Ross (3284 KP) rated Killer Dungeon (Euphoria Online Book 3) in Books
Jan 4, 2019
The book starts off with Chris, low-ranked newbie with a knack for strategy, being the new leader/castellan of Castle Winter, charged with defending, repairing and upgrading the castle, caring for its inhabitants, fending off the nearby army of the undead and still trying to discover the hidden treasure in the dungeon.
This change in his status obviously precipitated a change in focus for him, which is understandable - a castellan with all these responsibilities can't still go off exploring. But this started to feel like those boring aspects of games like the Witcher/Red Dead Redemption where you have to go shopping, play card games, train a horse, collect herbs etc and was relatively dull.
While a raft of super-strength gamers try to tackle the seemingly unbeatable Dungeon, Chris decides he needs to buy goods and services in-game with the help of the deus-ex style pot of money he suddenly inherits. He is taken to explore some of the online world in order to do so. This is where I started to lose interest, as the shopping and political aspects of the world and narrative now takes over, when all you want to do is get into that dungeon (you know, the one mentioned in the title of the book) with the rest of the true gamers.
In all the dungeon is just sort of solved. It just happens. We are treated to a re-telling of the action from some of those gamers but this was totally unsatisfactory. Three perilous rooms are in that dungeon and we get to see next to none of the action in solving them.
There is something of a race against time as Chris has a deadline looming to find the treasure hidden in the dungeon to deliver to the lord of the undead. This adds to the thrill somewhat but then the genre-required conspiracy starts to grow (the game was designed by the all-powerful AI to help save mankind from itself), and then the book loses a lot of its original charm for me.
I loved this trilogy, but can't help but feel Tucker had designed a massive world for the story to take place in, and suddenly realised two books in that he hadn't explored any of it (the first two books were very narrow in scope considering the size of the online world but did not suffer for that) and was nearing the end of the three books he had planned. In my view this story had at least another two or three books in it, I would have loved to have seen the dungeon rooms solved in the same detailed manner as the puzzles in the first two books, and would have liked a lot less metaphysical elephant-god mumbo jumbo. I can't help but feel Tucker realised he had set himself up with unsolvable situations and a character who couldn't really put himself in those positions.
In short: Great story, rushed ending ("sod it, say everyone else does the hard work and then an elephant god solves the unsolvable")
hip hop hen: phonics 1 CVC
Education and Games
App
PHONICS APPS CREATED BY TEACHERS in the UK We are very excited to bring to you: “phonics 1 CVC”....
East-Commerce: China, E-Commerce and the Internet of Things
Book
A New E-Commerce Model is Coming from the East it is More Advanced and it is Spreading Worldwide...
Purple Phoenix Games (2266 KP) rated Monopoly Deal Card Game in Tabletop Games
Jul 1, 2020
Monopoly Deal is a game of hand management, set collection, and take that as players are trying to collect 3 complete property sets. Setup is simple – shuffle the deck of cards and deal 5 to each player, put the remaining cards in a draw pile, and determine the starting player. On your turn, you will complete 3 steps: draw 2 cards, play up to 3 cards, and discard your hand down to 7 cards if necessary. Play then continues clockwise to the next player. There are 3 different ways in which you can play your cards. You can play money into your bank, add properties to your collection, or play action cards to the center of the table. Action cards allow you to do things like charge opponents rent or draw additional cards. The game ends once a player has completed 3 complete property sets. Be the first to do so, and you are the winner!
I know you’re dying to get to the point – is this card game any good? I do have to admit that it has its good points. The game is easy to learn and fast to play. One of the worst parts of the board game version is that it feels like it takes an eternity to play. As a card game, the flow is faster and that makes it more engaging for all players the entire time. The rules are simple and clear, and there is no ambiguity as to how different cards work. Don’t want a property? Just don’t play it! There’s no need to send it to auction like in the board game, just discard it when you get a chance. This card game version simplifies the board game in a way that makes it enjoyable.
The biggest downside for me regarding Monopoly Deal is that this game is based mostly on the luck of the draw. It is very difficult to create a strategy because you are at the mercy of your hand of cards. No matter how hard you try, or how adept you are at strategy games, if the deck of cards is working against you, it is very difficult to bounce back. Another part of this game that I do not like is the take that aspect. I’ve said it before, I do not enjoy direct confrontation in games. I can be pretty competitive and I begin to take things personally, which makes the game fun for nobody. This game can get pretty cutthroat, and because of the large luck element, it can feel unbalanced and unfair. Parts of it feel kind of Munchkin-y to me, and it brings down my enjoyment factor.
