Purple Phoenix Games (2266 KP) rated Viceroy in Tabletop Games
Jun 12, 2019
Power. That’s what everyone wants, isn’t it? Well, at least it is in Viceroy! As an inhabitant of the world of Laar, you are fighting to become the ultimate ruler. Recruit allies who provide strategic advantages and enact laws that solidify your claim for power. Do you have what it takes to build and maintain a powerful kingdom, or will your attempts fall short?
DISCLAIMER: There is an expansion to this game, but we are not reviewing it at this time. Should we review it in the future we will either update this review or post a link to the new material here. -T
Viceroy, a game of card drafting and tile placement, is played over 12 turns in which players build a pyramid with their cards – paying to place each card and collecting rewards based upon which level of the pyramid a card is placed. Each turn is divided into two phases: Auction and Development. During the Auction Phase, players bid gemstones to buy a card from the auction line. Once every player has either collected 1 card from auction or passed, play moves to the Development Phase. During the Development Phase, players can either play a card into their pyramid, pass, or discard a card and take 2 gemstones from the reserve. To play a Law card into your pyramid, you place it for free. To play a Character card into your pyramid, you have to pay for it with gems. The cost is dependent upon which level of the pyramid the card is to be placed. You must pay for the level the card will sit on, as well as pay the cost for every level beneath it. For example, to add a card to the third level of the pyramid, you must pay the cost for the 3rd level, AND 2nd level, AND 1st level. The rewards gained from adding a card to the pyramid, however, are taken only for the level on which the card sits. In the earlier example, you would only get the reward for the third level alone, since that is the level on which the card sits. The Development Phase is played over 3 rounds, so a player could play up to 3 cards into their pyramid during 1 Development Phase. After the 3 rounds are up, the next turn begins again in the Auction Phase. When all cards are gone from the Auction Deck, the game ends. Players count up all of their Power Points, and the player with the highest Power value wins!
The only change in Viceroy between a group and solo game is during the Auction Phase. Obviously, if you are playing solo, there is nobody to bid against for cards. How that is alleviated is that you still bid your gemstone as normal, and you randomly draw an unused gemstone from the box as an AI bid. If the colors match, you lose your gem and go on to the next auction. If the colors do not match, you collect your choice card, and the card the AI would have collected gets discarded. If the AI color does not match an available card, you just discard one of the remaining cards. This mimics group play in the sense that you might not always get the card you want from auction! The Development Phase is played as normal. At the end of the game, count points as normal and try to beat your own high score.
Viceroy is a neat game. Every card has so many options that there is no one single strategy that is a sure-win every time. Maybe one game I’ll go for Magic tokens. And maybe the next I’ll try to go for raw Power Point tokens. The possibilities really are endless, and that keeps this game fresh for me. I don’t feel like I’m just going through the motions because every card will act differently depending on where it is played. Strategy really is everything here. On the flip-side of that, however, is that sometimes the options can be a little overwhelming. With so many possibilities for each card, it can get hard for me to decide on what strategy I really want to use. It should also be noted that a card can only be played onto a level if it can sit on exactly 2 cards on the level beneath it. So sometimes I buy a card to play on a certain level only to get to the Development Phase and realize I don’t have a legal place to which I can play it. So do I sacrifice other cards/gemstones to build a slot for this one card, or do I play it to a different level and change my strategy a bit? There’s a little bit of a learning curve, but the more I play, the better I get (or at least, the better I think I get).
Another grievance with Viceroy is that I find myself running out of cards in my hand a lot. The only opportunity to draw cards is if you play a card into your pyramid that allows you to do so. And since I’m usually focused on other strategic routes, I don’t use those cards for those purposes. So then I play all of the cards in my hand (leaving me empty-handed), get 1 card at the next auction, play it, and am again left with no cards in my hand. To fix this issue, I wish one of the actions you could take during the Development Phase was to draw 1 card. I’m not sure if other people have this issue, or if it’s just me, but it’s a problem I run into almost every game.
