Paul Kellett (118 KP) rated Lifeform in Tabletop Games
May 1, 2019
So, what is the game?
Basically, it is Alien: The Board Game. A highly thematic one against many survival game where some of you play the crew of the mining ship Valley Forge trying to escape the clutches of an unknown alien killer before the ship self-destructs. Sound familiar? You bet, and it captures the tension of that well-known film perfectly.
I arrived part way through a game and Tristan kindly gave up his seat to let Me jump in. I basically new nothing about how to play, having only watched a couple of demo videos earlier in the week but with a crib sheet in front of Me explaining the card icons and a quick run down of what you can do in a turn, it didn't feel overwhelming and I was able to take over quite seamlessly. The game was close to the end and the alien player had already taken out most of the crew and was set up very nicely to ambush the rest of us. It wasn't long before the ship was adrift with just one deadly occupant...
How does it work?
We played a basic game, so some of the more meatier options were not included and we just had the simple task of gathering enough equipment and escaping in the shuttlecraft.
In the full game, players will be assigned personal objectives like downloading the ship's log from the data core or gathering specific equipment. This will add much more depth to the game as each player will be striving to achieve these goals as well as trying to avoid the alien and reaching the escape shuttle.
In the simple game however, we just had to focus on escaping. To do this, you need to collect the equipment tokens that are arranged in various rooms on the board. These are then placed on a track at the side of the board in various slots for coolant, energy cells, weapons, space suits and halon canisters. Most of these tracks have a minimum number of tokens needed before you can attempt to escape and any extra will grant bonuses like drawing extra cards or gaining a flame thrower.
In your turn, you get to perform one action so the downtime is minimal and the turns fair zip around the table, often before you've had a chance to take a breath and plan your next move.
All the actions are played from the cards you have in your hand, so you feel the tension of needing to get somewhere but having to wait until you draw a card that lets you run through multiple rooms.
Drawing cards. Now there's a thing. The ship's self destruct has been activated (naturally) and you only have 30 minutes until the ship blows up. Each time you choose to draw more cards into your hand, you slide the marker up the track, closer to the big bang.
I can't say too much about what the alien player can do as I didn't get to study that side of things too much but it certainly has some devious tricks up it's sleeve.
The alien player starts with two standees on the board. They look identical besides a little coloured sticker (this will be a set of symbols in the final game). He also has a corresponding set of tokens next to his player board and he will choose one of these to be the alien. The other standee (or standees, as later in the game there is the chance to get a third standee out) is a decoy so the crew, essentially seeing these as blips on their trackers, never know which is the real threat until it's too late.
There is a nice twist here, as, after making a kill, the alien player get's to reset his tokens and choose again which one will be the decoy and which will be the real killer. The alien player can also choose whether the kill was silent, offing the victim quickly and cleanly, or whether it is a nasty, brutal affair with lots of screaming. If the latter, then the other crew members hear this and all have to make a panic move into an adjacent room. This can be really useful if the crew are about to pick up equipment or possibly achieve an objective (I'm not sure if the personal objectives will be common knowledge or not sat this point).
The alien has various little trackers it can use from hatching more eggs letting it increase the amount of cards it holds, to taking control of the android on the crew which will then get placed on the board and follow a programmed track, killing any crew in it's way until it gets to the escape shuttle where it will start sabotaging various systems.
The alien also gets to place terror tokens and power out tokens on the board. If you enter a space with a terror token, you have to draw a card from the terror deck and these are always bad. A room with a power outage is dark and you can't run through it, you must stop your movement there. Other bad things can happen in the dark too.
What if I die?
Another neat thing this game does is avoid player elimination by cycling the crew. In our game, there were two of us controlling two characters each and when both of My characters died, I took one from the other player so we had one each. When that character was also killed (yes, I was not doing well...), rather than being forced to sit out the rest of the game, I could choose one of two secondary roles to play.
I could take control of the ship's mainframe computer which would allow me to do things like open and close bulkhead doors, slowing the alien down, allow the other players to draw more cards and various other useful things.
Or I could play the ship's cat. This was the option I went for and it was great. I could distract the alien, destroy some of it's eggs (so reducing it's hand size), place additional equipment tokens on the board or assist the other crew by letting them draw more cards.
