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Purple Phoenix Games (2266 KP) rated Kingdomino: Age of Giants in Tabletop Games

Sep 7, 2021 (Updated Sep 29, 2021)  
Kingdomino: Age of Giants
Kingdomino: Age of Giants
2018 | City Building, Fantasy, Game Expansion, Medieval
In the expansion review series, we take a look at a game expansion to discuss whether it is a necessary purchase/addition to one’s collection.

This breakdown is for the super popular tile-laying game Kingdomino and its Age of Giants expansion.

Included in this strangely-dimensioned-box-when-compared-with-its-base-game is a plethora of components. Most notably are components to include a fifth player (brown this time) and a very large domino dispenser. Also included are six gianteeples, 17 Challenge Tiles, and a scorepad.

The giants can be found in the art on certain dominoes and their footprints are found on other dominoes. When drawing and adding a tile featuring a giant to your kingdom you must also place a gianteeple upon the domino. This giant is attracted to crowns, so it will cover up (and thus nullify for scoring) one of the crown icons in your kingdom. Dominoes with giant footprints will award the player with the ability to reassign a gianteeple from the placer’s kingdom to an opponent’s kingdom, covering a crown in the process.


The 17 Challenge Tiles that are included in this expansion help players to hone in on a certain strategy when placing terrain dominoes. At setup two of the 17 tiles are revealed and will dictate extra bonus points at game end for all players who satisfy their iconography. Some will award bonus points for having certain terrain types in the kingdom, while others will award points having no crown icons on any dominoes at all! There are several types of Challenge Tiles to explore each game.
Age of Giants is an excellent expansion that includes a lot of thoughtful components and rules. I especially enjoy the domino dispenser and I always like being able to add more players to my games. So for those points alone I would add this expansion. However, the Challenge Tiles are very interesting, especially for players who suffer from not having specific goals to attain whilst playing. Similarly, the addition of the giants and their footprint dominoes are a nice touch, but secondary to me, oddly.

Does this mean I recommend everyone to go out and purchase this expansion post-haste?

Official recommendation: No, this is not a must-buy at all. Everything included within this expansion is great, and adds something to the original Kingdomino, but unless you are needing components for a fifth player, or really enjoy the idea of the Challenge Tile, the rest is really fluff to help pimp out your game. Yes, the domino dispenser is awesome and handy, but not necessary. Yes, it’s cool to be able to send giants to neighboring kingdoms to mess with your opponents, but I don’t think Kingdomino needed that. So, I am torn with this recommendation, but I am thankful I have it in my collection for my first few points.
  
The Flash (2023)
The Flash (2023)
2023 | Action, Adventure, Sci-Fi
8
7.2 (11 Ratings)
Movie Rating
The Best DCEU Film Since the original WONDER WOMAN
At this point in time, the average movie-going public is suffering from “Super-Hero” fatigue, and (more than likely) “multi-verse” fatigue because the latest entries in this genre all are tapping the same type of experience (in order to pull in properties/characters from other films). It’s a smart strategy from a Movie Executive point-of-view as they can bring in other, generally liked/loved characters from previous films/entities.

Sometimes it works Excellently (SPIDER-MAN ACROSS THE SPIDER-VERSE), sometimes it works “Well Enough” (DR. STRANGE IN THE MULTI-VERSE OF MADNESS) and sometimes it is just plain boring (the latest ANT-MAN movie), so expectation is that the DCEU will find a way to screw this up and make dull and boring a premise (and characters) that should be exciting and fun.

And…with THE FLASH, the DCEU got it right (for once) and it is the most fun DCEU film since the first WONDER WOMAN film.

Based on the FLASHPOINT comics series and Directed by Andy Muschietti (IT and IT, Part II), THE FLASH Isn’t (really) a “multi-verse” story, it’s a time travel tale (that causes multi-verses). An important distinction for the Fanboy - but rather unimportant to the regular movie-going person. This tale brings a bunch of fun (and humor!) to the DCEU as well as touching on the fondness nerve for by-gone characters (and the actors who portrayed them).

Central to this film is, of course, THE FLASH, played by Ezra Miller. Your enjoyment of this film will swing on whether you find Miller’s performance “fun” or “annoying” for it strides that line between the two. For the BankofMarquis, Miller’s performance was a ton of fun - which added to the enjoyment rather than taking away from it.

He is joined by a bevy of cameo appearances - to name any would be to spoil them - but (since it is in the trailer), Miller does spend much of this film interacting with his younger self and he succeeds (more than he fails) during this part of the film. The 2 Millers are also joined by Michael Keaton, reprising his role as Batman from the 1980’s (again…not a spoiler - he’s in the trailer). Keaton brings starpower - and star energy - to this film and he lifts the middle portion of this movie.

