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    Mental Blocks® Free

    Mental Blocks® Free

    Games and Entertainment

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    If you like Collapse!® and reMovem, and you’re ready for some mind bending brain melting fun,...

    Elementos

    Elementos

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    Tabletop Game

    Elementos is a fast-paced strategy game for two. Rules are easy and quick to learn but unleash a...

Journey of the Emperor
Journey of the Emperor
2019 | Card Game
Do you think you know how to party? I thought I did, too. Then I played Journey of the Emperor, where you are planning an exciting party of journeys for the Emperor and their friends. They are all relying on YOU to provide them with the best journeys seeing exciting animals, beautiful flowers, and colorful lanterns along the way. But will you be able to plan wisely in the limited time you have been given? Let’s find out.

We were very excited to receive this game from Laboratory H for preview before they began their Kickstarter campaign. We love games with an Asian influence, and it seemed to have touches and inspirations from Tokaido, another favorite of ours. What we received is its own beast with great art and components.

So like I alluded to in my intro, you play a party planner drafting the best path cards to build the most killer journeys for your Emperor. You are dealt a hand of path cards – big, beautiful cards – that can feature different combinations of Journey Start, Journey End, animals, and lanterns icons. To assist you in focusing your strategy, you are also dealt four Emperor’s Favorites cards, from which you will keep two and discard the others. From the large stack of remaining path cards you reveal six as an offer and the game can begin.

On your turn you will be drafting cards from the offer, playing cards from your hand, and trying to complete objectives for points on your Emperor’s Favorites and Journey Start and End cards. These cards have scoring conditions printed on them to help tailor your play. So a Journey End card could have a picture of a flower on it (as all Start and End cards do) with a scoring condition of 3 points for every tiger icon on this completed Journey (I want to call this a “scoring panel” for this review to make it easier). So then you want to concentrate on getting as many tiger icons into this Journey to score tons of points. Or perhaps a Journey Start card will have a different flower, and state that you get 21 points for every set of tiger, dragon, and turtle icons. Either way, you now have a goal to achieve and you spend the game trying to amass the most points from these scoring opportunities and those found on your Emperor’s Favorites cards, which have similar scoring iconography. Most points at game end wins!

While this seems easy and that there is no inherent strategy, let me introduce the wrinkle. You can only score points from completed journeys. Each completed journey has at least a Journey Start and Journey End card. These cards will be adjacent to each other to form a pathway through the cards. You may never add a path card to your journey between two existing cards, but they can be added to the edges of a journey – either at the beginning or the end. If you add to the beginning, you will completely cover up the Journey Start card’s scoring panel so that you can create an uninterrupted path. Herein lies the strategy. At what point do you take the plunge and cover up a scoring panel to add to your journey? Yes, you can get way more points by doing this, but in a 4-player game you only have EIGHT turns. So do you feel like you will be able to draft just the right cards to maximize your scoring or will you falter and not be able to complete a journey in time, thus forfeiting any points you could have scored? Oh, you clever game…

Components. This is a smaller card game. The Emperor’s Favorites cards are about the mini size you would find in OG Ticket to Ride. The path cards are much larger and similar to the tarot sized cards, if not even taller. Both are of great quality with the wonderful linen finish (that I’m learning is more polarizing than I originally thought, but I love it!). Our review copy came with a few scoring sheets to tally the final scores – which we didn’t use correctly but still arrived at the correct final scores. The art in this game is truly breathtaking. The details in the murals in just the backgrounds of the path cards are amazing, and the flowers and animals are really really incredible. If we had one small gripe about the art, it was mentioned that someone could not tell much of a difference between the tiger and the dragon icons on the path cards. I didn’t have much of a problem deciphering the difference, but they are very similar in color and style, so I can see how others may view this as an issue for them.

DISCLAIMER: These are preview copy components, and I do not know if the final components will be similar or different, or if the Kickstarter campaign will alter or add anything through stretch goals. That said, I am very satisfied with the components provided in this game.