Overall, I think Viceroy is a good game. It’s unique in the sense that there are so many possibilities that you’ll probably never play the same game twice, even if you decide to play by the same strategy. The mechanics and gameplay are cool too – it’s fun to watch your pyramid literally grow in front of you as the game progresses. This game takes a little more focus and thought than you might think, so it’s not one I’d necessarily just pull out for some light fun. I think Viceroy is as exciting as a solo game as it is as a group game since there really aren’t any differences between the two settings. If you like Viceroy, give it a try solo! If you’ve never played Viceroy, try it either solo or in a group – it’s the same game after all!
https://purplephoenixgames.wordpress.com/2019/04/18/solo-chronicles-viceroy/
Purple Phoenix Games (2266 KP) rated Sea of Clouds in Tabletop Games
Sep 5, 2019 (Updated Jul 1, 2020)
In Sea of Clouds, players are Captains of mighty air pirate ships. That’s right – flying pirate ships! Just like the pirate days of yore, your goal is to recruit the best crew, plunder for treasure and relics, and find the best rum along the way. But be careful because your rival pirate Captains have their eyes on the same prize – so make sure you’ve got a way to outsmart them and sail your way to victory!
Sea of Clouds is a game of card drafting, set collection, and push your luck in which players are trying to amass the most end-game victory points. Played over a series of rounds, players take turns drafting cards, performing bonus actions, and engaging in combat with their neighboring Captains. To setup, each player takes their chosen Captain board, the central board is placed in the middle of all players, and 1 loot card is placed face-down on each of the 3 loot spaces on the central board. The remaining cards are shuffled and create a draw pile. Now you are ready to play!
Each round consists of divvying up shares of loot between all players. On your turn, you will take the face-down card(s) in the #1 loot spot and look at them secretly. Decide whether you want to take the share, or leave it and look at the next one. If you decide to keep the card(s), add them directly around your Captain board in their corresponding spaces. If you decided to leave the share, add 1 card from the top of the draw pile to that share, and then look secretly at the cards in the #2 loot spot. Proceed in the same manner as before with the cards in the #2 and #3 loot spots, if necessary. If none of the shares catch your fancy, draw 1 card from the top of the draw deck to add to your ship. Play continues to the left, and once everyone has had their turn, move the round marker ahead on the central board, and continue on to the next round in the same fashion. At the end of certain rounds of the game, following the divvying of shares, there will be a boarding/combat turn – players will compare the combat strength of their crew (recruited during the divvying of shares) to that of their neighboring Captains. If your crew’s strength is greater than your neighbor, resolve any rewards/effects on your pirate cards. If your strength is less than your neighbor, you lose the combat and do not collect any rewards. Once all combats have been resolved, everyone discards all their crew cards, and the next round begins. At the end of the game, players count up their victory points, and the player who has amassed the most is the winner!
I’m going to get right to the spoilers and say that I love Sea of Clouds. It has some of my favorite mechanics (set collection and card drafting) and it is easy to teach, learn, and play. Do not let the simplicity of play fool you, however, because strategy is definitely a key to victory. One thing that takes this strategy to the next level for me is that there will be times when all players know what cards are in each share of loot. You’ve got to pay attention to which shares your opponents are taking, and figure out a way to stop them from collecting complete sets, or try to force them to collect a share they may not necessarily want. Also, as shares go unclaimed, they get more cards (and eventually money) added to them, so you have to weigh the risks of collecting a share because of one specific card, even though there may be a ‘bad’ card in that share for you. You always have to be adjusting your strategy based on what cards show up in each share, so there is no idle time for any player in this game.
Another neat thing I like about the strategy of this game is that all the cards have backs based on their card type. So all Relic cards have the same back, all Crew cards have the same back, etc. Even though you may not know what is on the other side of the card, you might just take a chance on a share of loot because it has the card types you are trying to get. That’s where the push your luck comes in, because until you look at a share of loot, you aren’t sure if that card is the one you need. Maybe share #1 has a couple cards you could use, but share #2 has a relic card that could be the final one in your set! Are you willing to risk passing up a decent share of loot to see if the next share has what you need? Or maybe the top of the draw deck has the card type you want – would you pass up all 3 shares of loot for one blindly draw card in hopes that it is to your benefit? There is no single ‘right’ way to play, and that is what makes this fun.