For such a light and luck-based game, Monopoly Deal really has a little more to it than meets the eye. Is it better than the board game version? In my opinion, yes. I would much rather play the card game than the board game. That being said, I reserve this game more for a filler game or an introductory game for newer gamers – it’s not one that I am dying to pull out at every opportunity. Should you give it a try? That’s ultimately up to you, but I think you might be surprised with this game. Overall, Purple Phoenix Games gives Monopoly Deal a 6 / 12.
Ben 10 Slammers – Galactic Alien Collectible Card Battle Game
Games and Entertainment
App
Collect, upgrade and unleash your aliens in a massive BEN 10 COLLECTIBLE CARD BATTLE! Play through a...
Worms 2: Armageddon
Games and Entertainment
App
#1 Turn-Based Game in 135 countries - #1 Strategy Game in 100+ countries #1 Game overall 35+...
Starbase Orion
Games
App
"The best 4X game currently available for mobile" - PocketTactics.com "This one is geek heaven" -...
Get The Bet - Football betting predictive analysis, a Quantitative Approach. Deep Learning at its best
Sports and Entertainment
App
Welcome to the new era of SPORTS BETTING: Get unlimited Match Predictions for over 200 international...
Purple Phoenix Games (2266 KP) rated Dinosaur Island in Tabletop Games
Jun 12, 2019
In Dinosaur Island, you have successfully created a theme park of the Jurassic variety (see what I did there?), and are now tasked with managing and supervising the day-to-day operations. Think “Zoo Tycoon” on steroids. You have to collect new DNA, upgrade your facilities, build new attractions, hire specialists, oversee your workers, and create new dinosaurs to populate your park! Make sure you manage your resources wisely for maximum benefit, and keep a close eye on the security of your park to ensure the safety of your guests! The goal is to create and maintain the most successful dinosaur park!
DISCLAIMER: An expansion exists for Dinosaur Island, and I do own it, but I have yet to incorporate it into my games. Once I get some experience with the expansion, I will either amend this review or address it in a separate post! -L
Let me first begin this review by saying that there is A LOT going on in this game. Seriously, a lot. And it can be pretty overwhelming at first. But one thing I cannot praise enough about Dinosaur Island is its rulebook. It’s kind of hefty, but it is so detailed and clear (with numerous examples) that I understood how to play the game on my first read-through. And sometimes with games that have so many moving elements, total understanding from the get-go can be rare, for me especially. The excellent rulebook makes a seemingly daunting game not so scary. I always keep the rulebook on hand when I play (just to be safe!), but once I got the hang of all of the steps, I don’t really need to refer back to it anymore!
As a solo game, Dinosaur Island plays very similarly as it does in group play with a few minor differences. For one, no regular Objective cards are used – instead you use a set of specified Solo Objective cards. Next, to simulate player interaction during the Research and Market Phases, the solo player draws a card from an AI deck and eliminates the options/discards the resources listed on the card – this mimics group play in the sense that turn order changes every round and you do not always get your first pick during these phases. The remaining 2 Phases (Worker and Park) occur simultaneously and involve no player interaction, so those are played as normal. One final difference between group and solo play is that the solo player can choose to play without Plot Twist cards. A solo game is played over the course of 7 total rounds, and the overall goal of the game remains the same – amass the most Victory Points.
The trickiest part of playing Dinosaur Island solo, for me, has to do with the Solo Objectives. You have 7 Solo Objectives to be completed throughout the game, and they reward Victory Points based on the round in which they were completed – finishing objectives in earlier rounds yields a higher number of points. If you are unable to complete any objective in a given round, you must discard one (of your choice) at the end of that round. The hard thing is that depending on which objectives are currently in play, it can be difficult to complete one each round to earn those points. Some things take time (and a couple of rounds) to be able to complete – like “Reach a threat level of 15.” If you have multiple long-term objectives in play, they can really limit the number of points you can earn from them. A nice mix of objectives (both short-term and long-term) can help balance out the game a little more, but it’s ultimately a luck of the draw.
One positive thing I can say about the objectives, though, is that they really force you to come up with a multi-faceted strategy. Depending on which objectives are in play, you have to decide on a logical strategy and order in which to complete them for maximum points. You can’t just focus on one objective – you also need to be setting yourself up to complete future objectives. I never feel like I’m just going through the motions because I always need to be thinking ahead to my future rounds.
