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Tides of Time
Tides of Time
2015 | Ancient, Card Game, Civilization
There are now several civilization building games out there. Many of which are very good. But how would you build your civ? Lots of sprawling castles and shows of wealth? Beautiful gardens and a tendency toward the arts? Complete militaristic and drunk with power? I like to mix it up a bit, and Tides of Time allows me to do just that – mix up your civ to create the best synergy of elements.

Tides of Time is a card drafting and set collection mini civilization building game that spans three ages (rounds). The player with the most amount of VPs at the end of the game is the winner. The VPs are scored at the end of each round and then added to arrive at the final score. You earn VPs throughout the game by having cards in your civ that feed off each other in amazing combo play.

To setup, shuffle the big civ element cards and deal each player a hand of five. Place the others nearby to draw from during the subsequent rounds. Place the “Relic of the Past” tokens nearby as well. You are ready to play.

On your turn you will draft one card from your hand, then pass to your opponent. When you select a card, play it to your tableau in front of you. Continue this simple draft until you have your Round 1 civilization cards ready to score. Each card will belong to one of five suits, with three card being unsuited, and each card having some sort of scoring ability or special ability to affect the cards in play. Example: having a majority in crown suit cards will score you 7 VP (the top leftmost card in the play pic below). Obviously if you have played this card early in the round you want to try to amass the majority of crowns for those yummy 7 VPs. This is how the card combos will generally work, with many other rules and scoring abilities to discover on your own.

At the end of Round 1 and 2 you will select one of your cards you played this round and place the “Relic of the Past” token on it. This freezes the card to your tableau to be used again in future rounds. So taking our example from before, if you chose the 7 VPs from crown majority card in Round 1, you can use it in Rounds 2 and 3 to score again should you satisfy the scoring ability. 21 VPs from one card is pretty great.

Components. This is a bunch of cards, two cardboard tokens, a score pad, and a golf pencil. The cards are great quality, and a satisfyingly large size. The tokens are good as well, and the writing supplies are good too. The artwork throughout is very very good and I enjoy studying the paintings, though they have nothing to do with game play. No complaints here at all.

I am a sucker for drafting games where you pass your hand to gain other card. Games like 7 Wonders, Among the Stars, and even Sushi Go! are really good times. When I play Tides of Time it gives me that same feeling of trying to guess your opponent’s strategy as well as fulfill your best tactics to score massive points. It is quick and light and a really great filler. There is enough variability in this one to keep me coming back for more and I definitely enjoy pulling it out giving it a run.

My only concern is that I don’t pull it off the shelf enough. It is in a weird slot of 2-player filler. When I feel like playing a great 2-player game, I will typically pull out Patchwork, 7 Wonders: Duel, or Jaipur. This really is a great game, and if you are a fan of drafting games that have you exchanging hands (as opposed to simply drafting from a face-up row or grid) then you should give this one a try. I do enjoy other games a bit more, but I am glad we have this available to us. We at Purple Phoenix Games give this one a pasted-on 8 / 12.
  
Meow! The Cult of Cat
Meow! The Cult of Cat
2019 | Animals, Kids Game, Memory, Party Game, Religious
I remember when I joined a cult. Wait, I have not yet done that. I have joined fraternities and other organizations, though, where there are specific ritualistic initiations and periods of testing and awakening just prior. These trials have included written tests, symbolic experiences with the brethren, and sometimes just silly stuff that make no sense but to bring us closer together. This is the tarry of your anthropomorphic character as you attempt to gain the favor of your brethren and pass all the tests along the way into the Cult of Cat.

NOTE: I have never been hazed nor have I hazed another. Just wanted to get that straight.