The only drawbacks of this game for me are the boarding/combat turns. I like the idea of this player interaction, but it doesn’t always work fairly in my opinion. At the end of each boarding/combat turn, all players discard all of their Crew cards, and you have until the next boarding phase to recruit a new crew. And sometimes, just based on the luck of the draw, you just never get the opportunity to hire anybody. Maybe your opponent takes the share with a Crew member before you get a chance to, or maybe the deck just isn’t evenly shuffled enough to get enough Crew cards out into the playing field. So if you have no Crew, you automatically lose the combat, and that can be detrimental to your strategy – opponents could steal or discard some of your cards, and cause you to lose end-game points. Maybe if there was a draw pile where you could pay a certain amount of gold to hire a Crew member, that would make the game feel a little more fair in the combat department. But ultimately, you’re at the mercy of the luck of the shuffle/draw, and sometimes it just doesn’t balance out.
All in all, I think Sea of Clouds is a great game. It’s a relatively simple game, but one that still requires strategic thought. The push your luck element feels unique in this game because you don’t really lose anything if your luck runs out, you just don’t necessarily get as far as you wanted. The game itself is pretty to look at – the artwork is very well-done and the colors really pop and draw the eye to the cards. This may not be in my Top 10 of favorite games, but it’s one that I will definitely be keeping in my collection. Take a chance on this one if you haven’t so far – it might surprise you. Purple Phoenix Games gives Sea of Clouds a high-flying 12 / 18.
Paul Kellett (118 KP) rated The 7th Continent in Tabletop Games
Jun 9, 2019
On the surface, it looks like a card version of a choose your own adventure book, exploring and revealing a whole island as you find clues to lift a curse.
When you start playing however, you reveal a very tight card management and action optimization game that can be very unforgiving. This is both a great thing or a frustrating one depending on your view.
If you just want a light exploration game more like a CYOA book, or struggle finding card combos and optimal actions, this game might not be for you.
However, if you want a deeper game that rewards careful planning and finding the synergy between cards, 7th Continent is a rewarding experience.
The premise is simple - explore the island and try to find the right clues to lift a curse, one of several to choose from.
You start with an action deck of 35+ cards which also functions as your party's health. Everything you do requires you to discard cards from the deck. There is a big push your luck element here as every action requires a certain number of stars in order to succeed and every action card contains a varying number of stars. Do you play safe and draw more cards to minimise risk but drain more health or do you draw less and hope you succeed.
Every time you draw action cards, you can choose one to keep in your hand. These can be skills to help you control the deck or items you can build to make exploration and encounters easier.
You will find hunting spots along the way where you might find food to eat and replenish your action deck by returning cards from the discard pile but be warned, hunting also has it's own risks.
The action deck also contains 6 curse cards. These do nothing initially except reduce the chance of succeeding an encounter but, once all your action cards are discarded, you shuffle the discard pile and start drawing from that. If you ever draw a curse card from the discard, it's game over.
This is where the meat of the game is. You need to balance drawing cards and exploring the island with finding beneficial combos and cunning tricks to replenish the action deck. You won't be able to investigate every nook and cranny on the island in one game but, because of the roguelike nature, while you don't carry over any items between games, you can use your knowledge of the island to make your progress quicker. The more you play, the more familiar you get with the island and you know where to go to hunt, what things are worth looking at and what you should avoid.
The curses themselves are varied and play anywhere from 3 to 30 hours! This is great as it means there is a ton of play time but also a point of frustration as having to restart from the beginning after getting 10 hours into a curse can really put people off.
On the whole, I love it. 7th Continent really captures the feel of Jules Verne, HG Wells and that era of fiction. The way the map cards align seamlessly to reveal a complete landscape looks fantastic on the table and I enjoy the old school option of drawing maps and taking notes as I play.
I certainly recommend giving this game a try if you can.
Gareth von Kallenbach (980 KP) rated the PlayStation 4 version of Tom Clancy's The Division in Video Games
Jun 19, 2019
One of the great things about the game is the ability to join other players to complete your missions. At the start of a mission, players have the option to be matched up with other players but of course the difficulty will ramp up based on the number of players that are currently assigned. The level of difficulty can be extreme but the enjoyment rewards of successfully completing the mission of this magnitude are worth it.
