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Beauty and The Beast
Beauty and The Beast
6
6.0 (1 Ratings)
Book Rating
Princess Callindra of Tempath is in for some trouble when she runs aways from her mother’s castle and gets kidnapped by a vampire demon who will sell her into slavery. Her only hope out of there is with the help of a mysterious and hairy demon named Brigg, who is not in the least happy to be helping a human. He has hated humans ever since his father was cursed by a human woman, who turned all of them into hairy beasts for life. But he was drawn to this woman, as vexing as she could be. Every part of him was drawn to her and yearned to protect her and make her his. His inner demon was sure that she was his mate. But that was impossible, wasn’t it? How could he have a human for a mate?

I’m a huge sucker for Beauty and Beast stories, as you probably know if you’ve read some of my other reviews. Seriously. You can win some girls over with chocolate and others over with hugs and kisses, but nothing does it for me like an insecure love interest and a woman who’s his salvation because of her unconditional love. (Okay, maybe I’m a little high maintenance). So of course I loved this story! Brigg was wonderfully sweet and conflicted, even though he needs to stop listening to his idiot brother. Cally is a fantastic damsel in distress even though sometimes she just needs to think of the obvious and frickin’ tell someone she doesn’t want to go back home because her mother’s a bitch and she’s part demon. But you know, aside from that, the characters are great.

It’s totally understandable why Brigg dislikes humans. I mean, the only real exposure he had of them was from Cally’s mom, who cursed him and his brother to be hairy beasts instead of the handsome, practically human-looking demons they really were. Frankly, I’d be pissed too. I also understand his confusion when he falls himself falling for Cally when he thinks she’s completely human, and the daughter of a crazy witch/queen to boot. Nevertheless, he still protects her. He saves her from slavery, risking the wrath of her kidnapper to do it, and he keeps her safe. He does this even though he doesn’t think she could ever love him in return.

She was a vision, an image plucked right from his dreams. Maybe a time– before the curse– he had imagined such a beauty being his…. But he was no longer that young Rain demon, that young demon with smooth skin and a face as human as hers. He was a beast, an ugly monster who didn’t deserve the look of interest Cally was flashing right now.

What can I say? I love the insecurities. They are as sexy as hell when done right.

But even though his intentions are good, Brigg is not the smartest demon in the hellhole. As soon as his brother Torc enters the scene, it takes Brigg all of two minutes to decide that Cally has placed a spell on him to use him to get home. This would make sense, except by this point both Brigg and Cally were safe. In a palace. As the guests of a prince. Who was giving her a lift home. She would need to continue on with the spell and the act because…. ?

Like I said, not that fast of a thinker. But Cally isn’t much better. More than anything she wants to avoid her old home, with her abusive mother who was going to put her into an arranged marriage which would only end badly for Cally. Now she’s in an impenetrable palace that’s owned by Sam, who has been nothing but kind to her. He thinks he’s still being kind when he arranges for her ride home. And Cally doesn’t bother to tell him she doesn’t want to go home! Clearly, she’s just being melodramatic. She’s not that desperate.

She had thought about telling Sam, considered asking for his help, but she had been such a burden since Brigg rescued her, Call was frightened of rejection.



You think Sam’s rejection is going to be worse than having your horns filed off again before getting married to a prince that will likely torture you for the rest of your life when he finds out you’re a demon. Clearly, you don’t have your priorities straight.

But seriously, I loved the characters! I’m telling you, it’s Beauty and the Beast! My standards might be a tad low with this story arc.

There was a lot of confusing things in the plot as well. Like what era does this take place in? Cally rides home in a carriage and Brigg and Torc use swords. But Cally also wears t-shirts and jeans and she uses an electric torch, aka flashlight. It’s difficult enough to learn all of the nooks and crannies of the world the author built. There shouldn’t be confusion like flashlights with swords as well. Also, I felt like there was a lot of potential for a longer, more developed story. The whole thing felt very short to me. We never find out why Brigg’s father got cursed to begin with, and I’d love to know more about Brigg’s past, like how did he go crazy and get everyone to be afraid of him? That was never explained. Also, I know it’s unlikely, but I really wished there was some confirmation that Brigg and Cally are not brother and sister. After all, we know Cally’s mom has a past with Brigg’s father, Cally’s own father is MIA, and her horns are the same color as Brigg’s. Probably not anything, but just enough to make me wonder.