This is a really good game. A lot more thinky than Tokaido (using a similar theme), and ultimately more enjoyable because you really feel you have control over your turns and aren’t just going for the best available at the time. You actually have to employ strategy here in order to be competitive. And although this is not a spiteful take-that game, you most certainly can foil your opponents’ plans indirectly by drafting their much-needed path cards. The art is amazing, the game is a great length, and you really want to keep playing. To me, that is the mark of a really good game. All that said, I would recommend this one if you are looking for a quick game that gives you all the good feelings of Tokaido but also scratches more of a gamer’s itch for actual strategy. Oh, and it’s absolutely beautiful.
  
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The Marinated Meeple (1848 KP) Jun 13, 2019

This is an amazing review, and I look forward to checking it out....

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Purple Phoenix Games (2266 KP) Jun 13, 2019

Thanks! It's a very solid game and I'm itching to get it backed as well! -T

Odin's Ravens (second edition)
Odin's Ravens (second edition)
2016 | Animals, Card Game, Mythology, Racing
Getting the group together for game nights has always been a struggle – especially now (at time of writing) in this Covid world. So finding good games for 1-2 players has become a priority for me recently. Enter Odin’s Ravens, a 2-player race across the world. Does this game soar to meet my expectations, or does it fall flat in the end? Keep reading to find out.

Odin’s Ravens is a light game of strategy and hand management in which 2 players are racing to be the first of Odin’s ravens (duh) to travel around the world. To setup the game, shuffle the land cards and place a line of 16 cards directly between the two players. Land cards are divided into two halves, each depicting a different landscape. This line of Land cards acts as the route around the world for both Ravens. Players choose one end to be the start/finish lines, and place their Raven meeple on their corresponding side of the starting Land card. During play, the Ravens will travel down their side of the Land cards, and will switch to the opponent’s side for the flight back to the finish. Each player receives a set of 25 Flight cards and 8 Loki cards, to be shuffled and kept separate from each other. Both players then draws 5 cards into their hand, in any combination of Flight and Loki cards. Choose a starting player, and the game is ready to begin!


On a typical game turn, you will play as many cards from your hand as you want, either Flight cards, Loki cards, or combinations of the two. Flight cards allow you to move your raven down the path. In order to move your raven, you must play a Flight card that matches the landscape of the next Land card on your path. (Ex. if the next space is a Forest, you must play a Forest Flight card). If you have no Flight cards in hand that match the next card on your path, then you may discard any two flight cards of the same type to move forward one space. Loki cards allow you to perform Trickery actions, which alter the flight paths of both players. Some actions include rotating Land cards, moving ravens forward/backward a number of spaces, swapping Land cards, etc. It is important to note that once a Loki card has been played, it is removed from the game entirely – you only have 8 Loki cards total, so use them wisely! After you have played all the cards you wish on your turn, you will then draw 3 cards (in any combination of Flight/Loki cards), and end your turn. You may never have more than 7 cards in hand. Play continues in this fashion until one player has reached the end of their flight path – resulting in victory!
Seems simple enough, right? Well, it is and it isn’t. The overall gameplay itself is simplistic – draw and play cards to move your raven towards victory. The implementation of Loki cards adds a strategic twist to the game that keeps each player on their toes. Flight cards alone leave you at the mercy of the luck of the draw, but Loki cards give players a little more control over their game strategy. They provide ways to alter the flight path to benefit yourself or inhibit your opponent at various points throughout the game. Add in the fact that each player only has 8 Loki cards total, and that ups the strategy as well . You only have a finite amount of trickery to pull, so you have to be sure to use it at the perfect time. Was your opponent able to counteract your attempted trickery, or did you execute it perfectly for them to fall into your trap?


