. I often see on Board Gamer Facebook groups queries about how to store/organize games. Do you place them vertically or horizontally? Organize by publisher? Size of box? Box color? Player counts? The list is nearly endless. So Arkus Games had the brilliant idea to make a meta-game in which you must sort and organize your game shelf! After having a good laugh at this theme and game, I decided to back it on Kickstarter. And as you can see above, it is one that has earned The Golden Feather Award for us!
Disclaimer: I do not intend to rehash the entire rulebook in this review, but rather provide an overview of the rules and gameplay. For a more in-depth look, check out the game at your FLGS or directly from the publisher. -L
Shelfie Stacker is a game of dice drafting and hand management in which players are trying to create the most prestigious board game shelf in the group. Players will be drafting dice, manipulating them with special abilities, and placing them on their Big Shelf in an effort to amass the most points by the end of 7 rounds. To setup for the game, each player receives a Big Shelf, Shelf of Shame, and Character Cards in their chosen color. Of the 16 Character Cards, you will select 8 with which to play this game, and return the others to the box. Place the Delivery Boxes in the center of the table (1 per player, plus 1 more), and place the dice into the dice bag. Randomly select 1 Sidekick, First to Claim, and End of Game cards and place them face-up in view of all players. The game is now ready to begin!
The game is played over a series of 7 rounds, each broken down into 5 phases. The first phase is to fill the Delivery Boxes. To do so, one player will draw and place 3 dice from the dice bag onto each Delivery Box. The dice don’t need to be rolled, but the drawing player shouldn’t change the faces in any way when placing. In the next phase, all players will select a Character Card to play. This will determine the turn order for the round. The Character Cards are numbered 1-16 (you only use 8 total cards in a game though), and each provide a special one-time ability for use in the game. Players select their Character Card in secret, and then will simultaneously reveal them. Starting with the player who played the lowest-value Character Card, each player will select one of the available Delivery Boxes as their own.
Once you have a Delivery Box, you will then start placing the dice in your Big Shelf! You must place all of your dice, following the placement rules (detailed in the rulebook). During this phase of the round is when most Character Card abilities will be used. These are one-time abilities to be used throughout the game, and allow you to manipulate your dice in various ways. One super important note is that the Character abilities do not need to be used on the same round in which they are played! So I could play a card for its number value (securing my spot in the turn order), but not use its ability until a later round. This really gives you the opportunity to strategize and potentially chain abilities together for maximum results! Once an ability has been used, it is discarded from the game and cannot be used again.
At any point during a round, a player may be able to claim the First to Claim or Sidekick cards, which provide end-game points. The first player to create the depicted pattern on the First to Claim card takes and keeps it for the end of the game. The Sidekick, however, won’t necessarily remain with one player. For example, I may have the most blue dice now and claim the Sidekick, but if in a later round you have more blue dice than me, you can steal it from me! If you are unable to place any/all of your dice on your Big Shelf. they will be placed on your Shelf of Shame *womp womp* and any dice there earn negative points in final scoring. When everyone has finished placing their dice, you prepare for the next round. The Delivery Boxes are returned to the center, and the game is ready to move to the next round.
After the 7th round, the game ends and final scoring takes place. Players can earn points in several ways: if columns get to a certain height, points per pip on the highest die of each column, bonus cards (First to Claim, Sidekick, and End of Game), and you lose 2 points for every die in your Shelf of Shame. Points are totaled and the player with the highest score is the winner!
Putting aside the humor and the theme, Shelfie Stacker is actually a very solid game. The premise is simple (manipulate and place dice) but the actual execution is more strategic than I first thought. The placement rules alone create quite a challenge. The first couple of rounds really determine your success in later rounds. If you don’t set yourself up early in the game with a good strategy, it could all come crashing down as the game progresses. Couple that with the Character Card abilities, and the strategy is elevated once more. You have to decide when to use which abilities, knowing that they are a one-time use. One of my favorite parts of this game is the fact that abilities do not have to be used immediately when played. So maybe I want to go early in the round so I play a low-value card. I can hang onto that special ability until I am ready to play it – I am not forced to use it until I decide to. This adds to the strategy because it allows you to choose when to use cards for maximum benefit, potentially even using multiple abilities in a row to get the desired result. Be warned though, this game could be a little AP-inducing as it gets into later rounds and you have to be more focused with your strategy. Not that the game necessarily halts altogether, but be ready for a little downtime as all players consider their options at the top of a round.
The components of Shelfie Stacker are excellent. The Big Shelf and Shelf of Shame boards are nice and thick dual-layered cardboard that really keep the dice in place. The dice themselves are fun colors, clear to read, and easy to manipulate. The artwork on all the cards is unique and fun, and the rulebook is clear and concise. So all in all, Shelfie Stacker gets an A+ from me with regards to production quality.
Obviously, as you saw in my graphic at the top of this review, Shelfie Stacker gets nothing but praise from me. The theme might not be one that appeals to everyone (especially non-gamers), but the gameplay is super solid and engaging. Every game is unique and strategically challenging, and it really puts you to the test mentally. If you’re in the market for something with a light and fun theme, but that really packs a punch with serious gameplay, I would highly recommend Shelfie Stacker. Then, of course, when you get it you have to decide where to put it on your shelf. The eternal struggle of gamers! Purple Phoenix Games awards this one the coveted Golden Feather Award! That’s right – I think this is a contender for my Top 10! Ooh, what if I put my Top 10 all together on my shelf……
Disclaimer: I do not intend to rehash the entire rulebook in this review, but rather provide an overview of the rules and gameplay. For a more in-depth look, check out the game at your FLGS or directly from the publisher. -L
Shelfie Stacker is a game of dice drafting and hand management in which players are trying to create the most prestigious board game shelf in the group. Players will be drafting dice, manipulating them with special abilities, and placing them on their Big Shelf in an effort to amass the most points by the end of 7 rounds. To setup for the game, each player receives a Big Shelf, Shelf of Shame, and Character Cards in their chosen color. Of the 16 Character Cards, you will select 8 with which to play this game, and return the others to the box. Place the Delivery Boxes in the center of the table (1 per player, plus 1 more), and place the dice into the dice bag. Randomly select 1 Sidekick, First to Claim, and End of Game cards and place them face-up in view of all players. The game is now ready to begin!