I don’t know. I liked this story enough to read it twice– that’s a huge compliment from me– but after reading it a second time and writing this review I’m wondering how good it really was. Maybe I just read it at the right time but didn’t like it as much. I don’t know. So three out of five stars on this one?
  
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Daniel Boyd (1066 KP) rated the PlayStation 4 version of Red Dead Redemption 2 in Video Games

Oct 30, 2018 (Updated Nov 20, 2018)  
Red Dead Redemption 2
Red Dead Redemption 2
2018 | Action/Adventure
Slow West
I have decided to do something totally different for my Red Dead 2 review; instead of just reviewing it as a whole once I am finished with it, I am going to start my review just now and then continually add to it the further through it I progress. There are a few reasons for this, firstly because this game is huge and is probably too vast to sum up in just a few paragraphs once I have completed the story. Secondly, because we would all be waiting weeks for me to review it; I am not going to be done with this thing anytime soon. Third is because it's something new, a break from my traditional structure of writing reviews. Finally, because I feel that my opinion on this game is going to change based on the different things that I experience during my playthrough, along with my score of the game. There will also most likely be spoilers as we move on through the game, so maybe just read up to where you have also played to. Once I have completed the game, I may write a summary of my thoughts at the bottom of this review, or I might just scrap this and write a whole new review from scratch, we shall see.

So far, I think I have played between 3 - 4 hours of the game and already I have been through a range of emotions. The game opened in a very cinematic fashion and I was on-board right away. The shots used and atmosphere that was present was very reminiscent of The Hateful 8. Then you get to a small group of shacks and are forced to play through the first few story missions consecutively, which act as tutorials for a lot of the games systems. This part is pretty laborious, but thankfully just as I was starting to get bored, you progress to Chapter 2 and the game opens up.

I must admit, I didn't enjoy the first few hours I spent wandering through the game's world. Arthur moves so damn slowly and every task takes an age to complete, in fact every part of the game seems slow. Horse riding to a location takes forever, the few moments of gunplay are sparse and the aiming controls are anything but smooth. Other than that, the time is spent chopping wood or doing other chores. The word CHORE, is actually adequate to describe the gameplay up to this point.

To break up this slow pace, I decided to go exploring and do some outlaw activities. The problem is that this game's witness/bounty system is ridiculous. You can't so much as lift a finger in the Valentine town centre without the lawmen hunting you and your bounty climbing higher and higher. I'm talking anything from accidently bumping someone with your horse to walking beside another citizen for too long - it is ridiculously harsh and Rockstar seem to favour 'realism,' over fun with this mechanic. So, because I am getting so much grief from the lawmen in Valentine and racking up a bounty way higher than I can afford at this early stage, I decide to go off the beaten path and look for loners to rob. The problem here is, even if you meticulously look around the area to make sure that the coast is clear and then rob your victim, someone out of the blue will appear, halfway across the map and run toward the nearest town to report you. So, naturally you hunt down that witness and kill them, then another witness sees this occur and start running to report you and the cycle continues until someone inevitably reports or shoots you. It's as if Rockstar don't want you to have fun and play the outlaw in their game about playing as an outlaw.

Reading back on what I've read so far, I feel like I have bashed this game pretty hard. As an aspiring game developer myself, I have an idea of what goes into a project like this and what Rockstar have achieved in that sense is truly astonishing and inspiring. The lighting work along with the cinematic camera and near photo-realistic graphics make this game a visual beauty. The world also feels genuinely alive, the voice acting is brilliant and the small touches and intricate level of detail present is insane. Presentation wise, this game is flawless.