The components of this game are pretty standard and straightforward. The cards are good quality and are easy to manipulate, and the wooden raven meeples are big and chunky. Nice and simple! The artwork of the game, although clear and effective, is pretty basic and leaves much to be desired. It is clear in the way that it is easy to identify each type of landscape and determine the actions of Loki cards, but overall it feels a little too simplistic and not as immersive as it could be.
Odin’s Ravens is a decent 2-player game, although not my favorite. If I needed something simple, light, and relatively fast for 2 players, it is definitely one that I would pull off the shelf. But I have other 2-player games that I would rather play instead. Will it stay in my collection forever? Hard to say, but for the time being it has a spot on my shelves. If you are looking for something that is relatively simple, but has opportunities for strategy, check out Odin’s Ravens. Purple Phoenix Games gives this one a flighty 13 / 18 – you just gotta keep your eye on that Loki…
  
Marvel Dice Masters: Avengers vs. X-Men
Marvel Dice Masters: Avengers vs. X-Men
2014 | Collectible Components, Comic Book / Strip, Dice Game, Fighting
Many games are standalone, meaning that the base game has all of the components necessary for play. Many games also later add expansion content. Some games fall into the “collectible” category – you start with a base set, and slowly add new game components over time. Dice Masters is one of these collectible games, specifically known as a collectible dice game (CDG). You can find many versions of Dice Masters, spanning from Teenage Mutant Ninja Turtles to Dungeons and Dragons. No matter the theme, however, the game always works the same way! My experience is with Marvel Dice Masters (from different sets), so that will be my focus.

You and your team of superhero comrades come across a group of rival supers. Maybe you’re all having a disagreement (a la “Civil War”), or maybe one of them ate your lunch out of the fridge at work. No matter the reason, your teams have agreed to fight each other. Each hero brings unique powers to the fight, and the last team standing wins!

Dice Masters is a competitive two-player game. Each superhero team consists of up to 8 heroes and 20 custom dice. On your turn, roll your dice to generate energy, recruit heroes, or attack your opponent! Some of your heroes might have special powers that can positively affect your dice rolls, or could even negatively affect your opponent’s available dice. Strategy is everything – the first player reduced to zero health loses!

A game of battling superheroes – awesome, right? Maybe not AWESOME, but I think it’s mostly awesome. The most frustrating part of Dice Masters for me is the “collectible” aspect. A basic starter set provides you with a decent amount of cards and dice, but in order to build a complete, fully-functioning team, you need to buy more components. The first couple of times I played, I was using only the starter set and I didn’t yet realize that this is a CDG. I only had heroes with basic powers and dice, and I failed miserably in those games against a seasoned Dice Masters player (Travis). Thankfully, my opponent gave me a bit of advice – do some research, find heroes with powers that complement each other, and build a strong team that way. He helped me build a team, and I bought those new components. I used that team in my next game, aaaand I still lost…but it was a closer game! I have since crafted a couple of more teams and acquired the necessary components, but this game definitely takes a lot of forethought and research for success. It’s not one you can just necessarily pick up and play right away.

I think that Dice Masters has more of a learning curve than the average two-player game. It is a pretty strategy-driven game, and that strategy is based on your chosen team of heroes. If you aren’t completely familiar with their powers or the special symbols on their dice, you could be missing out on some serious advantages in your fight. Each turn also has many elements to keep track of (roll dice, re-roll dice, spend energy, recruit/field heroes, use abilities, attack/defend, etc.), and it can be easy to forget a step. Once you get the hang of it, though, the game flows better. It definitely took me quite a few plays to get everything mostly down. So if you’re looking for a more complex dice game to play, I would say give Dice Masters a shot!

I like the theme, mechanics, and strategic implications of Dice Masters, but I don’t really like the collectible aspect of the game. I don’t get to play it too often, but I do enjoy getting the opportunity to play. All in all, Purple Phoenix Games gives Dice Masters a 18 / 24.

https://purplephoenixgames.wordpress.com/2019/01/02/dice-masters-review/
  
    eBook: The Art of War

    eBook: The Art of War

    Book and Education

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    App

    Enjoy reading The Art of War ebook with auto-scrolling, day and night viewing modes, bookmarks,...