The game is played over a series of 7 rounds, each broken down into 5 phases. The first phase is to fill the Delivery Boxes. To do so, one player will draw and place 3 dice from the dice bag onto each Delivery Box. The dice don’t need to be rolled, but the drawing player shouldn’t change the faces in any way when placing. In the next phase, all players will select a Character Card to play. This will determine the turn order for the round. The Character Cards are numbered 1-16 (you only use 8 total cards in a game though), and each provide a special one-time ability for use in the game. Players select their Character Card in secret, and then will simultaneously reveal them. Starting with the player who played the lowest-value Character Card, each player will select one of the available Delivery Boxes as their own.
Once you have a Delivery Box, you will then start placing the dice in your Big Shelf! You must place all of your dice, following the placement rules (detailed in the rulebook). During this phase of the round is when most Character Card abilities will be used. These are one-time abilities to be used throughout the game, and allow you to manipulate your dice in various ways. One super important note is that the Character abilities do not need to be used on the same round in which they are played! So I could play a card for its number value (securing my spot in the turn order), but not use its ability until a later round. This really gives you the opportunity to strategize and potentially chain abilities together for maximum results! Once an ability has been used, it is discarded from the game and cannot be used again.
At any point during a round, a player may be able to claim the First to Claim or Sidekick cards, which provide end-game points. The first player to create the depicted pattern on the First to Claim card takes and keeps it for the end of the game. The Sidekick, however, won’t necessarily remain with one player. For example, I may have the most blue dice now and claim the Sidekick, but if in a later round you have more blue dice than me, you can steal it from me! If you are unable to place any/all of your dice on your Big Shelf. they will be placed on your Shelf of Shame *womp womp* and any dice there earn negative points in final scoring. When everyone has finished placing their dice, you prepare for the next round. The Delivery Boxes are returned to the center, and the game is ready to move to the next round.
After the 7th round, the game ends and final scoring takes place. Players can earn points in several ways: if columns get to a certain height, points per pip on the highest die of each column, bonus cards (First to Claim, Sidekick, and End of Game), and you lose 2 points for every die in your Shelf of Shame. Points are totaled and the player with the highest score is the winner!
Putting aside the humor and the theme, Shelfie Stacker is actually a very solid game. The premise is simple (manipulate and place dice) but the actual execution is more strategic than I first thought. The placement rules alone create quite a challenge. The first couple of rounds really determine your success in later rounds. If you don’t set yourself up early in the game with a good strategy, it could all come crashing down as the game progresses. Couple that with the Character Card abilities, and the strategy is elevated once more. You have to decide when to use which abilities, knowing that they are a one-time use. One of my favorite parts of this game is the fact that abilities do not have to be used immediately when played. So maybe I want to go early in the round so I play a low-value card. I can hang onto that special ability until I am ready to play it – I am not forced to use it until I decide to. This adds to the strategy because it allows you to choose when to use cards for maximum benefit, potentially even using multiple abilities in a row to get the desired result. Be warned though, this game could be a little AP-inducing as it gets into later rounds and you have to be more focused with your strategy. Not that the game necessarily halts altogether, but be ready for a little downtime as all players consider their options at the top of a round.
The components of Shelfie Stacker are excellent. The Big Shelf and Shelf of Shame boards are nice and thick dual-layered cardboard that really keep the dice in place. The dice themselves are fun colors, clear to read, and easy to manipulate. The artwork on all the cards is unique and fun, and the rulebook is clear and concise. So all in all, Shelfie Stacker gets an A+ from me with regards to production quality.
Obviously, as you saw in my graphic at the top of this review, Shelfie Stacker gets nothing but praise from me. The theme might not be one that appeals to everyone (especially non-gamers), but the gameplay is super solid and engaging. Every game is unique and strategically challenging, and it really puts you to the test mentally. If you’re in the market for something with a light and fun theme, but that really packs a punch with serious gameplay, I would highly recommend Shelfie Stacker. Then, of course, when you get it you have to decide where to put it on your shelf. The eternal struggle of gamers! Purple Phoenix Games awards this one the coveted Golden Feather Award! That’s right – I think this is a contender for my Top 10! Ooh, what if I put my Top 10 all together on my shelf……

Kristy H (1252 KP) rated Relative Strangers in Books
Apr 18, 2018
Engaging YA novel
Jules is a senior in high school; for as long as she can remember, it's always just been her and her mom, a recovering alcoholic. But when Jules goes to look for a baby picture to include in her senior yearbook, she makes a startling discovery: she spent the majority of her first two years in foster care. Angry at her mom for never telling her, Jules seeks out her foster family. She discovers the picture perfect family she always dreamed of, including her older foster brother, who always dreamed of finding her again. Jules is thrilled, but quickly realizes she also has a crush on him. She's always dreamed of having a family, but will she ruin it all with her unfortunate crush?
I requested this book on a whim from Librarything, and I'm so glad I did. I haven't read Paula Garner's previous book, but I will now. This was just a really enjoyable, touching story that drew me in from the start. I fell for Jules immediately and never stopped. I am typically a pretty stoic reader--it takes a lot to move me--but I actually teared up a couple of times with this one.
