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Purple Phoenix Games (2266 KP) rated Lair in Tabletop Games
Feb 13, 2020
Lair is a worker placement game in which players are racing to complete the construction of a secret lair for their evil boss, Mr. White. Played over a series of rounds, players select turn order and command henchmen to construct new rooms, collect supplies, interfere with your competitors’ plans, or dig deeper into the volcano in which this lair is housed. The first player to reach the core of the volcano, thus completing the lair, is the winner!
Disclaimer: We were provided a copy of Lair for the purposes of this review. I do not intend to rehash the entire rulebook, but rather provide an overview of the rules and comment on the gameplay. For a more in-depth look at the rules, find the game at your FLGS or directly from the publisher! -L
To setup, place the foundation cards at the top of the table and then place 4 elevator cards in a single line underneath the center-most foundation card, and put the Core card at the bottom of the line. Flip the top elevator card, give each player their components (Player Card, Boss token, and 2 Henchmen tokens), create a room card pool, and you are ready to go! Choose the first player as described in the rule book. To start each round, players will choose turn order. All spaces in the turn order track offer different resources/rewards (collect Work Tokens, claim room cards, etc), so going first each turn might not necessarily be best for your strategy. Once turn order is established, players take turns moving 1 worker (either a Henchmen or Boss), and possibly performing the action of the room card to which they moved. Each move costs 1 Work Token, and is paid to the “bank.” In order to perform a room’s action, you must play your Boss token to that card, and there must be a Henchmen token already in the room. Here’s the catch – if the Henchmen token belongs to an opponent, you pay THEM 1 Work Token (instead of the bank) for having moved into a room that they have claimed. Do you want to use a room action enough to justify giving an opponent another Work Token to be used against you? Or can you rework your strategy to avoid using that action? Play continues in the round as long as players have Work Tokens to spend. Once you run out of actions, or choose to stop, you ‘retire’ and pass until the next round begins. There is an incentive to retiring early, though – the first player to retire in a round is the first player to choose their turn order in the next round. Play continues until one player has reached the final spot on the elevator track, the Core. The game immediately ends, and that player is the victor!
So how does Lair play? In my opinion, it’s a great little game. There is so much strategy involved for such a small game, and that is really what takes it to the next level for me. Let’s start with selecting turn order. In most games, this means vying for first dibs in the next round. In this game, however, each different turn order slot provides different resources/rewards. Depending on your strategy, you may really need that 3rd slot, or even the last one! So going first is not necessarily always the best thing in this game. You have to balance the risk of going later in the round with the reward of your chosen resources. The next strategic part of this game has to do with Henchmen placement. As I stated earlier, in order to use a room’s action, you must move your Boss to that card, and there must already be a Henchmen present. If the Henchmen belongs to an opponent, you pay them instead of the bank. This is vital because Work Tokens are what allow you to take turns, so paying an opponent means giving them a chance for another turn next round. Is it worth rewarding an opponent for use of a room action? On the flip side – can you strategically place your Henchmen to ensure that opponents have to pay you to complete their goals? The Boss may be in charge, but the Henchmen are the underdogs in this game for sure.
Components. The components are pretty good quality in this game. The cards are nice and thick, the art is thematic, and the wooden and cardboard tokens are sturdy. No complaints there. The only qualm that we had with Lair has to do with iconography. Every possible action has a corresponding symbol, and that is what is shown on the card. The downside is that there are so many symbols and icons, so there is a bit of a learning curve when it comes to playing Lair for the first time. To alleviate some of the confusion, the game comes with some nice reference cards, and the symbols do get easier to recognize with more plays. But just be warned: at first you may be a little confused with all of the symbology.
As you can see by our ratings, we kind of had mixed feelings about this one. For a game that seems so small and light, it actually has a lot of bulk to it. Between strategic choices and learning symbology, this might not be a game we can just pull out for a quick filler, but I think that it’s good enough to stand on its own. Sometimes physically smaller games can be overlooked, but don’t let the size fool you – Lair packs a punch. Purple Phoenix Games gives Lair a nefarious 12 / 18.