Muschietti conducts this orchestra of multiple-cameos, multiple versions of the same character and multiple special effects professionally and cleanly, never letting the audience get lost and (most certainly) never letting the camera (or the film) linger too long on any plot device (which hides the holes that, inevitably, show up).

A fun, enough, installment in the DCEU - with some heart and a large portion of nostalgia - THE FLASH is a positive way to say goodbye to the DCEU.

Letter Grade: B+

7 1/2 stars (out of 10) and you can take that to the Bank(ofMarquis)
  
Darkest Night (First edition)
Darkest Night (First edition)
2012 | Adventure, Fantasy, Horror
One of the best parts of the board gaming experience is finding a fun group of people with whom to play! Sometimes, though, coordinating a game night is easier said than done. We all must occasionally forego the group experience and face the world as the Lonely Only. But fear not! The world of solo-play is a vast and exciting realm! What follows is a chronicle of my journey into the solo-playing world – notes on gameplay, mechanics, rules, difficulty, and overall experience with solo variations of commonly multiplayer games! I hope this will provide some insight as you continue to grow your collection, or explore your already owned games!

Once prosperous, your kingdom has fallen victim to a powerful Necromancer who has shrouded the realm in darkness. His minions traverse the land doing his bidding, and his army, as well as his powers, continue to grow. All hope is lost….or is it? Four heroes band together in a final attempt to defeat this evil being. Each brings unique powers and strategies to the table, and success will come in one of two ways – by defeating the Necromancer in direct combat, or by gathering Holy Relics and performing a ritual to undo his powers. But be warned: the Necromancer grows stronger with every passing moment, so be sure your chosen strategy is the right one. Otherwise you too will fall victim to the Necromancer’s might.

Darkest Night is a cooperative game where players take on the role of the heroes attempting to defeat the Necromancer. Each turn has 4 steps – Perform any start-of-turn actions, draw/resolve an Event card, perform one action, and defend against Blights (monsters). Each equipped with a unique set of powers, the heroes must work together to search the land for Holy Relics and destroy Blights before the kingdom is overrun. Once all of the heroes have had their turn, the Necromancer gets his turn, which entails advancing the Darkness track, moving towards the closest detected hero, and creating more Blights. Victory comes in two forms – ritual or combat. If the heroes collectively uncover three Holy Relics, they can use them in a ritual to break the Necromancer’s powers. Or if a hero gets strong enough, they could directly fight the Necromancer. If, at any point, the Monastery is overrun by Blights, the game ends in failure and the kingdom has fallen into darkness.

DISCLAIMER – This review is for the Darkest Night (First Edition) base game. There is a second edition, and several expansions, but I have not had experience with any of those, so my thoughts are solely based on the First Edition base game. -L

I’m just going to be up-front and let you know that I am not a huge fan of this game solo. The main reason is that this game is for four heroes, regardless of actual player count. So playing solo means that I have to control all four heroes. Controlling one hero, I can do. Controlling two heroes takes more focus, but is usually manageable. But controlling four heroes at once? Madness! At least for me it is. There is so much more for a single person to keep track of, and it can be pretty overwhelming. There are so many variables to keep track of, I often end up making mistakes – forgetting to draw Event cards, accidentally using one hero’s ability when it is a different hero’s turn, forgetting to give one hero a turn in a round because I thought they already had one, etc. If I am lucky, I will catch a mistake in-progress, or one turn later, and can rectify it. But to be honest, of all the mistakes I make while playing Darkest Night, I probably won’t catch 25% of them. Which can either make a game super easy, or super brutal. You might tell me, “Focus!” or “Pay better attention!” but believe me, I’m trying! I just feel like four heroes for one person is too much.

Patience is a virtue, but apparently I have none when it comes to this game. And by that, I mean that I feel like it takes an eternity to accomplish anything in this game. On your turn, you only get one single action. And movement is an action. Picture this – I am trying to move my hero to the opposite end of the kingdom (at least 2 spaces away). I am going to have to spend 2 complete rounds (active hero turn, other hero turns, Necromancer turn, x2) just to get there. And then once I finally get there, I have to wait for the 3rd round to even do anything in that location! I just get frustrated at the fact that something as simple as moving a few spaces takes multiple rounds to accomplish. Since everything takes so long to do, you have to be thinking so far into the future with every turn. That makes it difficult for me to strategize, and the game just feels so inefficient, especially in solo play, when you have to control all of the heroes. It can be tricky enough planning a few turns in advance for a single hero, but being in charge of all heroes just makes the job more complicated. And maybe I’m just not patient enough for this game, but I think that if every hero got two actions per turn, the game would be a lot more manageable.