The main focus of the novel is Jules, and she proves to be a strong, likeable character and a good storyteller. As I said, I felt engaged with her from the beginning. I had to remind myself a few times that she was still in high school, but that was about it. She's actually pretty mature for her age, really, and does some growing up and maturing as the story progresses.
The supporting characters are varied, and while they aren't as strong as Jules, they certainly help fill out the book. (I'm looking at you, Eli.) There were definitely a few instances where I felt like things were repeated a few times too many: yes, Jules' two best friends knew each other longer than they knew Jules, etc., but they were only minor distractions from the strength of the story. The book hinges on Jules and she doesn't disappoint. Her discovery of her foster family is, honestly, fascinating, as is her newfound friendship with her former foster brother, Luke. At times I was a bit skeptical that a once six-year-old would have such fond memories of his baby foster sister, to the point he wanted to develop the relationship as an adult, but I went with it. Jules' struggle with her sense of identity and belonging is well-done, and I really enjoyed the arc of the novel.
Overall, this was a lovely surprise. It's hard not to fall for Jules, and once you do, this is just such an engaging novel. Her struggle to find herself is both heartbreaking and inspiring. 4 stars.
I received a copy of this novel from the publisher and Librarything in return for an unbiased review.
I requested this book on a whim from Librarything, and I'm so glad I did. I haven't read Paula Garner's previous book, but I will now. This was just a really enjoyable, touching story that drew me in from the start. I fell for Jules immediately and never stopped. I am typically a pretty stoic reader--it takes a lot to move me--but I actually teared up a couple of times with this one.
The main focus of the novel is Jules, and she proves to be a strong, likeable character and a good storyteller. As I said, I felt engaged with her from the beginning. I had to remind myself a few times that she was still in high school, but that was about it. She's actually pretty mature for her age, really, and does some growing up and maturing as the story progresses.
The supporting characters are varied, and while they aren't as strong as Jules, they certainly help fill out the book. (I'm looking at you, Eli.) There were definitely a few instances where I felt like things were repeated a few times too many: yes, Jules' two best friends knew each other longer than they knew Jules, etc., but they were only minor distractions from the strength of the story. The book hinges on Jules and she doesn't disappoint. Her discovery of her foster family is, honestly, fascinating, as is her newfound friendship with her former foster brother, Luke. At times I was a bit skeptical that a once six-year-old would have such fond memories of his baby foster sister, to the point he wanted to develop the relationship as an adult, but I went with it. Jules' struggle with her sense of identity and belonging is well-done, and I really enjoyed the arc of the novel.
Overall, this was a lovely surprise. It's hard not to fall for Jules, and once you do, this is just such an engaging novel. Her struggle to find herself is both heartbreaking and inspiring. 4 stars.
I received a copy of this novel from the publisher and Librarything in return for an unbiased review.

BankofMarquis (1832 KP) rated Cold War (2018) in Movies
Feb 15, 2019
A meditation on love
There are some movies that I can bang the review out the moment I leave the theater (for example, ANY movie starring Dwayne "The Rock" Johnson). There are other films that I need to sit with for a few days and sort out my feelings and thoughts about them. Such is the case with the Polish film COLD WAR.
I am an "Oscar completist" and, thus, needed to see this film, not because I am a big fan of foreign films or because I am culturally literate, but because the Director of this film, Pawel Pawlikowski, was nominated for an Oscar for Best Director.
And I'm glad I saw this film, for COLD WAR is a rich, thoughtful, meditation on love and sacrifice that is full of mood and emotion. This film was conceived, written and directed by Pawlikowski and it shows on the screen. There is much heart on display here. It is said that Pawlikowski patterned the two lead characters after the tumultuous relationship of his parents (he even gave them his parents name), so I gotta think there is some knowledge and depth to these characters and their situations that resonate.
I walked into this film not knowing much about the plot or characters and this actually worked in the favor of the film, so I won't say much about it now except to say that this film follows the characters Zula (Joanna Kulig) and Wiktor (Tomasz Kot) as they experience life and love in Poland in the years just following WWII, the "Cold War" years.
As far as the acting goes, both Kulig and Kot are strong and they share a rich chemistry with each other. The film crackled when these two personalities were on the screen together and didn't crackle when they weren't together, so that must say something for their performances. Anyone else on the screen is "fine" (read: forgettable) in service of the plot and the two leads.
But, make no mistake, this film is a Director's film and Pawlikowski deserves the Academy Award nomination he received. The scenes are lush, and very "European" (lots of shots of still objects with a single viola playing in the background). The film was shot in black and white and this really helps the "behind the Iron Curtain" feel of things.
This film was also nominated for Best Foreign Language Film, and I think it has a good shot for that award (Pawlikowski is, I feel, a long shot for his award). Which makes this film worth seeing, just know you are getting a Polish language film, centered on two characters, with lots of long, lingering "beauty" shots setting up environment and feel. Don't expect fast pacing and action.
Letter Grade: B+
7 1/2 (out of 10) stars and you can take that to the Bank(ofMarquis)
I am an "Oscar completist" and, thus, needed to see this film, not because I am a big fan of foreign films or because I am culturally literate, but because the Director of this film, Pawel Pawlikowski, was nominated for an Oscar for Best Director.
And I'm glad I saw this film, for COLD WAR is a rich, thoughtful, meditation on love and sacrifice that is full of mood and emotion. This film was conceived, written and directed by Pawlikowski and it shows on the screen. There is much heart on display here. It is said that Pawlikowski patterned the two lead characters after the tumultuous relationship of his parents (he even gave them his parents name), so I gotta think there is some knowledge and depth to these characters and their situations that resonate.