Purple Phoenix Games (2266 KP) rated Firefly Adventures: Brigands and Browncoats in Tabletop Games
Sep 1, 2021
Firefly Adventures: Brigands and Browncoats (from here just Firefly) is a miniatures skirmish game that can be played as a one-off game experience or as a campaign style story game. In it players will either control one or more Crew (the heroes of the show) or all of the Goons (the bad guys). For the solo experience I will be detailing here the solo player will control all characters on both sides. The Crew will be attempting to pull off The Rescue Job by rescuing an injured comrade hostage stashed in one of the 10 buildings on the board. After the hostage has been rescued all Crew and hostage must make it to the landing pad area before time for the Job runs out.
To setup, follow the instructions on the included Job pamphlet (there are four included in the box). The beginning of the Job will look similar to the photo below, though other components outside the board setup may be in whatever location fits the player best. After Equipment cards have been revealed and shopping completed, the game may begin in earnest, and best be quick – you only have 50 Moments to complete the Job!
Firefly is a turn-based minis game, but turns will probably never be in the same order. Each action taken by a character costs Moments in time, tracked by the brown Moments tracker around the board. Each character, be they Crew or Goons, will have their own Time Marker to show where in the 50 Moments the character currently resides. The character whose Time Marker is furthest in the rear of the pack will take their turn next. On a turn characters will have several choices of actions to take: Move, Complete a Test, Heal, Assist, or even Brawl and Shoot!
This Job focuses on gathering Intel from a terminal in one of the buildings or by chatting up nearby Cowboys. These Intel chips may be turned in for information to help narrow down exactly in which building the hostage is being held. Along the way, however, certain events may cause the Crew to have to “act heroic,” which means swapping out their gray “casual” mini for their green “heroic” mini in order to complete the event. Funny thing though, once a Crew member acts heroic, if ending their turn within line of sight of a Goon, that Goon becomes Alerted and joins the Timeline with their own mini and Time Marker. The Goons will now be trying to take out the beloved Crew member! As in the photo below, poor Mal is being surrounded by Goons with Zoe and Jayne nearby to help.
When all is said and done, Crew and Goons will be taking actions and spending Moments to do so. Should the Crew get to the landing pad with the hostage in tow the Crew wins! However, if time runs out on the Job (as it did with me twice) then the Job has failed. In either case the Crew may receive Rewards in various amounts of credits or Intel or other rewards that they may carry with to the next Job if playing a Story (several Jobs in succession).
Components. I am a HUGE fan of the components in this box. Not only are the minis great, the tokens chunky, and the artwork very good, but each 3D building is pre-assembled right out of the box. They nest very tightly and neatly within the box (whose bottom is also a very large building), but you will need to provide a bunch of baggies or other storage means because all the small components will be dumped into these buildings otherwise. I love all the components in this game, and they are all wonderful to handle… except one – the Time Markers. These are the tokens that represent the characters on the Moments tracker. As characters move along the tracker their Time Markers will be placed on a blank spot, or more often than not, on top of a stack of other Markers. No problem usually, unless your big man-hands tend not to be dextrous enough to grab the top Marker cleanly off the stack and it causes a giant mess of Time Markers on the board. I mean, not that it happened to me several times, of course…
In any case, Firefly is a marvelous scenario-based minis game that I have had nothing but great times playing – even solo! I honestly cannot imagine having more fun by adding more players, so this may be another “solo only” game for me. I will probably try it with my wife, maybe, or someone else once the COVID is gone. I love being able to figure out how best to maneuver each character in order to achieve the goals of the Job, but then something always causing me to have to act heroic and end my turn in LOS of a Goon, so now they are coming after me. I would not necessarily compare it to an action-programming game where you make plans only to have randomness obliterate them, but it certainly adds a giant amount of tactics to the game. In fact, during one play Mal alerted four Cowboys at once, and then the game was no longer a strategic stealthy experience but an all-out melee just to survive. I lost the Job, but only by a few Moments.