Okay, at this point I am about 5 or 6 hours into the game. I am still on chapter 2 and have only done a couple more story missions, but I have done a good bit of exploring too. So far, I have experienced 2 bugs. One was when a story mission required me to get on a horse to take and sell at the Valentine stable and the horse was invisible during the cutscene and non-existent when it switched to gameplay. A quick restart solved this, but still the bug was present during a main story mission.

The other happened during a random stranger encounter. I was riding through an open area full of lumberjacks cutting down trees and one of the trees fell on a guy's leg. I got off my horse and ran over to help, but while doing so, I saw a bunch of bounty hunter symbols appear on the mini map. I ignored them and pressed the button prompt to help lift the tree, but while doing so, the bounty hunters appeared and fired their guns in the air. The rest of the men fled and I was left standing beside the guy that was trapped under the tree, unable to move or do anything. As I stood and spammed every button trying to make Arthur move, the bounty hunters just surrounded me and pointed their guns towards me, but none of them shot. We were left in this awkward standoff for a few minutes before I eventually gave up and had to restart. This second bug is probably the more egregious of the two I've had so far, as I now have no way of knowing if I am going to be able to get that random encounter again.

This is annoying as the random encounters are by far the best part of this game so far. I don't want to spoil too many of them here, but they range from exciting to terrifying to just plain sad and all of them are brilliant.

As I settle into Arthur as a character, I realise more and more how much I prefer and miss playing as John. John was cool where Arthur is goofy. John was smooth where Arthur is wooden. Don't get me wrong, Arthur is well written and acted, but I really think he would play better as a side character rather than a protagonist. Plus the way I play him totally contradicts his whole attitude. I'm playing him as a ruthless killer who shoots entire groups of people on sight and he is still a lovable, goofy rogue in cutscenes.

I have played a few more hours over the last few nights, I must be around 10 hours in now, (although there doesn't seem to be any way of checking that for sure.) I am still on Chapter 2 in terms of the story, but I have been doing a lot of exploring and have found/bought a decent amount of better gear and weapons for Arthur. It also turns out that there is some fast travel in this game, if you upgrade Dutch's tent via the camp ledger and then upgrade your own, (costs about $500 all in,) you can fast travel from the camp to any major location that you have previously visited. Unfortunately while I was fast travelling last night to a location, I experience the first occurrence of pop-in that I have seen so far in the game. I understand that this game is extremely vast and there is a great deal to load in, but when every other aspect of the game is so polished in terms of presentation, it stuck out like a sore thumb.

In terms of exploration, I have probably spent less than half of my 10 hours in the game so far doing story missions and instead spent the majority of my time just riding/walking around and taking in the sights, or speaking to strangers, or violently robbing and killing them at gunpoint whenever the notion takes me. Strawberry is a cool little town, it is quite similar to Valentine in terms of the size and the available shops etc. St Denis is another story. Located at the south-east corner of the map, it is a huge, bustling city with an overwhelming amount to take in. Without spoiling too much, it will also open up a few more opportunities for Arthur once you get there.

I have played a lot more of the game since I last updated this, I'd guess I am closer to 20 hours playtime than 10 at this point. I have finally progressed to Chapter 3, the gang has moved camp to near another small town called Rhodes, which has lots to see and do considering it's small size. That is one thing that Rockstar have undoubtedly nailed in this game, making these towns truly feel alive and like they continue to exist even when you are not riding through them. I'd go as far as to say that this open world feels more alive than any other one that I have spent time in.

The story missions up until this point are touch and go. Some are really fun and exciting and some are monotonous and boring and feel more like busywork than progress. I much prefer the side missions up to this point. The debt collecting missions and the bounty missions are satisfying and feel worthwhile. The robbery side missions that you do with certain gang members are also a nice, more engaging change from the slower pace of the story.