I walked into this film not knowing much about the plot or characters and this actually worked in the favor of the film, so I won't say much about it now except to say that this film follows the characters Zula (Joanna Kulig) and Wiktor (Tomasz Kot) as they experience life and love in Poland in the years just following WWII, the "Cold War" years.
As far as the acting goes, both Kulig and Kot are strong and they share a rich chemistry with each other. The film crackled when these two personalities were on the screen together and didn't crackle when they weren't together, so that must say something for their performances. Anyone else on the screen is "fine" (read: forgettable) in service of the plot and the two leads.
But, make no mistake, this film is a Director's film and Pawlikowski deserves the Academy Award nomination he received. The scenes are lush, and very "European" (lots of shots of still objects with a single viola playing in the background). The film was shot in black and white and this really helps the "behind the Iron Curtain" feel of things.
This film was also nominated for Best Foreign Language Film, and I think it has a good shot for that award (Pawlikowski is, I feel, a long shot for his award). Which makes this film worth seeing, just know you are getting a Polish language film, centered on two characters, with lots of long, lingering "beauty" shots setting up environment and feel. Don't expect fast pacing and action.
Letter Grade: B+
7 1/2 (out of 10) stars and you can take that to the Bank(ofMarquis)

Kyera (8 KP) rated Isla and the Happily Ever After (Anna and the French Kiss, #3) in Books
Feb 1, 2018
In the third novel of the sries, we return to enchanting Paris. Isla, who we were introduced to in the fist novel now takes centre stage. Familiar characters like John and Rashmi's younger sister Sanjita join her. We didn't know much about the artistic Josh beyond his love of snogging and frequent altercations with his girlfriend Rashmi. I am pleased to be able to watch his character develop.
The banter, or lack thereof, between Isla and Josh just makes you smile. They're both endearingly awkward and adorable together. When they go to the comic book store and Josh finds out Kurt isn't her boyfriend, the interaction is very authentic. You can almost feel his dismay turn to confusion and then happy relief.
Despite the fact that Isla has had a crush on Josh for three years, its nice to see that it doesn't come between her and her best friend, Kurt. (Well, most of the time.) Loyalty is very impotant and she won't let anyone treat him badly. Her only other relationship ended because the boy she was dating couldn't get along with Kurt. She's not the best at confronting people and speaking up, but she never lets people take advantage of her best friend or mistreat him. That person will no longer be a part of her life.
Unlike Anna, when I read about Isla and Josh they feel like the shy, exhuberant high schoolers that they are. They experience the awkwardness of first live and the misunderstandings or insecurities that come with not being entirely confortable in a relationship yet. Falling so hard and so fast, but faced with the crippling fear that the rug is going to be pulle out from under you. Isla and Josh experience it all.
Just as I hoped, the Olympics brought the gang back to Paris - plus their new additions. The inseperable Anna and St. Clair, Meredith, lovebirds Lola and Cricket, and Josh. They claim they're back for the Olympics, but something even more important and magical happens. A proposal, in Paris, on the famed bronze marker. It was a return to the city where Anna and Etienne found their other halves and officially began their happily every after. It was a simple, yet touching scene.
I'm glad we find out how Calliope does in the Olympics, although there is very little detail given. I think her story would lend itself well to a novella. But, I'll be happy with what we were given even if that does not happen.
Despite all of the struggles and heartbreak, insecurities and mistakes - Isla and Josh still find their own happily ever after. The story and sweet and heart-warming. J'adore mon <s>petit chou</s>... mon livre - I fell in love with the series "the good parts and the ugly parts" and I hope you do as well.
The banter, or lack thereof, between Isla and Josh just makes you smile. They're both endearingly awkward and adorable together. When they go to the comic book store and Josh finds out Kurt isn't her boyfriend, the interaction is very authentic. You can almost feel his dismay turn to confusion and then happy relief.
Despite the fact that Isla has had a crush on Josh for three years, its nice to see that it doesn't come between her and her best friend, Kurt. (Well, most of the time.) Loyalty is very impotant and she won't let anyone treat him badly. Her only other relationship ended because the boy she was dating couldn't get along with Kurt. She's not the best at confronting people and speaking up, but she never lets people take advantage of her best friend or mistreat him. That person will no longer be a part of her life.
Unlike Anna, when I read about Isla and Josh they feel like the shy, exhuberant high schoolers that they are. They experience the awkwardness of first live and the misunderstandings or insecurities that come with not being entirely confortable in a relationship yet. Falling so hard and so fast, but faced with the crippling fear that the rug is going to be pulle out from under you. Isla and Josh experience it all.
Just as I hoped, the Olympics brought the gang back to Paris - plus their new additions. The inseperable Anna and St. Clair, Meredith, lovebirds Lola and Cricket, and Josh. They claim they're back for the Olympics, but something even more important and magical happens. A proposal, in Paris, on the famed bronze marker. It was a return to the city where Anna and Etienne found their other halves and officially began their happily every after. It was a simple, yet touching scene.
I'm glad we find out how Calliope does in the Olympics, although there is very little detail given. I think her story would lend itself well to a novella. But, I'll be happy with what we were given even if that does not happen.
Despite all of the struggles and heartbreak, insecurities and mistakes - Isla and Josh still find their own happily ever after. The story and sweet and heart-warming. J'adore mon <s>petit chou</s>... mon livre - I fell in love with the series "the good parts and the ugly parts" and I hope you do as well.

Fiete Quiztime
Education and Games
App
It´s Quiztime! In this fun and educational trivia quiz, parents and children ages 4 and up can work...