It was this that that actually gave us the win as it was looking pretty bleak towards the end, but the cat actually managed to guide the last remaining crew member to a flamethrower and distract the alien long enough to make our escape.
What do I think?
This game is superb. Easy to pick up, but very thematic and definitely very tense. The decisions can be easy at times, but then you will hit a situation where the alien has you cornered and you must make some hard choices.
As I said, the theme just drips off every part of this game like a slightly corrosive drool. Our game started off really well - we managed to quickly gather a massive chunk of the equipment we needed to escape but the alien had been cutting the power and placing terror tokens closer to the escape shuttle ready for our eventual arrival and by the mid-game, we were feeling trapped and the alien was using the ventilation ducts to spring out and take us down one by one.
We were down to one surviving crew member and the ship's cat who, as I already mentioned managed to lead the human to the safety of the shuttle and espace.
Just getting to the shuttle isn't the end, however, there is one last twist (as in all good stories). At around the mid-point of the self destruct track, the alien get's to pick a card which is his estimate on what point prior to the ship blowing up we will reach the shuttle. If he has guessed correctly, then as we leave the stricken mining vessel, we find out that the shuttle has one extra occupant...
We were lucky and the alien player had guessed incorrectly, but had he been right, then there would have been a final battle aboard the escape shuttle and we may have been sending some deadly cargo back to Earth...
I can highly recommend this game and best of all, there is an expansion that adds an AI deck and a whole other set of objectives for solo play. I had a quick look at this and it looks like it will make for a very tense and really exciting solo game as well as a cool multiplayer experience.
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Lindsay (1779 KP) rated The Peacemaker (Mifflin County Mystery #2) in Books
May 16, 2025
We are also still following the Rosa Family; the community is still grieving, and suspicion is still going around. So, we are still suspecting or taking action on Ephraim of Rosa's disappearance. But is there more to the community than dividing the community apart?
Will Ada and Ephraim get together, or will it fall apart? Is there love between Ada and Ephraim? There is so much confusion and pain surrounding Rosa's disappearance that it is hard for anyone to know for sure. But what will happen? Will there be love between a peacemaker and a suspect? Will it last, or will it be too late for the two of them?
Well, Ephraim will return to Lancaster County, where his grandma lives. Will Ephraim and his grandma stay there? But does the Lord have plans?
Ephraim is pondering whether to start looking or make some friends in Lancaster in case he ends up staying.
He seems to ponder this when he finds Blue in the barn. Eventually, he finds a missing pup and starts looking for its owner. He meets Anna.
Back with Ada, she seems to be going about her dad as a greenhouse but appears to be fighting her feelings for Ephraim, though she doesn't know if it's a good thing or not when she knows Rosa broke the relationship up with Ephraim.
Ada hears about Susan through her mother and her friend's mother. She hears Susan lying about not being at a young people's gathering and being out with Ben.
Though Ephraim's father seems to have suffered a major injury that has put him in the hospital and made him and his grandmother hurry to Lewistown, is there a way to pray for them to stay in the Big Valley for good? Or will his grandmother want to return to Lancaster and have her eldest grandchildren go with her?
Paul Kellett (118 KP) rated The City of Kings in Tabletop Games
May 1, 2019
Set in an as yet unknown land, you take control of a hero (or, as this will be a solo focused review, a minimum of 2 heroes) to try and free the lands of the evil armies of Vesh Darkhand. The main story plays out over 7 stories, each with 4 chapters and 2 optional endings (Heroic & Legendary). There are also a bunch of stand-alone missions not tied to the main story.
The game is nothing less than stunning. The components are all top quality and the artwork is luscious. If you spring for the Deluxe version, you also get shaped wooden components for the resources as well as storage trays and some really useful plastic overlays to keep your character's stat cubes in place.
The game plays really smoothly. The rulebook is well laid out and gives the main rules in easily referenced sections. There is also a separate glossary which lists all the different creature abilities, location types, quest types and special tokens. This keeps the rulebook free of clutter and lets you learn about the different things as you play, giving the game a sense of mystery as you will be finding new things for many games to come. It's also really easy to open up and look up a skill.
The character sheets look intimidating but are wonderfully functional and quite intuitive as you start playing. Each character starts off the same, but as you kill monsters, complete quests and progress through the chapters, you will gain experience which lets you upgrade one of the several stats on your character sheet. This lets you customise your character and will make each play subtly different. You could go for attack and become the party's "tank" or you could focus on boosting your workers and be the one responsible for gathering the resources needed to buy better weapons or armour.