There was a lot of complaining online from gamers about the delays that the game had coming to market and I would say that the time has definitely been well spent. It is a deeply immersive game that is very impressive to look at in terms of the detail that Ubisoft has put into re-creating the city. The enemies are diverse and challenging and the storyline is extremely engaging.
I am not a huge fan of micromanagement in terms of having to sort out my gear and tactful upgrades I’ve always been more in favor of finding and using an item rather than crafting and purchasing because I do not like to have to decide what is worth keeping and what is worth discarding or selling. The great thing is the game gives me the ability to play in my comfort zone but also step outside it and take some new paths to enhance my loadout.
There are unfortunately a few bugs in the game as I remember one early mission in a department store were encountering a flamethrower equipped enemy on a staircase I backed up and dispatched them with a volley from my assault rifle. My triumph was short-lived as I found that I become wedged between an ankle high box and a mannequin and that there was no way for me to get out of that predicament without ending the game and then reloading. I have not encountered any of the exploits that I read about being deployed online but I also avoid The Dark Zone more than other players as this is truly a lawless area were players run amok.
Ubisoft has said they plan to address the issues and they also have upcoming DLC which will expand upon the universe. For now The Division is a very impressive game in that it provides a fantastic an open world scenario filled with numerous challenges and a great level of visual detail. I found myself to of been drawn into the game and it is managed to maintain my interest ever since release and also has me thinking about the game and strategizing even when I’m not playing. Hopefully the necessary updates and features will continue to, so this game can reach its full potential.
http://sknr.net/2016/05/13/tom-clancys-division/
Gareth von Kallenbach (980 KP) rated the PC version of Call of Duty: Advanced Warfare in Video Games
Jun 19, 2019
The game is set in the near future where Exo Skeletons, drones, and target seeking grenades have become commonplace on the battlefield.
Players are cast as a young Marine who after a successful but costly battle finds himself at a crossroads. He is given a new chance when the head of a large and powerful private defense contractor offers to make him part of the team.
At this point players will take on a deadly terror threat all over the globe and will have an arsenal of weapons at their disposal including hover bikes for a thrilling chase through Detroit.
Of course there is a darker side to the story and a bigger plot is discovered where the player must stand up for what he knows is right even if it means turning his back on others.
The graphics of the game are first rate and the facial animations have to be seen to be believed. I enjoyed the new weapons and storylines, but much of the gameplay while exciting does follow the series staples of run and gun, stealth missions, and vehicle chases.
The addition of the Exo Suit is a huge plus as it allows for jet powered jumps and moves as well as the ability to cling to metallic surfaces.
This feature enhances the storylines greatly as I enjoyed jumping to and from moving vehicles, climbing up vast buildings, and making tall jumps in combat.
What really makes this game shine is the amazing multiplay which not only combines multiple modes such as Kill Confirmed, Deathmatch, Team Deathmatch, and countless other modes, it also has co-op missions as well.
The ease of customization in the multiplay modes is great as everything from energy weapons to machine guns is available to players as is the ability to customize your perks, kill streak rewards, and accessories.
The game offers bonus items that can be accessed in menu and in game which really enhances the appeal of the game. I remember turning a solar lense on some enemies and frying them down as well as getting a giant combat suit and cutting players down to size.
I had issues with the multiplayer in Ghosts and had to force myself to play to make max level, but thankfully Advanced has not had those issues as I happily play the online modes as often as I can. I have enjoyed the maps and the variety of weapons and combat styles immensely.
The inclusion of Kevin Spacey was a nice addition as far as I was concerned as it brought a new level of menace and complexity to what could have otherwise been a stock video bad guy. You can almost understand his motivations.
I was able to complete the single player campaign in a bit over 6 hours but I enjoyed the thrill ride it contained and being able to use the abilities of the suit as well as the grapple were well featured throughout the highly detailed levels of the game.
In the end if you like Call of Duty then you will likely love this game and if you are not a fan, then no matter what the publisher and designers do will likely not appease you. For me, this was a nice mix of the old and familiar with some new directions that shows there is still plenty of life in the franchise.
http://sknr.net/2015/01/08/call-dutyadvanced-warfare/
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