Toca Dance
Education and Entertainment
App
** Now with neon costumes that glow in the dark ** Start warming up - it's time for Toca Dance! ...

Purple Phoenix Games (2266 KP) rated SYNK! in Tabletop Games
Apr 27, 2021
I like to think of myself as a somewhat intelligent person. I can occasionally ‘win’ a game of Jeopardy while watching on tv…..ok, so maybe it’s just during Kids Week, but that’s gotta count for something, right?! Anyway, word games and trivia have always entertained me. So when I heard about Synk! – a game that involves both of those elements – I knew I had to try it out. Does this party game really put your knowledge to the test, or does it sink to the bottom of the stack? Keep reading to find out!
Disclaimer: We were provided with a copy of SYNK! for the purposes of this review. The components you see pictured might not be the finalized version, and could change after a successful Kickstarter campaign. -L
SYNK! is a party card game in which players will be mixing their knowledge of wordplay with a bit of trivia. The game is played over a series of rounds until one player has earned a total of 3 cards to win. Here’s how you setup the game: put the deck of cards facedown within reach of all players. Yep, that’s it. How you play is a little more involved…
First thing first – pick a starting player. That person will draw a card from the deck. On said card there will be a secret word, as well as its definition. Next, the player will reveal the first letter of the secret word. All others will then think of any word that begins with that first letter. When someone thinks they’ve come up with a good option, they say, “I’ve got it!” and will take a moment to describe their word to the group – giving the definition, providing an example, relying on someone’s specific knowledge, etc. Once another player thinks they know what word is being described, they will shout out “Synk!” These two players will countdown from 3 and say their words together, in hopes that they match. If their words do indeed match, then the keeper of the secret word will reveal the next letter. The process starts again, but now players must think of words that begin with the first AND second letter of the secret word. The round continues in this fashion until a player manages to guess the secret word and Synk it with another player. They win the card, and become the next secret word keeper.
What happens if you don’t Synk with someone? Then the next letter is not revealed, and the process starts again with the same letter(s) as before. If ever the game reaches a standstill and nobody has any ideas, the secret word keeper must reveal the word’s definition. Once the definition has been read, any player can shout out “Synk!” and guess the word immediately – you only get one guess though, so make it count! That all seems great for the players, but what about the secret word keeper? There’s a twist in the game to keep them engaged too! At the end of a Synk countdown, the card keeper is allowed to guess the described word too. If their guess is correct, no new letters are revealed. And as an added bonus, if another player guesses the correct secret word, but doesn’t Synk it with someone else, the card keeper wins the round and keeps that card for themselves! Play keeps going as described until one player has collected a total of 3 cards, thus winning the game.
I know that sounds like kind of a lot, but I promise that the gameplay is pretty intuitive and simple once you get going. And actually, although the physical gameplay may be simple, Synk! stretches your brain quite a bit. At the beginning of a round, with only 1 or 2 letters revealed, coming up with words is a piece of cake! But as the round progresses and more letters are revealed, it becomes more challenging than you might think to come up with words that use those specific letters in that specific order. And remember, this is a game after all – so speed is of the essence! Think too slowly and you’ll get left in the dust. As the secret word keeper, you get off the hook a little bit, since you don’t have to come up with words. But the ability to guess another player’s word at the end of a countdown allows the card keeper to stay engaged throughout the entire game. A neat little twist that adds another layer of strategy to the game.
To touch on components – this game is literally a giant deck of cards. Again, I am not sure if this is a finalized version of the game, but the quality of the box and cards is pretty great. There really is no artwork, but this isn’t that type of game, so it doesn’t detract at all from the gameplay. The text is large and clear, making for quick reading and understanding. All in all, already a great quality game.
Where does Synk! sit on my list of party games? Well, it depends on the group of players. This game has a suggested age of 14+, and I think that’s appropriate. Players have to have some decent knowledge of words/spelling to play, but aren’t expected to have a MENSA-level IQ. Some people love wordplay, and others don’t. But with the right group of gamers, I would absolutely pull this out on occasion. Synk! is more of a ‘thinky’ party game, and I really have never played a party game like it before. It fills a hole in my collection, and it will definitely be played with the right group. If you’re into word games, but are looking for something a little more fast-paced, consider backing Synk! on Kickstarter! The campaign goes live on May 18th, 2021!
Disclaimer: We were provided with a copy of SYNK! for the purposes of this review. The components you see pictured might not be the finalized version, and could change after a successful Kickstarter campaign. -L
SYNK! is a party card game in which players will be mixing their knowledge of wordplay with a bit of trivia. The game is played over a series of rounds until one player has earned a total of 3 cards to win. Here’s how you setup the game: put the deck of cards facedown within reach of all players. Yep, that’s it. How you play is a little more involved…
First thing first – pick a starting player. That person will draw a card from the deck. On said card there will be a secret word, as well as its definition. Next, the player will reveal the first letter of the secret word. All others will then think of any word that begins with that first letter. When someone thinks they’ve come up with a good option, they say, “I’ve got it!” and will take a moment to describe their word to the group – giving the definition, providing an example, relying on someone’s specific knowledge, etc. Once another player thinks they know what word is being described, they will shout out “Synk!” These two players will countdown from 3 and say their words together, in hopes that they match. If their words do indeed match, then the keeper of the secret word will reveal the next letter. The process starts again, but now players must think of words that begin with the first AND second letter of the secret word. The round continues in this fashion until a player manages to guess the secret word and Synk it with another player. They win the card, and become the next secret word keeper.