DISCLAIMER: We were provided a review copy of this game for the purposes of this review. 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. -T

As an initiate to the Cult of Cat it is your duty to pass the test and not break any rules. The winning player, therefore, is the one who can perform all of the necessary rules without breaking any. Let me explain. The game is a giant stack of cards. Upon these cards is the name of the rule, an illustration that matches the rule, and an explanation of the action to be completed. At the beginning of the game you are dealt two cards (or one card dependent on number of players in the game) and one card is dealt face-down to the middle of the table. You look at your dealt cards, study them, and pass your hand to the player on your left. So you now have seen two rules that you have passed, and you have received two rules from your neighbor on the right. I hope you remembered what you passed…

On your turn you will play a card from your hand, announce and perform its action, and then perform all the actions on your opponents’ cards that you can possibly remember to impress the brethren and hopefully not break any of their rules in the process. Once you are satisfied with your performance you point to the player on your left and ask, “Have I broken any of your rules?” If you performed one of the rules in their hand incorrectly, or omitted one of their rules, then they are required to say, “Yes.” At this point they announce the rule you have broken, add that card to the card that was dealt face-down to the table, and you add your played card to form a pile of three. Shuffle those and draw one for yourself, your opponent draws one, and the remainder stays on the table. This is the game and it continues until someone has correctly performed the actions of their opponents and not broken any rules.

Components. Again, this is a giant stack of cards. I do not know what the quality will be after the Kickstarter campaign ends, so I cannot really comment on them. My review copy cards were fine. The art on the cards is really comical and funny. I mean comical like in comic books. I like the art quite a bit, and while I am not really looking at the illustrations as I play (there is already so much I am trying to remember), when I look through the deck I chuckle at a lot of the cards.

Guys, this is a great party game. It is rules-light, doesn’t require a ton of strategy, and gets people up and moving and out of their comfort zones. It really is perfect for those times when you have reluctant players or partners to get them into the gaming mood by having them perform ridiculous but super fun actions. Winners, losers, it doesn’t matter at the end of this game. Everyone is sure to have a really great time playing. If you love Happy Salmon, I can almost guarantee that you will also love Meow! as something a little different. And we at Purple Phoenix Games love Happy Salmon! I am really looking forward to the Kickstarter campaign to see what Peter C. Hayward has up his sleeves.
  
Draftosaurus
Draftosaurus
2019 | Animals
YESSSSS Let’s build a dinopark! I have been waiting for this for years! Yes, I know that Dinosaur Island exists. It’s a good game. In fact, I think it’s a great game. But I have been waiting for a quick game of building a dinopark that I can also share with my young kids. Have I found it with Draftosaurus, or is this just another in a long line of drafting games?

Draftosaurus is so appropriately named due to being a drafting game with a dinosaur theme. Instead of typically drafting cards, however, players are drafting adorable little dinomeeples to populate their theme park attractions. Each attraction, or pen in the game, offers different points for having different dinos in each, or the same, or just one, or exactly three, et al. The player with the most points from these pens at the end of the game is the winner!


To setup, every player receives a park board. Populate the draw bag with dinomeeples based on the number of players using the table in the rulebook. Give the wooden placement die to the youngest player and play can begin!
A game of Draftosaurus spans exactly two rounds. Each round is exactly the same: each player grabs six dinomeeples from the bag, active player rolls the die, players draft dinos, players pass the remaining dinos. Repeat these steps starting at die rolling, but the die is passed along with the dinos from the active player. This is repeated until all dinos have been drafted and placed in pens. Easy right?


The true nature of the game and the most fun part is in the placement die and placement of the dinos in the pens. When the die is rolled, this signifies specific placement rules for all players except the active player. So perhaps the die shows that dinos must be placed in the Grasslands, which are the pens on the bottom portion of the boards. Or maybe the die shows that new dinos may only be added to pens that currently have no dinos in them. Again, these rules do not apply to they that rolled the die, but rather every other player. Herein lies the scrumptious struggle: where does one place the dinos they currently possess in their hand from their neighbor? What pens will score the most points at endgame? Can a T.Rex really be appropriate in this pen? The choices can be maddening, or one can play the game with complete laissez-faire and still have a great time. After two rounds the game ends and players look upon their parks with pride as they count up their final scores.
Components. I really only know Ankama from the Krosmaster games, which though I am not really a fan of, the components are great. I believe Ankama has provided excellent components for Draftosaurus. The dinomeeples are all excellently colored and designed. The boards are good quality, though I question the “Grasslands” being brown and kinda devoid of grass. All in all, the components are great and I love handling them and playing with them.