Each character also has a skill tree where you can gain different abilities unique to that character. With 12 different abilities and the restriction of only being able to pick up to 3 each game, it will take a good many games to try out the different combinations.
You get to perform 4 actions each turn and as well as being able to move your character across the map, you also start with a little worker that you can send out to the various resource locations on the map (when you have explored and found them) to gather the resources needed to purchase better equipment.
All (or most) of the map tiles will be face down at the start of the game, so you will be moving out of the city and exploring as you go, but when you flip over a monster spawn tile, you get to the meat of the game.
Unlike every other fantasy game, this is not your usual hack and slash, stand there and kill everything affair. This is more like a game of chess, you will need to be cunning and tactical to be able to survive and win.
You won't be facing the standard fantasy monsters, rather you will draw an enemy tile which will give you a description of the mob (yes, you are fighting groups at a time) you have encountered and then you will draw a stat card. These are numbered so after a couple of games you will know the basic stats of the next monster and be ready for it.
This sounds like it would become terribly repetitive, but each time you spawn a monster, you also have to assign abilities to it. these abilities are drawn from one (or more) of 3 bags containing Easy, Medium and Hard abilities so while you may know that the monster will do 4 damage and have 16 health, you won't know if it will spit poison at you, pull you into it's clutches or make you flee in terror. Or any number of other nasty things.
Line of sight, movement and combat is only done orthogonally, so as long as you are not in a straight line of the creature's range, you can leave him alone while you go about completing quests to either complete a chapter or to get the skills and equipment needed to defeat the beast.
On the whole it works very well. As is the nature of random token draws, you occasionally come across something that is just way too much to deal with and you will struggle to beat it, but that's all part of the fun.
I keep mentioning quests and equipment. There are two massive decks of cards, one you draw from when you interact with the quest location on the map. This will give you a quest that could be killing a monster, gathering a specific amount of a certain resource or, if you have the Deluxe upgrade, a dexterity quest. These are cool, you have to stack the wooden shapes in a tower without them falling :) and if you succeed you will gain XP and sometimes equipment.
The equipment deck is not quite a big as the quest deck, but still contains a load of cool tems which will be set out ready for you to purchase from the town or any discovered shop. To buy these you will need to have your worker running about the map harvesting the various resources scattered about the land and once you have enough, you can equip your heroes with mighty weapons and armour.
Be warned though, you can't just amble about the land at your leisure as each chapter has a strict time limit and if you have failed to complete your objectives by the time the clock strikes midnight after however many days you have been given, then the city will lose hope and you will fail. This makes for a very challenging experience where you need to work as a team and harmonise your skills to get the most efficient party.
Playing solo, you have to control a minimum of 2 characters, but it is not a complex task unlike a lot of other fantasy games. You don't have stacks of cards to shuffle through or tons of abilities or special rules to remember, just two character sheets with all the information easily seen and remembered. Depending on whether you play a single mission or a full story, the game will take between 1 and 2.5-3 hours and will offer a challenging tactical experience and a great narrative adventure that will be different every time.
This is such a good game and plays brilliantly as every player count (1-4) with different enemy stat bars to balance the threat against the number of players. Back on Kickstarter for a second printing along with some new expansion content, this should be on every gamers' shelf if you are a fan of great story driven fantasy games.
Gareth von Kallenbach (980 KP) rated Four Christmases (2008) in Movies
Aug 14, 2019
So, why don’t Brad and Kate want to spend Christmas with their families? Well, mainly it’s because they’re products of broken marriages and each of them have two homes to visit. Hence, the title. Brad’s family consists of a bitter old man, played by Robert Duvall and two brothers (Jon Favreau and Tim McGraw) who are amateur cage fighters who take great delight in torturing their attorney brother. His uncoventional mother, a quirky Sissy Spacek, is remarried and Brad has yet to come to terms with a stepfather he knows all too well. Kate’s mother, played by Mary Steenburgen, has found religion and a not-so-angelic devotion to the pastor of her church, while her sister, an earnest Kristin Chenoweth, just can’t say enough about the joys of childbearing.