What happens if you don’t Synk with someone? Then the next letter is not revealed, and the process starts again with the same letter(s) as before. If ever the game reaches a standstill and nobody has any ideas, the secret word keeper must reveal the word’s definition. Once the definition has been read, any player can shout out “Synk!” and guess the word immediately – you only get one guess though, so make it count! That all seems great for the players, but what about the secret word keeper? There’s a twist in the game to keep them engaged too! At the end of a Synk countdown, the card keeper is allowed to guess the described word too. If their guess is correct, no new letters are revealed. And as an added bonus, if another player guesses the correct secret word, but doesn’t Synk it with someone else, the card keeper wins the round and keeps that card for themselves! Play keeps going as described until one player has collected a total of 3 cards, thus winning the game.
I know that sounds like kind of a lot, but I promise that the gameplay is pretty intuitive and simple once you get going. And actually, although the physical gameplay may be simple, Synk! stretches your brain quite a bit. At the beginning of a round, with only 1 or 2 letters revealed, coming up with words is a piece of cake! But as the round progresses and more letters are revealed, it becomes more challenging than you might think to come up with words that use those specific letters in that specific order. And remember, this is a game after all – so speed is of the essence! Think too slowly and you’ll get left in the dust. As the secret word keeper, you get off the hook a little bit, since you don’t have to come up with words. But the ability to guess another player’s word at the end of a countdown allows the card keeper to stay engaged throughout the entire game. A neat little twist that adds another layer of strategy to the game.
To touch on components – this game is literally a giant deck of cards. Again, I am not sure if this is a finalized version of the game, but the quality of the box and cards is pretty great. There really is no artwork, but this isn’t that type of game, so it doesn’t detract at all from the gameplay. The text is large and clear, making for quick reading and understanding. All in all, already a great quality game.
Where does Synk! sit on my list of party games? Well, it depends on the group of players. This game has a suggested age of 14+, and I think that’s appropriate. Players have to have some decent knowledge of words/spelling to play, but aren’t expected to have a MENSA-level IQ. Some people love wordplay, and others don’t. But with the right group of gamers, I would absolutely pull this out on occasion. Synk! is more of a ‘thinky’ party game, and I really have never played a party game like it before. It fills a hole in my collection, and it will definitely be played with the right group. If you’re into word games, but are looking for something a little more fast-paced, consider backing Synk! on Kickstarter! The campaign goes live on May 18th, 2021!

Purple Phoenix Games (2266 KP) rated Tranquility in Tabletop Games
Oct 21, 2021
Are you a boat person? As in, do you enjoy lounging on a boat, floating to nowhere in particular, just enjoying the day? Or are you a thrill-seeking water-skiier or tuber that enjoys shredding the waves and nearly drowning? Perhaps you are neither. I am definitely in the first category. I would rather just toot around a lake in a boat, maybe throw out a fishing pole, and just enjoy being out on the water with little care for what may be happening in the world around me. So when I heard that Lucky Duck Games was planning on publishing Tranquility I just had to jump at the opportunity to get it on my table. And I was definitely impressed.
Tranquility is a cooperative hand management, tile placement card game for one to five players. In it players will be attempting to create a sea of islands around which they sail their boat towards infinite paradise. They will accomplish this by laying numbered cards from their hand in numerical order before any of the players run out of chances to play a card. Oh, and there’s also no talking during the game. That’s kind of a big deal.
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 the standard game, place all the border cards around a 6×6 grid, as in the photo below. Shuffle the appropriate number of Start and Finish cards into the deck of Island cards and place that beside the grid. Draw a hand of five cards and the game may begin. Setup is similar to the multiplayer setup, with a few changes. Once the hand of cards has been drawn, the game may begin! It is the solo player’s goal to build the sea of island cards, and place the Start and Finish cards before they run out of cards to be legally played.
The game is played over many turns. Each turn players will be either playing a card from hand or discarding two cards. When a player plays a card from hand to the grid, they may place it anywhere they wish within the grid. The goal is to have each card placed numerically in order beginning from the lower left of the grid in a zig-zag pattern left to right, then ascending to the next highest level. In other words, the play area would be ordered numerically as English-speaking people read, but from the bottom up instead of the top down – like a reverse typewriter.
When a card is played, the player may choose to place it in its own area, or immediately next to another card already in play. If the new card is placed adjacent to an existing card, the player must discard cards equal to the difference between the values of the two adjacent cards. For example, if a 12 is placed next to a 14, then the player would need to discard two cards after placement. If a card is placed that is already in direct numerical order, no discards are needed. Again, a card at the right-hand edge of a row is adjacent to the card on the next row higher on the left-hand edge, and this is the most difficult aspect of the game to grasp for new players.
Should a player instead wish to discard two cards for their turn, they do so to their discard pile. After each action (playing a card or discarding two cards) the player will draw back up to their hand of five cards.
Eventually, the player will happen across the Start and Finish cards. In the solo game, when a Start card is placed (outside the grid, but in amongst the border cards in the lower left-hand corner), the player will need to draw eight cards from the draw deck, keep four, and discard the remaining eight. This eats up cards from the draw pile and draws the game closer to the end. When the grid is completed and all the numbered cards are in numerical order, the player may then play the Finish card to end the game. If all cards are properly placed the player wins! If not, they must try again. Probably immediately, because it is that kind of game.
Components. This game is a bunch of square cards in a cubic box. Now, while that doesn’t sound super exciting, the art on the cards certainly make up for the lack of component diversity. Each card is matte finished, which I prefer for cards with great art on them. And oh man, that art is something wonderful! I have always been a fan of Tristam Rossin’s art, and it is on full display here. The cards are, well, I guess I cannot find the correct word because they aren’t double-sided, but split on the horizontal, with a daytime scene on the “top” and a nighttime scene on the “bottom” (or vice-versa, however you feel). I have nothing but praise for the components here.