In terms of the game's characters, I am just as much of as a fan of John Marston as I was in the last game and I must admit that spending more time with Arthur has made him grow on me slightly. As for the rest of the gang though, it's a mixed bag. I like Sean, Charles, Javier and Lenny, but the rest are just annoying and a chore to be around. One major disappointment regarding the characters for me, is that I thought that this game was going to make me sympathise with Dutch and see things from his perspective, the way that MGS 3 did for Big Boss, but no. Apparently he was always an unlikable dick.
  
Show all 4 comments.
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Andy K (10821 KP) Oct 30, 2018

I think the open world stuff will be better. So far kind of limiting. I'll write a review when I'm further along.

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Daniel Boyd (1066 KP) Oct 31, 2018

Looking forward to reading it.

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Charlie Cobra Reviews (1840 KP) rated the Nintendo Switch version of Secret Neighbor in Video Games

Sep 4, 2021  
Secret Neighbor
Secret Neighbor
2021 | Horror
The Concept (1 more)
Playing as the Neighbor
Balancing, the Neighbor is too OP (1 more)
Playing as a kid isn't very fun
Fun And Intriguing Concept But Suffers From Balancing Issues
Secret Neighbor is a multiplayer Social/Horror game developed by Hologryph and published by tinyBuild Games. It is a spin-off of the Hello Neighbor franchise/series and is available on Nintendo Switch, Xbox One, and PC. Secret Neighbor was initially released in October 2019 and just recently on August 26th 2021 for Nintendo Switch. The game supports up to 6 players who must work as a group to unlock the basement. Just one catch, one of you is the Neighbor in disguise.

 I have to say first off that this kind of game is not something that I would normally play. I think my favorite games to play are FPS's, RPG's and probably fighting or adventure games. That being said, I'm also an OG gamer who have been playing games for over 30 years since Super Mario Bros. on the NES. So I've played all kinds of different kind of games and have definitely found some that were more fun than I thought they would be. This was not one of them. The game has an easy enough concept that I didn't understand at first but after reading about the game it's based off of, it makes sense. The game Hello Neighbor is kind of like a kid's version of the movie Disturbia. Your Shia LeBeouf and need to get into your Neighbor's basement after witnessing something suspicious and disturbing.

 However in this game Secret Neighbor, your not on your own. You have a group of neighborhood kids, your friends, who are there to help get into the basement too. Your job is to work together to sneak around the house and collect the keys that unlock the basement door. You can use perks and abilities unique to each class of characters. For example the detective starts with a photo of a key location, while the bagger has an extra item slot. There are six different characters altogether and you can cooperate by teaming up and staying together or splitting up and exploring alone. What could go wrong right? Well that's where the secret in Secret Neighbor comes to play. One of you is a traitor, the Neighbor in disguise. As the neighbor your job is to stop the intruders by capturing them all. You can transform in and out of your disguise and also setup traps. There are a couple of different game modes as well as a level editor for you to create your own maze and invite friends to play.

 So I went into this game with low expectations. Like I said, I'm not that big a fan of this genre or style type of game but I've heard good things about similar games like Dead by Daylight and Among Us which share some characteristics with this game, so I said why not. So going into the game right away I realized there was a learning curve. As I was trying to learn the controls and figure out what was what, I was immediately scooped up by the Neighbor and game over. This game can be really frustrating for new players in that way. Kind of reminded me of some games that are Battle Royale, like Apex because once you are captured by the Neighbor, it's game over. You can stay and watch the game and see if any of the kids make it or if the Neighbor captures everybody and win, or you can choose to leave the game without penalty. I chose to start a new game because I was determined to do better.

 The controls are actually really simple, so it's not real confusing or hard to learn. You have two slots for items, and start off with the flashlight. It's like your best friend because of how dark the lighting is in the game. You can pick up items along the way, random things you can throw like boxes, milk cartons, potted plants, etc... You can also pick up more important items like key cards and keys. The key cards get you into restricted rooms and the keys unlock the basement which is where you need to go to win the game. I think this game is really unbalanced. On way play through a player didn't even try being sneaky and just transformed into the Neighbor and captured us all. There wasn't even anything we could do about it. Then on another play through I was actually with some competent or experienced players who were finding keys right away. The problem this game faces, is the same every cooperative game faces, which is nobody works together. The Neighbor has the edge every time. I played a game where there were some really good players who knew how to throw items really good and would rescue each other and the other players from the Neighbor but he still won and captured everyone.