The thing I really like about Dinosaur Island as a solo game is that it is still extremely engaging. I’m not a huge fan of “Beat your own personal best” solo games, but this one keeps me so involved that I don’t mind the fact that there’s no real ‘winner.’ Since a group game doesn’t involve that much player interaction anyway, Dinosaur Island doesn’t really even necessarily feel like a solo game. Every play requires a different strategy, and that makes it feel like a new game every time. If you enjoy Dinosaur Island in a group setting, give it a try as a solo game. There’s really not much of a gameplay difference, and I think you’ll enjoy it just as much!
https://purplephoenixgames.wordpress.com/2019/05/21/solo-chronicles-dinosaur-island/
Purple Phoenix Games (2266 KP) rated Yarr Harr! in Tabletop Games
Jul 2, 2020
Disclaimer: We were provided a copy of Yarr Harr! for the purposes of this preview. The final components of the upcoming Kickstarter campaign might vary slightly from those pictured below. Also, our copy had some extra cards/content that will be available as Stretch Goals during the campaign. -L
Yarr Harr! is a competitive card game in which players are building up their individual pirate ships and trying to amass the most Doubloons by the end of the game. The gameplay itself is pretty simple, but actually winning takes more strategy than you might think. To setup the game, every player receives a Bow and Stern card for their Harbor (play area), and a starting hand with 5 cards. The remaining cards form the Draw deck for the game, and is placed in the center of the play area. On your turn, you will draw 2 cards from the Draw deck, and then play up to 3 cards. There are 2 different types of cards that can be played: Ship cards and Action cards. Ship cards, played between your own Bow and Stern cards, are used to build up your ship and score points at the end of the game. Action cards are used to sabotage opponents or to give yourself a buff. You may not play more than 2 Ship cards in one turn, and you may only have a maximum of 8 cards in your hand at the end of your turn. Play continues as such, until the end-game requirement has been met. That requirement depends on the number of players in the game, and tells you how many Ship cards must be in your own Harbor for the game to end. As soon as any 1 player achieves that number, the game ends. Players then tally up all of the Doubloon points on the Ship cards in their Harbor, subtracting any negative points from Action cards affecting their ship, and the player with the most Doubloons wins!
The thing that I like about Yarr Harr! the most is that it can be played with differing levels of strategy. The game comes with a number of Captain cards and Objective cards that are optional to use in play. To include Captain cards, each player receives 1 Captain card at the start of the game, which grants special abilities throughout the game, depending on the given Captain. To play with Objective cards, each player receives 3 Objective cards at the start of the game, and then selects 2 to keep for play. Objectives are kept secret from your opponents, and will earn you end-game Doubloons upon completing them. With these optional modes of play, you can really cater the strategic level to that of your current game group. You can play with younger gamers with no extra content, just the base game as described above. If you are looking to turn this into a possibly more difficult game, add in those Captain and Objective cards. Offering those optional elements is a huge plus because it makes Yarr Harr! accessible to more gamers. So that’s a big win to me.
The other thing that I really like about Yarr Harr! is that the gameplay is pretty light and fast. It is easy to teach, learn, and play, thus lending itself to lots of gaming situations. Need something quick to play before dinner is ready? Yarr Harr! Want to pick the pace back up after a long, brain-burning game at game night? Yarr Harr! It can fit in wherever you want, and because of that, I can see myself bringing it to the table often. The only warning I have for this game is that, since it is competitive, more sensitive gamers might not find it enjoyable. There are Action cards to be played to directly sabotage and inhibit your opponents, and sometimes that can feel like personal attacks against a player. To alleviate that, I recommend playing at higher player counts, so it doesn’t feel like players are ganging up on a single player. Just something to be aware of! Let’s talk components. This is a card game, and the quality of the cards we received was pretty good. They are nice and sturdy, and could hold up for many plays. The artwork is thematic, creative, colorful, and just enjoyable to look at overall.
All in all, I think Yarr Harr! is a fast and fun game for any type of gamer. The varying degrees of difficulty and strategy make it a versatile game, and I really appreciate that aspect. It is a competitive game, but it feels more light-hearted than cutthroat and that helps keep it enjoyable for all players. If you’re looking for something fun, yet strategic, and easy to play, look no further than Yarr Harr! The Kickstarter campaign begins on June 23rd, so be on the lookout for this awesome little card game!