The gameplay is familiar in feel, but definitely a little different and a whole lot of fun. Fans of The Mind will find this familiar in that the game is structured around silent players building a grid/stack of numerically appropriate cards until the win condition is met. However, I have not been able to play The Mind solo, and Tranquility comes with solo rules in the box. So that’s a win in my book.
Now, Tranquility solo is no cakewalk. No, there are no other players to make crazy decisions to throw off any tactics planned, but you most certainly can misjudge where to place a card, and then be married to its position as you try to fill in all the appropriate cards around it. I learned that all too early when I decided my first game that I should try to divide the grid into equal sections and approximate where a 48 should go. Well, I’ll tell you now that a 48 has absolutely no business being a row above a 19 (check the photo above if you don’t believe me). Silly choices like this make for an afternoon of pondering optimal placements when unboxing your next play, and that brings a smile to my face. Any time I think about a game the next day or several days later and it entices me to play again with a different strategy, I feel is the mark of a great game.
I have yet to play this with a group (damn COVID), but I know the people I play with are going to love this one. And, honestly, I am going to love the peace and quiet as the game plays out, so I can think about my turn and then think about a different possibility once someone ruins my plans. But I tell you what, even as a solo game, this one is great. I am quite happy to keep this as a pure solo experience, but I do want to try it once with others. We do not typically give out ratings for Solo Chronicles reviews, but this one would be pretty high, I’m telling you now. Okay, I have to go get the boat ready and pack my cooler. Enjoy Tranquility!
Tranquility is a cooperative hand management, tile placement card game for one to five players. In it players will be attempting to create a sea of islands around which they sail their boat towards infinite paradise. They will accomplish this by laying numbered cards from their hand in numerical order before any of the players run out of chances to play a card. Oh, and there’s also no talking during the game. That’s kind of a big deal.
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 the standard game, place all the border cards around a 6×6 grid, as in the photo below. Shuffle the appropriate number of Start and Finish cards into the deck of Island cards and place that beside the grid. Draw a hand of five cards and the game may begin. Setup is similar to the multiplayer setup, with a few changes. Once the hand of cards has been drawn, the game may begin! It is the solo player’s goal to build the sea of island cards, and place the Start and Finish cards before they run out of cards to be legally played.
The game is played over many turns. Each turn players will be either playing a card from hand or discarding two cards. When a player plays a card from hand to the grid, they may place it anywhere they wish within the grid. The goal is to have each card placed numerically in order beginning from the lower left of the grid in a zig-zag pattern left to right, then ascending to the next highest level. In other words, the play area would be ordered numerically as English-speaking people read, but from the bottom up instead of the top down – like a reverse typewriter.
When a card is played, the player may choose to place it in its own area, or immediately next to another card already in play. If the new card is placed adjacent to an existing card, the player must discard cards equal to the difference between the values of the two adjacent cards. For example, if a 12 is placed next to a 14, then the player would need to discard two cards after placement. If a card is placed that is already in direct numerical order, no discards are needed. Again, a card at the right-hand edge of a row is adjacent to the card on the next row higher on the left-hand edge, and this is the most difficult aspect of the game to grasp for new players.
Should a player instead wish to discard two cards for their turn, they do so to their discard pile. After each action (playing a card or discarding two cards) the player will draw back up to their hand of five cards.
Eventually, the player will happen across the Start and Finish cards. In the solo game, when a Start card is placed (outside the grid, but in amongst the border cards in the lower left-hand corner), the player will need to draw eight cards from the draw deck, keep four, and discard the remaining eight. This eats up cards from the draw pile and draws the game closer to the end. When the grid is completed and all the numbered cards are in numerical order, the player may then play the Finish card to end the game. If all cards are properly placed the player wins! If not, they must try again. Probably immediately, because it is that kind of game.
Components. This game is a bunch of square cards in a cubic box. Now, while that doesn’t sound super exciting, the art on the cards certainly make up for the lack of component diversity. Each card is matte finished, which I prefer for cards with great art on them. And oh man, that art is something wonderful! I have always been a fan of Tristam Rossin’s art, and it is on full display here. The cards are, well, I guess I cannot find the correct word because they aren’t double-sided, but split on the horizontal, with a daytime scene on the “top” and a nighttime scene on the “bottom” (or vice-versa, however you feel). I have nothing but praise for the components here.
The gameplay is familiar in feel, but definitely a little different and a whole lot of fun. Fans of The Mind will find this familiar in that the game is structured around silent players building a grid/stack of numerically appropriate cards until the win condition is met. However, I have not been able to play The Mind solo, and Tranquility comes with solo rules in the box. So that’s a win in my book.
Now, Tranquility solo is no cakewalk. No, there are no other players to make crazy decisions to throw off any tactics planned, but you most certainly can misjudge where to place a card, and then be married to its position as you try to fill in all the appropriate cards around it. I learned that all too early when I decided my first game that I should try to divide the grid into equal sections and approximate where a 48 should go. Well, I’ll tell you now that a 48 has absolutely no business being a row above a 19 (check the photo above if you don’t believe me). Silly choices like this make for an afternoon of pondering optimal placements when unboxing your next play, and that brings a smile to my face. Any time I think about a game the next day or several days later and it entices me to play again with a different strategy, I feel is the mark of a great game.
I have yet to play this with a group (damn COVID), but I know the people I play with are going to love this one. And, honestly, I am going to love the peace and quiet as the game plays out, so I can think about my turn and then think about a different possibility once someone ruins my plans. But I tell you what, even as a solo game, this one is great. I am quite happy to keep this as a pure solo experience, but I do want to try it once with others. We do not typically give out ratings for Solo Chronicles reviews, but this one would be pretty high, I’m telling you now. Okay, I have to go get the boat ready and pack my cooler. Enjoy Tranquility!