 The concept was interesting and sounded cool. To me it seemed something like Among Us, where you got to figure out who the Neighbor is because it's secretly one of the group and they will use that to capture everyone in secret without revealing their identity. As far as playability however, that isn't usually how it goes down and I feel the game suffers from balance issues making it not as fun as it could be. When you're the Neighbor it can be extremely fun but as the kids not so much. The graphics were good and I liked the character designs and the enviroments. It had it's own weird charm kind of like the movie Coraline. A little bit creepy and strange but not bad. There are some bad animations that happen here and there and things that don't go as smooth as they should. For example, sometimes you can close a door and someone will walk right through it. I also sat and watched as someone playing as the Neighbor couldn't capture someone hiding in a wardrobe because they kept closing the door or they kept closing the door on accident trying to capture the kid. It happened for like 3 minutes and eventually the Neighbor moved on. I also didn't like the speed movement as you walked around, I think you could push in on the control stick to run but it didn't seem that much faster or last for that long.

 The sound was great. I particularly liked the little guitar riff when waiting for a game to load up. The sound effects for actions in the game were adequate and the voice overs fit the characters but nothing that really stood out. The game definitely has its moments and can be pretty fun at times. I really enjoyed playing as the Neighbor. To sneak around as a kid and then transform into the Neighbor when you're alone in a room and capture them, then transform back and rejoin the group is thrilling. But lack of team work and communication makes most playthrough as a kid very frustrating. Playing as the detective lets you find keys easier, playing as the bagger helps you hold an extra item, but nothing really helped to escape the clutches of the Neighbor. I think one of the characters the Brave class is supposed to make escape easier but when I played as her it didn't really help. Maybe if the game had a story mode I would be more invested in it but since it was just multiplayer it got pretty repetitive and not as fun rather quickly. I would say that this game isn't for everybody but if it sounds like something similar to a game you've liked playing before, then I can see you picking it up and playing for a couple of hours here and there. As such I would say it has a moderate replay value. I give this game a 6/10.
  
Paragon: Trials of the Chosen
Paragon: Trials of the Chosen
2021 | Card Game, Fantasy, Fighting
I am going to start off with complete honesty. I have been dreading writing this review. Not because I am afraid to give anything negative criticism or because a game has been too daunting for me, but rather, because I still do not feel that after all my plays of this game that I have an absolute understanding of each of its components. I hope you will continue reading as I explain what I mean.

Paragon: Trials of the Chosen (which I will lovingly refer to as Paragon from here on out) is a fantasy deck construction fighting card game where players will be outfitting their chosen avatars with awesome gear and abilities and sending them to battle against other players’ avatars. All players will know EXACTLY what is in their draw deck AND in what order because they have constructed it card by card and the deck will never be shuffled. Intrigued?

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, each player chooses two avatars with whom they will play. Avatars belong to one or two different Disciplines, which allows players to construct their deck with Discipline-specific cards to be used during the game. As part of setup, each player will choose 20 cards from the gigantic deck of Equipment and Ability cards with which they will form their deck for play. Per the rules, each player will then place their chosen avatars and ordered decks in front of themselves along with a blue 1d10, the green 1d10 (all set to 1 to begin), and pile of Hearts tokens. Players draw their starting hand of five cards and the battle can begin!
The green 1d10 notates the round number, and the blue 1d10 per player represents their current Energy. To bring cards into play a player will spend the printed amount of Energy and track this on their 1d10.

Each round is played over several phases. The game is designed to play to 10 rounds, but players may play past 10 while keeping the round tracker and Energy static for all rounds after 10. The first phase is the Start Phase, and acts as a maintenance phase where players will activate any “Start Phase” effects from played cards, ready all exhausted cards, increase all the d10s, and draw the top card from their deck. Should a player be unable to draw a card during this phase due to the draw deck being empty, they immediately lose the game.