This will come as no surprise to you, but I enjoy this game more in a group rather than solo. This game is cooperative, and I like being able to talk strategy with my fellow gamers, rather than trying to figure everything out for each of the four heroes by myself. Group play also allows me to focus my attention on one single hero instead of multiple, which makes the game feel less overwhelming to me. And perhaps the second edition or expansions address some of the issues I have with the game, but for the time being, Darkest Night is low on my list of solo games.

https://purplephoenixgames.wordpress.com/2019/01/04/solo-chronicles-darkest-night/
  
Animal Empire
Animal Empire
2019 | Abstract Strategy, Card Game, Medieval, Territory Building, Wargame
The age of humans is in its prime, and our civilizations keeps evolving every day. Have you ever wondered what comes after us though? The answer is the animals – at least, it is according to Animal Empire. Over time, animals have gained enough sentience to rise up and overthrow the humans! The animal kingdom is thriving as the different species learn to coexist in peace. However, the carnivorous animals are thirsting for more power and the delicate balance of peace has been upended! The game is afoot, and any species can come out victorious – can you lead your armies to victory and power over the Animal Empire?

Disclaimer: We were provided with a copy of this game for the purposes of this preview. I do not intend to rehash the entire rulebook, but rather provide the general rule set and overall flow of the game. The components pictured are final. Feel free to reach out to the publisher to snag your own copy! -L

Animal Empire is a card game of hand management, area majority, battling, and a bit of negotiation in which players are trying to be the first to gain control over 9 of the 16 Kingdoms. How? By deploying your armies, defeating your opponents, and maintaining control over your captured Kingdoms. Set up the game as described in the rulebook, and take the starting cards into your own hand and play area. Your starting Kingdom (marked by your Crown card) is placed face-up in front of you, and your Army and Wilderness cards are hidden from opponents in your hand.


Animal Empire is played over a series of turns, and on your turn you may take up to two Actions by using your Army cards. Each Army card can only perform one action per turn, unless it has a Specialty or you use a Wilderness card to affect your action. Actions that can be performed are: March, Capture, Battle, Use Specialty, Seize Crown, or Manage Vassal. Most of the actions are straight-forward – March allows you to move an Army to any Kingdom (either in the Play Area or one controlled by an opponent), Capture allows you to take a Kingdom (if you have majority presence on the card or if your Armies are unopposed), and Battle allows you to fight off rival Armies inhabiting the same Kingdom card as you. Seize Crown and Manage Vassal are the most unique. If you capture an opponent’s starting Kingdom (thereby Seizing the Crown), you take their Crown card and they are now your Vassal. They belong to your Kingdom, and must work to help you win – their Kingdom cards count with yours towards the majority total. If you have Vassals, you can use an action to Manage Vassal, which allows you to either give or take a Kingdom card from your Vassal. When you capture a new Kingdom, you also gain a new Army that matches your newest acquisition. Wilderness cards can be used at any time, and they can affect you or your opponents, depending on the card text. Play continues, with players taking turns, battling, and influencing Kingdoms until a player has captured a total of 9 Kingdoms. The game then ends and they are declared the winner!
So how does this game of ruling the animal kingdom actually fare? Pretty well for the most part, if you ask me! The basis of the game is simple – capture the majority of the Kingdoms. The execution of that goal is what takes Animal Empire to the next level for me. The amount of strategy required for success is beyond what you originally think. No matter how many Armies or Wilderness cards you have at your disposal, you only get a maximum of 2 actions per turn. That means that you really have to strategize which cards and actions to use and when. You are trying to amass a majority of Kingdoms, but just because you capture a Kingdom doesn’t mean it’s safe! Opponents can try to steal your Kingdoms, as you can theirs, so you have to find a good balance of offense and defense to ensure that your majority claim is not being compromised. Your strategy must be adaptable to respond to the actions of your opponents, and you have to be constantly engaged and alert to the playing field. Just be ready for some confrontation though – this game pits you directly against your opponents.


The only components in Animal Empire are cards, and they are a good quality and pretty sturdy. The artwork is really detailed and unique, and I find myself admiring the artwork almost as much as I spend strategizing. The trickiest part for me regarding components is that beyond the Crown cards, nothing is colored according to Crowns. All of the artwork is unique across all cards, and some cards of different types share the same base color – so you have to make sure to remember who played which card where to ensure no accidental confusion. The way I found to circumvent that was for all players to play their cards oriented towards them, so it was more clear to see which cards belonged to which players. I would’ve also liked to see Player Reference Cards detailing the different card Specialties – just to minimize the amount of time referring back to the rulebook for clarification.
All in all, I think that Animal Empire is a solid little card game. I like the strategic elements and that it keeps all players engaged throughout the entire game. I would definitely recommend it at the mid- to higher player counts though, because at only 2 player it feels like it kind of drags on in a back-and-forth battle for majority. With more players, there are more strategic implications, more options to deal with, and a little more chaos for everyone. If you’re looking for a fun little game of head-to-head battling, check out Animal Empire!
  