Ahh, this one is fabulous, and I am so happy that I have finally found that perfect-for-me Firefly game. If you are a fan of the Firefly mythos and are looking for a game that does it justice while having a ton of replayability, then please check out Firefly Adventures: Brigands and Browncoats. I am seriously also considering purchasing the expansions to add Book, Inara, Simon, and River. I mean, how could you NOT want to add River to your game?? I’ll be in my bunk.
Hazel (1853 KP) rated The Treatment in Books
Sep 28, 2017
You have to help me. We’re not being reformed. We’re being brainwashed. When sixteen-year-old Drew Finch receives this note from a strange woman on the street claiming to be her brother’s psychologist, she does not know how to react. But when a speeding car hits the doctor immediately after, Drew begins to think something portentous is afoot. In The Treatment by C. L. Taylor, the Residential Reform Academy in Northumberland is achieving great things, turning antisocial teenagers into model citizens. Mason, Drew’s brother, has been expelled from three different schools and has been sent to the academy as a last resort, however, Drew now suspects that Mason is in trouble.
In a slightly dystopian setting, Drew, a usually quiet girl, easily gets herself admitted to the academy by punching the school bully. With the intention of helping Mason escape, Drew calmly arrives at the Academy, not realising how much danger she is placing herself in. She soon discovers that this would not be a transitory admission and, unless she escapes, she will become like all the other narcotised students.
Trying to remain fastidious whilst avoiding garrulous roommates and staff, Drew desperately tries to concoct an escape plan, however, she may be too late. The more she learns about the Residential Reform Academy, the more she discovers about the evil intentions behind it. How can she break out of the prison-like building and seek help when the government is deeply involved with the whole sordid procedure?
C. L. Taylor devises an exciting scenario that will appeal to fans of Cecelia Ahern’s Flawed and Kazuo Ishiguro’s Never Let Me Go. A thriller that needs a hero in the unlikely form of a teenage girl, The Treatment is a stimulating story about those without a public voice overthrowing the immoral experiments of the dastards in power.
A One Flew Over the Cuckoo’s Nest for teenagers, this book deals with themes of mental health, oppression and the misuse of authority. Told from the perspective of a girl who has been bullied most of her life and coming from a dysfunctional family, there is a lot for the reader to connect with. Although it does not allay the growing fears of governmental conspiracies, The Treatment ends with the positive message that by standing up to those who do you wrong has its rewards, not only for yourself but for those in similar situations too.
The Treatment is a very enjoyable book that pulls the reader into the story, causing them to question how they would handle a similar situation. Would they be as brave as Drew and her new friends, or would they be doomed to a fate of mindless obedience? Compelling from beginning to end, C. L. Taylor’s latest novel is a refreshing break from the over-the-top science fiction dystopian novels, preferring to tackle futuristic ideas that are much closer to home. This is a book that can be fully recommended to the Young Adult community.
Hazel (1853 KP) rated The Treatment in Books
Dec 7, 2018
You have to help me. We’re not being reformed. We’re being brainwashed. </i>When sixteen-year-old Drew Finch receives this note from a strange woman on the street claiming to be her brother’s psychologist, she does not know how to react. But when a speeding car hits the doctor immediately after, Drew begins to think something portentous is afoot. In <i>The Treatment</i> by C. L. Taylor, the Residential Reform Academy in Northumberland is achieving great things, turning antisocial teenagers into model citizens. Mason, Drew’s brother, has been expelled from three different schools and has been sent to the academy as a last resort, however, Drew now suspects that Mason is in trouble.