The second phase is the beefy Main Phase. This is where all the action happens. During this phase, players will take turns playing cards until both players have passed. On a turn a player will have the choice of five actions: Play a Card, Trigger an Activated Effect, Declare an Attack, Channel Energy, and Pass. To Play a Card the active player will pay the cost (in Energy) printed on the card and bring it into play exhausted. Cards brought into play this way will be attached to one of the avatars and act as an equipment or new ability, as long as the card played matches the Discipline of the avatar to which it is attached.

To Trigger an Activated Effect, the player will need to satisfy any qualifying conditions of the activation, which are printed on the card. These abilities can vary wildly and add immense strategy to play.

Once a player believes they have enough firepower attached to their avatars they may instead Declare an Attack by announcing their target and exhausting the card that is attacking. It is here that Paragon strays from the norm. Instead of damage simply being dealt to the opponent, the player may engage in a volley of playing Instant cards from hand (and paying their Energy costs) to add to the card stack. This is important, as the stack is then resolved in reverse order of play. So the last card to be played on the stack will be resolved first. This can result in attacks being nullified or shielded before they even proc. Sneaky and wily players will certainly use this phase wisely to draw out cards from their opponents’ hands. Once the stack is built, it is resolved and damage is calculated.

Players may instead elect to Channel Energy by exhausting one of their avatars to add 1 Energy to their pool. This may be repeated as long as the other avatar is available to be exhausted.

Lastly, and most easily, when players have no other actions they can or wish to complete, they may Pass in order to close out the round of phases.


When both players have Passed, the End Phase begins, and acts as another maintenance cleanup phase to ready players for the next round. This includes resolving any “End Phase” effects and increasing the round d10 by 1. The game ends once a player’s two avatars have been defeated or a player is unable to draw a card from their draw deck. The winner then boasts mightily in the face of their competitor and spews taunts and rematch challenges.
Components. This one is simple. Paragon has a giant stack of cards, a few d10s, and some wooden Heart tokens. The tokens are double-sided with a 1 printed on one side and a 3 on the other. These are obviously to track HP loss, and are fine. The 3d10 in this version are entry-level, and I will probably bling it out with some d10s that are more themed. The cards. Okay, I will certainly be sleeving this game. I want to keep my copy in excellent condition for as long as I can. In the last photo here, I splayed out the avatars that are currently included, and all the other cards stacked are the equipment and abilities to be attached to the avatars. I have no problems with the components in Paragon (I just want to get more exciting d10s to use).

There really is an insane amount of choice and customization that can be had in constructing a deck for the chosen avatars, and that is precisely why I mention in the opening that I have yet to understand all the components: how will I ever be able to perfect a combination that speaks to me and works with my style when I have about a zillion options available? I know many gamers will salivate over the amount of deliberation and possibilities contained in the box, and after several plays, I find myself weighing options in my head throughout the day. When you think about a game throughout the day and how you will attempt to play it next time, I feel that is a sign of a truly great game for you.

This is certainly not for everyone, but it definitely is for me. I truly cannot wait to try out different combinations, strategies, and deck configurations each time I play. I can also see Paragon being ripe for multiple expansions, with new avatars representing new Disciplines, or adding in expansion material that is themed for different IPs or historical eras. Well, I guess it is time to pick up a part-time job to fund my Paragon expansions.

If you are like me and enjoy games that offer near-infinite possibilities and the true feeling of never playing the same game twice, then Paragon needs to be on your shelf. The rules are easily-digestible, games take 30 minutes once you are familiar with it, and there are a ton of unique cards included in this box. Purple Phoenix Games gives Paragon an excited 5 / 6. I really think that with more plays and tweaks to my copy (maybe an expansion or two thrown in) this could eek up to a 6 and earn a Golden Feather Award from me. It is smooth, exciting, and just oozing with customization that many gamers are going to absolutely love. Go find yourself a copy and get it to the table right away!
  