Hazel (1853 KP) rated Timmy Failure: The Cat Stole My Pants in Books
Dec 17, 2018
<i>I received this book for free through Goodreads First Reads.</i>
For fans of <i>Diary of a Wimpy Kid</i> (Kinney, 2004) is a juvenile series by American author, Stephan Pastis, about a young boy who believes he is the world’s greatest detective. A series that is continually growing, the sixth <i>Timmy Failure </i>story is now available for fans and new readers. Subtitled <i>The Cat Stole My Pants</i>, Timmy Failure embarks on an adventure of mystery and crime solving whilst getting himself into all sorts of mischief.
Emulating both real and fictional detectives, Timmy has established his own agency, Failure, Inc., of which he is the sole employee after the flight of his (imaginary) ex-business partner, Total the polar bear, who is currently seeking political asylum in Cuba. Unfortunately, Timmy has been forced to join his mother and Doorman Dave on their honeymoon in Key West, Florida, along with Doorman Dave’s nephew, Emilio.
“Crime doesn’t take a holiday. Neither does greatness.” Determined to continue solving crimes, Timmy hires Emilio as an unpaid intern and sets off searching for crimes, greatly over exaggerating every little piece of “evidence” he finds. However, it soon appears that someone is out to get Timmy and he, along with Emilio, is determined to find out whom.
Timmy is a melodramatic, unconventional child with a large ego and is constantly getting told off. From annoying adults to having his pants stolen by a polydactyl cat – or so he claims – there is no end to the hilarious situations he causes.
The cat that stole Timmy’s pants only makes a brief appearance in the book, therefore the subtitle is more to attract the attention of young readers with its silliness rather than be suggestive of a certain storyline.
Despite his grand claims, Timmy is not a very good detective and a lot of his unsolved crimes have been invented by his overactive imagination. This adds to the humour because, although he seems like an intelligent child, his ideas are completely silly.
Adorned with childish drawings and diagrams, Timmy Failure narrates the story from his subjective point of view, inflating his successes and blaming any failure on poor Emilio. No one takes Timmy seriously, which is something many of the target readers may appreciate, although they should also understand how futile Timmy’s attempts are at being a detective.
The storyline is not particularly clear until the final chapters of the book. Up until that moment, the book is full of disastrous, imaginary detective endeavours that prove Timmy to be nothing more than an annoying, inventive boy.
Some of the language may be above children’s reading capabilities, however, the humour is directly on their level. Whereas an adult may not find the idea of a cat stealing someone’s pants amusing, a child would find that hysterical.
There is no reason to read the <i>Timmy Failure</i> books in order, so if you, like me, read book six first, there is no problem. The stories are particularly aimed at young boys and will hopefully encourage the demographic to start reading more. Whilst it may not be a great feat of literature, it is a good enough introduction to the world of books.
For fans of <i>Diary of a Wimpy Kid</i> (Kinney, 2004) is a juvenile series by American author, Stephan Pastis, about a young boy who believes he is the world’s greatest detective. A series that is continually growing, the sixth <i>Timmy Failure </i>story is now available for fans and new readers. Subtitled <i>The Cat Stole My Pants</i>, Timmy Failure embarks on an adventure of mystery and crime solving whilst getting himself into all sorts of mischief.
Emulating both real and fictional detectives, Timmy has established his own agency, Failure, Inc., of which he is the sole employee after the flight of his (imaginary) ex-business partner, Total the polar bear, who is currently seeking political asylum in Cuba. Unfortunately, Timmy has been forced to join his mother and Doorman Dave on their honeymoon in Key West, Florida, along with Doorman Dave’s nephew, Emilio.
“Crime doesn’t take a holiday. Neither does greatness.” Determined to continue solving crimes, Timmy hires Emilio as an unpaid intern and sets off searching for crimes, greatly over exaggerating every little piece of “evidence” he finds. However, it soon appears that someone is out to get Timmy and he, along with Emilio, is determined to find out whom.
Timmy is a melodramatic, unconventional child with a large ego and is constantly getting told off. From annoying adults to having his pants stolen by a polydactyl cat – or so he claims – there is no end to the hilarious situations he causes.
The cat that stole Timmy’s pants only makes a brief appearance in the book, therefore the subtitle is more to attract the attention of young readers with its silliness rather than be suggestive of a certain storyline.
Despite his grand claims, Timmy is not a very good detective and a lot of his unsolved crimes have been invented by his overactive imagination. This adds to the humour because, although he seems like an intelligent child, his ideas are completely silly.
Adorned with childish drawings and diagrams, Timmy Failure narrates the story from his subjective point of view, inflating his successes and blaming any failure on poor Emilio. No one takes Timmy seriously, which is something many of the target readers may appreciate, although they should also understand how futile Timmy’s attempts are at being a detective.
The storyline is not particularly clear until the final chapters of the book. Up until that moment, the book is full of disastrous, imaginary detective endeavours that prove Timmy to be nothing more than an annoying, inventive boy.
Some of the language may be above children’s reading capabilities, however, the humour is directly on their level. Whereas an adult may not find the idea of a cat stealing someone’s pants amusing, a child would find that hysterical.
There is no reason to read the <i>Timmy Failure</i> books in order, so if you, like me, read book six first, there is no problem. The stories are particularly aimed at young boys and will hopefully encourage the demographic to start reading more. Whilst it may not be a great feat of literature, it is a good enough introduction to the world of books.

Think and Grow Rich by Napoleon Hill Summary Book
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