Brad and Kate, who airily dismiss the idea of marriage and the notion of children, are content to just focus on each other, spicing up their relationship with some sexy role-playing, dance lessons and exotic vacations. But on one Christmas day, traveling from one parent’s home to another, they face their fears four times and discover more and more about each other with each visit. She didn’t know his name wasn’t really Brad. He didn’t know she went to fat camp. She doesn’t know how to give good clues in Taboo. He is inflexible in changing the rules of their relationship. Suddenly, the happily unmarried couple doesn’t feel so happily unmarried.
The movie is good for a few laughs, mainly at the expense of Vince Vaughn’s Brad. I’ve always been a big fan of Vince Vaughn’s rapid-fire stream of consciousness delivery and he certainly has his moments. While it seems like he carries the movie for the most part, Reese isn’t without her chances to shine. Unfortunately, the opportunities are few and far between. Even with it’s stellar cast, the phrase “lighthearted comedy” feels a little generous. It is definitely light, but doesn’t have much heart.
MaryAnn (14 KP) rated Storm Proof in Books
Nov 4, 2019
My Thoughts: We all go through storms in our lives, some may be a little drizzle and others may be a category 5 hurricane. Either way, we can make choices on how to deal with them. In "Storm Proof" written by Carol McLeod, the author takes us through various types of storms. In each one she gives Biblical answers and personal illustrations to give the reader the strength they may require for each type of storm.
As a 'hurricane 5" storm survivor ( I nearly lost my life to a brain infection; 5 months of rehabilitation to learn to walk again as well as other relearning issues), I can truly understand where the author is getting at in her book. I also believe that everyone should read this book. It helps to be grounded in God's word before, during and after a storm. This book will help the reader understand that perspective.
A wonderful, easy read.
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Ivana A. | Diary of Difference (1171 KP) rated The Psychology of Time Travel in Books
Dec 30, 2018
I love the idea of time travelling and I love the idea of time travelling books. That is the main reason why I chose to read this ARC copy. The synopsis sounded intriguing, and the cover was gorgeous. I don’t have much experience reading time travelling books. I still believe the synopsis is intriguing and the cover is gorgeous, but I am not satisfied with the feelings this book left me, after I read the last chapter.
The story begins when four ladies in the early 1960s work together and build the first time travel machine. And they are surrounded by curious people and media, and one of them has a breakdown and is expelled from the project, as she is a risk to herself and others. But they don’t just exclude her from their project, but from their whole lives, and time travelling altogether.
”Sometimes we want proximity and a crowd gives us the excuse.”
And many years after, when time travelling is something everyone knows about, secrets start to be revealed, little by little, and a murder happens without explanation. A few young women, completely unrelated and with different missions will try to get their way into the whole time-travel business, and try to figure the answers to their questions.
In The Psychology of Time Travel, one is certain – you will flow through time and places like never before. One chapter it’s 1967, and the next one, it’s 2015. You will meet a lady and her young self, her old self, and her current self, all at one place, talking to each other, or simultaneously performing a dancing act. You will get to see a world very well created, a complex structure of how time travel might work, and details that you wouldn’t thought of checking twice.
I couldn’t connect to any character. Maybe there were too many. The chapters were very short, and they travelled through years so quickly, that I couldn’t catch up. Catching up with the plot of a book, and figuring out what is going on while being presented things so fast is very frustrating. It’s like watching a movie in a foreign language, the subtitles being your only way of gathering information, and they disappear instantly, without you having a chance to understand.
The romance in this book was another thing that bothered me. While we get a lot of romantic relationships going around, one particularly threw me off my feet. A love story where one girl is in love with another. This is the completely realistic part. But the unrealistic one was that one girl lives in the present, and the other is a time-traveller in the past – so even though they are currently (technically) the same age, in reality one is in the mid 20s, and the other in the mid 80s. I couldn’t process this, or agree with it.
”You couldn’t get involved with someone who spent most of their life in a different time period from you.”
I am sure I would have loved the characters, have I had more chances to get to know them. They showed signs of bravery, and goals and hopes for a better tomorrow, with a spark unlike any others. But it all lasted so short, before we switched to another character, and so on.
Even though this one didn’t work for me – I still encourage you to give it a go, if you are a fan of time travel. The idea of time travelling is very well done, and deserves to be discussed.
A huge thank you to NetGalley and Crooked Lane Books, for providing me an ARC copy of The Psychology of Time Travel in exchange for an honest review.
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