TEN
TEN
2021 | Card Game
When it comes to game mechanics, set collection is my JAM. Auction/bidding and push your luck, not so much….. So when Alderac Entertainment Group brought TEN into my life, I was a bit wary at first. A game of collecting sequences/sets of numbers? Awesome!! Add in bidding for Wildcards or pushing your luck to not Bust each turn? A bit too risky, at least for my gaming tastes. After having had the opportunity to play TEN, were my initial feelings misplaced? Spoiler: Yes. For me, TEN was a prime example of “Don’t judge a game by its mechanics.” Keep reading to find out why.

Disclaimer: We were provided with a copy of TEN for the purposes of this review. This is a final production copy, so what you see pictured is what you would receive in a retail copy of the game. -L

TEN is a push-your-luck game of set collection and auction/bidding in which players are trying to amass the most points by the end of the game. Points are earned by collecting sets of numeric sequences in the 4 colors of the game: Blue, Green, Pink, and Orange. Played over a series of turns, players will be drawing/collecting cards from the tableau, buying cards from the Market, or Busting if they push their luck a bit too far. To setup for a game, assemble the deck of cards as dictated by the player count and set it in the play area. Each player gets 5 Currency tokens with which to start the game, and are all dealt a random reference card. The player who was dealt the reference card with the Starting Player symbol will begin the game. Before getting into the actual gameplay, I want to mention the different card types, as to provide a better understanding when reading this review. In each of the 4 colors, there are card values numbered 1-9, with more copies of the lower numbers and fewer of the higher numbers. There are also Wildcards that can be used to represent any #/color, depending on the card. Some cards in the deck are Currency cards and show a value of 1-5 Currency. Should you choose to take these from the tableau, you collect that amount of Currency to be used for auctions or buying cards in later turns.

On your turn, you will perform a series of actions, the first of which is Draw a Card. You will draw a card from the top of the deck and place it in the tableau. If the card is a # card or a Currency card, you will then decide if you wish to continue drawing cards. If you do, draw the next card, and so on, until either you decide to stop or you Bust (more on this in a bit). As long as you do not Bust, you can decide when to stop drawing cards to the tableau. You may then take one of the following rewards: take all the # cards to your play area, or take Currency tokens (equal to the amount shown on the Currency cards in the tableau). When you take the # cards, they go into your play area and all other players will collect Currency tokens. You then have the opportunity to Buy a card from the Market (by paying the numeric value of the card) and add it to your play area. If you instead choose to collect Currency, you will take Currency equal to the total value of Currency in the tableau, and all other players receive nothing from your turn. All # cards are moved to the Market, and your turn ends. In the picture below, if I choose to take the # cards, I would take the Orange 2 and Blue 6 to my play area, and all other players would collect 7 Currency. Conversely, I could choose to take 7 Currency, and the # cards are added to the Market (on the right-hand side of the picture).

So how does Busting work? The tableau may never have a value of more than 10. Every # card you draw adds to your total value, and any Currency card drawn subtracts from the total. If you were to draw a # card that would give you a total value of more than 10, you Bust! OR if you ever have Currency cards that total more than 10, you Bust as well. So there’s a bit of math involved, with addition and subtraction, but you have to make sure you never get more than 10! For example, in the picture below, the net total value of the tableau is 1. (8 from # cards, -7 from Currency cards) If I were to draw a Currency card of 4-5, I would Bust, because that totals more than 10. In this pictured instance, any # card I draw would not make me Bust, as the highest total would only be a 10, given the current cards in play. If you ever push your luck too far and end up Busting, all # cards in the tableau are moved to the Market, and you gain a Bust token (worth 3 Currency). If you Busted with # cards, then all other players will collect Currency tokens, but if you Bust with Currency cards, nobody receives anything. After resolving a Bust, your turn ends and the game continues to the next player.