In a slightly dystopian setting, Drew, a usually quiet girl, easily gets herself admitted to the academy by punching the school bully. With the intention of helping Mason escape, Drew calmly arrives at the Academy, not realising how much danger she is placing herself in. She soon discovers that this would not be a transitory admission and, unless she escapes, she will become like all the other narcotised students.
Trying to remain fastidious whilst avoiding garrulous roommates and staff, Drew desperately tries to concoct an escape plan, however, she may be too late. The more she learns about the Residential Reform Academy, the more she discovers about the evil intentions behind it. How can she break out of the prison-like building and seek help when the government is deeply involved with the whole sordid procedure?
C. L. Taylor devises an exciting scenario that will appeal to fans of Cecelia Ahern’s <i>Flawed</i> and Kazuo Ishiguro’s <i>Never Let Me Go</i>. A thriller that needs a hero in the unlikely form of a teenage girl, <i>The Treatment</i> is a stimulating story about those without a public voice overthrowing the immoral experiments of the dastards in power.
A <i>One Flew Over the Cuckoo’s Nest</i> for teenagers, this book deals with themes of mental health, oppression and the misuse of authority. Told from the perspective of a girl who has been bullied most of her life and coming from a dysfunctional family, there is a lot for the reader to connect with. Although it does not allay the growing fears of governmental conspiracies, The Treatment ends with the positive message that by standing up to those who do you wrong has its rewards, not only for yourself but for those in similar situations too.
<i>The Treatment</i> is a very enjoyable book that pulls the reader into the story, causing them to question how they would handle a similar situation. Would they be as brave as Drew and her new friends, or would they be doomed to a fate of mindless obedience? Compelling from beginning to end, C. L. Taylor’s latest novel is a refreshing break from the over-the-top science fiction dystopian novels, preferring to tackle futuristic ideas that are much closer to home. This is a book that can be fully recommended to the Young Adult community.
Gareth von Kallenbach (980 KP) rated the PlayStation 4 version of Call of Duty: Black Ops III in Video Games
Jun 19, 2019
Set in a future where combat technology is now imbedded into soldiers, allowing them to hack systems, control machines, and release all manner of electronic warfare, Black Ops 3 is a very ambitious entry into the series. The game also has a great feature that allows players to customize their appearance, weapons, and special features in the campaign instead of just relegating that feature to the multiplayer portion.
As if that was not enough, the game also allows up to four human players to play through the campaign as one unit, which is great for those with new players in the Call of Duty universe in tow.
The campaign is a mixed bag as at times the story is convoluted and the virtual reality based campaigns towards the end become frustrating as well as at times overly difficult.
Graphically the game shines and it is clear that the artists spent considerable love and effort on the game. Just walking around the ready room before missions alone lets one see the incredible level of detail in the game. The levels are pretty impressive as well from secret laboratories in Singapore to high rise locales in Egypt; the future is truly captivating and terrifying as envisioned by Treyarch.
The campaign despite the issues I had with it is not really the selling point of the series, as the multiplayer is where the game truly shines. With multiple formats of online play available as well as numerous maps and the ability to once again customize your weapon loadouts and killstreak rewards, comes a new class system. This allows players to play as a unique character with a special weapon or ability that becomes available to them after a certain amount of time.
While lots of fun, the old Call of Duty imbalances are there which become highly annoying. For instance, you unload a magazine into the chest of an oncoming enemy point blank. You hear the hits taking place, and while being hit, they can stop, draw a bow, and shoot you dead, all the while taking a barrage of machine gun fire. This sort of thing becomes highly frustrating as does the never ending barrage of hackers with their aim bots and other annoyances.
The Zombie mode of the game is a true classic With Jeff Goldblum and other Hollywood stars providing their voices and likenesses to a retro-locale where players can battle the undead.
In all, the game is a nice step forward as if the story of the campaign matched the customization it would really be something epic. But fans of the series know what to expect and Black Ops 3 gives them what they love about the series as well as some new features to push the series forward.
http://sknr.net/2015/11/21/call-of-duty-black-ops-3/