Yes, we always include our scores at the beginning of each review. So you all already know what I’m about to say here. I love this game! I love having so many options available to me, only to have the die roll tell me I can’t do exactly what I want, so I have to alter my strategy on a dime. I love being able to see my dinos filling up the park (or swimming in the River if there are no places for them) and watching them frolic… well, okay not frolic in tight spaced pens. No wonder they all went crazy and escaped in those movies. In any case, if you or your family/friends/playdates enjoy drafting games, but want something a little different, while respecting your playtime (something that many drafting games extend) take a look at Draftosaurus. Even children can get in on the action, as there is no need to be able to read, necessarily. I haven’t yet tried it with my 3-year-old, but I think I will this weekend now. That all said, Purple Phoenix Games gives this one an enthusiastically Triassic 19 / 24. Just keep Newman and Nick Fury away from your game table.
  
Arrival (2016)
Arrival (2016)
2016 | Drama, Mystery, Sci-Fi
Wow – what a surprise.
Sometimes I can get very irritated by a trailer for giving too much away (case in point, “Room” – which I recut – and more recently “Passengers”). Sometimes I can get very excited by a really good teaser trailer (case in point, “10 Cloverfield Lane”). But most of the time a “ho hum” trailer typically drives the expectation of a “ho hum” film: “Jack Reacher: Never Look Back” being a good recent example. Then there is “Arrival”…
Because the trailer for “Arrival” belies absolutely nothing about the depth and complexity of the film. At face value, it looks like a dubious “Close Encounters” wannabe, with a threat of movement towards the likes of “Independence Day” and “The 5th Wave”. Actually what you get is a film that approaches the grandeur of “Close Encounters” but interlaces it with the intellectual depth of “Inception”, the mystery of “Intersteller” and a heavy emotional jolt or two of “Up”.

Amy Adams (“Batman vs Superman”) plays Dr Louise Banks, a language teacher at a US university facing a bunch of particularly disengaged students one morning. For good reason since world news is afoot. Twelve alien craft have positioned themselves strategically around the world, hanging a few feet from the ground in just the sort of way that bricks don’t. Banks is approached by Colonel Weber (Forest Whitaker) and offered the job of trying to communicate with the aliens: where did they come from? why are they here? Banks faces the biggest challenge of her academic career in trying to devise a strategy for communication without any foundation of knowledge on what level communication even works at for them. Assisted by Ian Donelly (Jeremy Renner, “Mission Impossible IV/V”, “Avengers”), a theoretical physicist, the pair try to crack the code against a deadline set by the inexorable rise of international tensions – driven by China’s General Chang (Tzi Ma, “Veep”; “24”).

Steven Spielberg made a rare error of judgement by adding scenes in his “Special Edition” of “Close Encounters of the Third Kind” showing everyman power guy Roy Neary (Richard Dreyfuss) entering the alien spacecraft. Some things are best left to the imagination. Here, a reprise of that mistake seems inevitable, but – perversely – seems to be pulled off with mastery and aplomb. The aliens are well rendered, and the small scale nature of the set (I’m sure I’ve been in similar dingy waiting rooms in UK railway stations!) is cleverly handled by the environmental conditions.

But where the screenplay really kills it is in the emergence of the real power unleashed by the translation work. To say any more would deliver spoilers, which I won’t do. But this is a masterly piece of science-fiction writing. The screenplay was by Eric Heisserer – someone with a limited scriptwriting CV of horror film reboots/sequels such as “Final Destination 5”, “The Thing” and “A Nightmare on Elm Street” – so the portents were not good, which just adds to the surprise. If I were to be critical, some of the dialogue at times is a little TOO clever for its own good and smacks of Aaron Sorkin over-exposition: the comment about “They have a word for it in Hungary” for example went right over my head.

Denis Villeneuve (“Sicario”) deftly directs, leaving the pace of the story glacially slow in places to let the audience deduce what is going on at their own speed. This will NOT be to the liking of movie fans who like their films in a wham-bam of CGI, but was very much to my liking. The film in fact has very little exposition, giving you lots to think about after the credits roll: there were elements of the story (such as her book) that still generated debate with my better half on the drive home.

Amy Adams and Jeremy Renner are first rate and an effectively moody score by Jóhann Jóhannsson (“Sicario”; “The Theory of Everything”) round off the other high-point credits for me.
An extraordinary film, this is a must see for sci-fi fans but also for lovers of good cinema and well-crafted stories.