If, on your turn, you ever draw a Wildcard, your turn pauses and the Wildcard is auctioned. Each player will have one chance to either bid (increasing the bid from the previous) or pass. Whomever wins the auction must pay their bid, and they collect the Wildcard to their play area. Once the auction has been resolved, your turn continues as normal. It is possible to have multiple auctions on your turn – it all depends on the cards. The game continues in this fashion, players taking turns drawing cards, collecting cards/Currency, buying from the Market, bidding in auctions, etc., until the draw deck has been depleted. The active player finishes their turn as normal, but may not draw any more cards. Points are then tallied. All players will arrange their cards to create consecutive sequences of numbers in the 4 different colors. You receive 1 point per card in your longest sequence of each color. If you have a complete set of numbers 1-9 in a color, you get a bonus point. Players count up all their points, and the player with the highest value is the winner!
That kind of seems like a lot, but I promise it’s actually pretty intuitive when you get playing. Also, huge shoutout to AEG for providing such a well-done reference card – it includes a little flowchart to help you with how the turns flow. The gameplay itself is essentially pretty straightforward. You draw a card, and then react based on what it is. Bust? Collect a Bust token and your turn ends. No Bust? Decide if you want to keep drawing. Done pushing your luck? Collect either the # cards or Currency. Try to make sequential runs of numbers in the different colors – the more cards you get in sequence, the more points you’ll get at the end of the game. The thing that elevates TEN beyond a simple push-your-luck game to me is that it requires more strategy than just luck. You can see what cards are available in the Market – is there something you need to buy? You can see everyone else’s playing area – do they need any of the numbers you just revealed? You know how much Currency every player has – do you bid high on this Wildcard because your neighbor can’t outbid you? There is so much more than just luck in this game, and that is what takes it to the next level for me. I know that Travis has reviewed No, Thanks! in the past, and I would say that this gives me similar vibes, but way better in my opinion.

When it comes to playing games, I am generally not a huge risk-taker. I like making logical choices based on known information and end-game strategy. But something about this game just gets me. I think one element that makes me love this game is the different types of cards – # cards and Currency cards. When you’re pushing your luck and drawing cards, there’s an added element of excitement, because the two different types of cards affect the net total differently. It doesn’t all positively add to the net total, which makes me more likely to keep drawing in hopes that things will cancel out and I can maximize the turn. If everything all added together, and you just couldn’t get more than 10, I would probably only ever draw 2 cards per turn, max., just to make sure I didn’t Bust. But the fact that Currency cards subtract from the net total encourages players to keep pushing their luck, and either earning a big payoff or a big Bust. This game is exciting, engaging, and entertaining to play, and that makes it fun!


To touch on components, AEG always hits it out of the park – and TEN is no exception. The game is mostly just a bunch of cards, and some white/black Currency tokens. The tokens themselves are nice plastic, and are smooth and chunky in hand. The cards are thick and sturdy, and hold up to shuffling pretty well. The colors of the game are bright and vibrant, and they are very clear to differentiate between. It’s a nice pop of color on the table, and that adds to the overall enjoyment of the game. Each of the 4 colors, and the Wildcards for that matter, have a unique background design – which can help our colorblind friends who may not necessarily be able to differentiate between the colors. Just an added plus to help the gamers tell what cards belong to what colors! The game box is equally as colorful, and is eye-catching on the shelf. All in all, I’d say AEG gets a 10 for their production quality here. (Get it?)
I spoke earlier about judging a game by its mechanics, and how TEN really challenged me on that. I was expecting a game that I would like, but would be kind of just ok overall for me. What I got is a game that is highly strategic, yet also unpredictable at times. I am definitely a planner when it comes to strategy, but the unpredictability of this game is light, fun, and engaging for all players at all times. It just is fun to play. This is a game that I see staying in my collection for a long time, and hopefully getting to the table quite often when I need a quick filler that isn’t so light that it’s mindless, but not heavy enough that it’s a brain-burner. If you’re in the market for a fun little game that challenges all players, I would definitely recommend checking out TEN. Purple Phoenix Games rates our games on a scale of 1-6 (not 10 unfortunately in this case), and we give this one a solid 5 / 6.