Hive Carbon
Hive Carbon
2010 | Abstract Strategy, Animals
You know when you just watched “The Avengers: Endgame” and you are totally jonesing for an epic war game? Well, I don’t really like war games, so I turned to Hive for my war game itch. Though I was unable to annihilate my opponent’s troops, I was able to entrap their Queen several times, so that’s a W in my book.

DISCLAIMER: There are few versions of Hive, but we will be using the Carbon edition for our review. This includes the ladybug and the mosquito pieces. -T

Hive is a Chess-style abstract game (with a way better skin/theme) where you take control of an army of insects that are trying to enclose your opponent’s Queen Bee. The different insect species have different move abilities that you must employ efficiently in order to win the skirmish. I won’t go through each bug’s movement here, but each one has very interesting movement rules and they make logical sense… well, to me at least. Ok I will give you a couple moves for examples. The Queen Bee can only move one space on her turn. Queen Bees are the biggest bees in the hive, so it makes sense that she would move slowly. The Grasshopper does not move like other insects because they hop over tiles in a straight line and end up at the end of the line. Makes sense. This is the game. Use your bugs and their varying movement styles to trap the Queen Bee and take victory.

Components. This is so easy. This game is a box, a travel case, and a bunch of hexagonal bakelite tiles. The box is a normal box that holds the bag, which holds the tiles. Or you can ditch the bag and just use the box. Or you can ditch the box and just use the bag. I kept both. The bag is good quality. The tiles are big and chunky and wonderful and they just feel so good to hold and place and move. I love bakelite components. A+ from me!

What about the game play? Well, I am not really a huge Chess fan. I can certainly see why people go crazy over it, but it never really clicked for me. This, however, clicks for me juuuuuuust fine. I love the different bugs and figuring out how best to move them. I love being able to be tactical while also still using an overarching strategy. I love watching the reactions when my opponents realize they have been beat. I really just love love love this game. I had it once upon a time, sold it at BGG auction, then missed it so much I had to get it again (at a gamer garage sale). I will never part with it again.

This is not my favorite Chess replacement (see Onitama), but it’s an excellent one. I am not alone in my assessment as you see Purple Phoenix Games gives Hive Carbon a buzzing 9 / 12.

https://purplephoenixgames.wordpress.com/2019/05/23/hive-carbon-review/
  
Trudi Canavan has been on my 'to read' list for a long time (far too long really). I finally found the time to read The Magicians' Guild - book one of the Black Magician trilogy.

​The story revolves around Sonea, a girl living amongst the poor and near-poor of Imardin. The city is home to the titular guild, where the greatest magicians in the world learn and teach.

Those showing magical talent only come from the ruling classes. But Sonea has magical talent so the guild need to either break tradition and train her or block her powers as unless she is trained they will unleash themselves and kill her. The problem is that Sonea (along with the rest of the less privileged city dwellers) distrusts and fears the guild.

The book is in two parts - the first involves Sonea hiding from the guild and their attempts to find her. This is quite a clever strategy from a story telling point of view since the world and characters can be gradually introduced. We meet Sonea and her friends, and also the Thieves that control the slums. On the magicians' side we find some are sympathetic towards Sonea while others are outraged at the thought of training a slum girl - some for more personal reasons than others.

The second half involves Sonea's initial training at the guild. I do try not to give away major plot direction in these reviews, but I don't think it's much of a spoiler that she does end up in the guild, given the name of the book. In this part we find out more about magic and the guild, plus the plot that forms the core of this book moves forward and is resolved in a satisfactory - and dramatic - style.

Canavan's writing is focused firmly on character, although the world around them is fully realised, with the slums suitably dingy and grubby and the guild grand and opulent. The characters are allowed to develop through the pages. I found the start a little slow going, but I think that was mostly because the previous book I read was for more action based. There is also very little dramatic tension about Sonea ending up in the guild, but I don't think that is the purpose of the first half of the book anyway.

This story is clearly there to set up the characters for the trilogy as a whole - and as the plot progresses Sonea discovers some things that are clearly going to be important in her future. The way the ending is left is therefore very finely balanced between the resolution of the main plot and leaving the threads for the next book, and Canavan is spot on in delivering this.

Overall I really liked this book and will read the other installments as time allows without hesitation. If you are looking for some brutal anti-hero cutting a swathe of destruction through his enemies this is not the book for you. If you want some careful characterisation and a personality driven and human-scale plot, pick up this book. It is also refreshing to have a female main protagonist in the traditionally macho world of fantasy. Recommended.