Search
Purple Phoenix Games (2266 KP) rated Steam Park in Tabletop Games
Aug 15, 2019 (Updated Aug 19, 2021)
Who couldn’t go for a nice week or weekend at a fancy theme park these days? I think even our Alexas and Googles would like to catch some rays in their robot bodies, if they had them. Welcome to Steam Park, where all your robots can enjoy themselves on roller coasters, visit vendor stands, and also create metric tons of dirt. You ready?
Steam Park is a real-time dice rolling, theme park building, negative VP mitigating game for two to four players. In it players are theme park owners who are attempting to build the greatest park in the land hoping to attract many robots and keep their parks squeaky clean. The game spans six rounds of four phases and the player with the most VP at the game end will be the winner!
To setup, separate all the different components by type and color and shuffle the cards into a face-down deck. Deal each player six dice, one large starting tile to build upon, six cards from which they will choose to keep three, and one pig board. The game may now begin!
The four phases of each round are Roll, Dirt, Actions, and Income. During the Roll phase players will simultaneously be rolling their dice until they get a result they like. The first player to finish will quickly grab the First Player token in the middle of the table. Each other player may continue rolling as much as they like, but the turn order tokens will be taken one by one until they are all gone. Bonuses exist for the First and Second Player tokens and a negative bonus for the last player (more Dirt).
The Dirt phase causes each player to add Dirt tokens to their park according to the number of Dirt symbols rolled on their dice as well as the number of visitors currently in their park. The player who nabbed the First Player token can now discard four Dirt tokens from the bonus while the last player will add two more Dirt tokens to their park.
Actions that can be taken during the next phase include: Building Rides, Building Vendor Stands, Attracting Visitors, Cleaning Dirt, Playing Bonus Cards, and Expanding the Park. Each of these actions cost symbols rolled on the dice. To build a ride of capacity three, then three Build symbols would need to be spent from those rolled, et al. The only Action that requires no specific symbol is the Expand the Park. Use any symbol to add on a small square tile to the existing park layout.
Players will collect $3 (not USD, just the game money) for every visitor enjoying their park amenities during this Income phase. If a player has less than three Bonus Cards they may draw two from the deck and choose one to take in hand.
The game continues in this fashion over the course of six rounds total and once the final Income phase has been completed players will consult the Final Dirt Track to see how much will need to be paid in Dirt fees. Whomever ends the game with the most money wins!
Components. This game has a LOT of cardboard components. Nearly everything in the box is medium-quality cardboard and generally fine. The art is quirky, whimsical, and endearing. The insert leaves much to be desired so I made my own out of foam board. I have no complaints about the components except that I wish I could visit some of the rides, and I am still not super sure why the dice locking area is a metal pig token.
I originally played Josh’s copy he brought over to my house. I fell in love with it right away, and I still very much enjoy it. It will never make my Top 10 Games of All Time, but I will cherish my copy. I have yet to add in the Play Dirty expansion for it, as I like the base game so well, but I plan to sometime soon.
What I like most about it is the real-time rolling of the dice coupled with the grabbing of the turn order tokens when satisfied. This means that I could just go with what I roll after one roll, or I can take my time and just accept the Dirt coming my way. Sometimes being last and taking that extra Dirt is worth having all the dice read what you really want.
I also like having a lot of vendor stands in my park. Finding room for them is a different story, but I end up usually having just a few rides and mostly stands. They each provide some different benefit or way to change up the game a little that I just love to take advantage of them.
I adore games with real-time dice rolling, so I was predisposed to being attracted to Steam Park. Coupled with the great overall theme, this is an easy win for me, and a prized entry in my collection. In fact, I’m not the only one of us who thinks this as Purple Phoenix Games gives Steam Park a monotone-robot-thrill-seeker-scream 14 / 18. If you are tiring of Escape: The Curse of the Temple (which is possible), then pick up a copy of Steam Park. It will spark your joy of frantic dice rolling once more!
Steam Park is a real-time dice rolling, theme park building, negative VP mitigating game for two to four players. In it players are theme park owners who are attempting to build the greatest park in the land hoping to attract many robots and keep their parks squeaky clean. The game spans six rounds of four phases and the player with the most VP at the game end will be the winner!
To setup, separate all the different components by type and color and shuffle the cards into a face-down deck. Deal each player six dice, one large starting tile to build upon, six cards from which they will choose to keep three, and one pig board. The game may now begin!
The four phases of each round are Roll, Dirt, Actions, and Income. During the Roll phase players will simultaneously be rolling their dice until they get a result they like. The first player to finish will quickly grab the First Player token in the middle of the table. Each other player may continue rolling as much as they like, but the turn order tokens will be taken one by one until they are all gone. Bonuses exist for the First and Second Player tokens and a negative bonus for the last player (more Dirt).
The Dirt phase causes each player to add Dirt tokens to their park according to the number of Dirt symbols rolled on their dice as well as the number of visitors currently in their park. The player who nabbed the First Player token can now discard four Dirt tokens from the bonus while the last player will add two more Dirt tokens to their park.
Actions that can be taken during the next phase include: Building Rides, Building Vendor Stands, Attracting Visitors, Cleaning Dirt, Playing Bonus Cards, and Expanding the Park. Each of these actions cost symbols rolled on the dice. To build a ride of capacity three, then three Build symbols would need to be spent from those rolled, et al. The only Action that requires no specific symbol is the Expand the Park. Use any symbol to add on a small square tile to the existing park layout.
Players will collect $3 (not USD, just the game money) for every visitor enjoying their park amenities during this Income phase. If a player has less than three Bonus Cards they may draw two from the deck and choose one to take in hand.
The game continues in this fashion over the course of six rounds total and once the final Income phase has been completed players will consult the Final Dirt Track to see how much will need to be paid in Dirt fees. Whomever ends the game with the most money wins!
Components. This game has a LOT of cardboard components. Nearly everything in the box is medium-quality cardboard and generally fine. The art is quirky, whimsical, and endearing. The insert leaves much to be desired so I made my own out of foam board. I have no complaints about the components except that I wish I could visit some of the rides, and I am still not super sure why the dice locking area is a metal pig token.
I originally played Josh’s copy he brought over to my house. I fell in love with it right away, and I still very much enjoy it. It will never make my Top 10 Games of All Time, but I will cherish my copy. I have yet to add in the Play Dirty expansion for it, as I like the base game so well, but I plan to sometime soon.
What I like most about it is the real-time rolling of the dice coupled with the grabbing of the turn order tokens when satisfied. This means that I could just go with what I roll after one roll, or I can take my time and just accept the Dirt coming my way. Sometimes being last and taking that extra Dirt is worth having all the dice read what you really want.
I also like having a lot of vendor stands in my park. Finding room for them is a different story, but I end up usually having just a few rides and mostly stands. They each provide some different benefit or way to change up the game a little that I just love to take advantage of them.
I adore games with real-time dice rolling, so I was predisposed to being attracted to Steam Park. Coupled with the great overall theme, this is an easy win for me, and a prized entry in my collection. In fact, I’m not the only one of us who thinks this as Purple Phoenix Games gives Steam Park a monotone-robot-thrill-seeker-scream 14 / 18. If you are tiring of Escape: The Curse of the Temple (which is possible), then pick up a copy of Steam Park. It will spark your joy of frantic dice rolling once more!
Gareth von Kallenbach (980 KP) rated Call of Duty: Ghosts - Onslaught in Video Games
Jun 19, 2019
Call of Duty: Ghosts gets a much needed update with the release of Onslaught, the first of four planned DLC packs for the game.
The new content requires the full version of Ghosts to play and offers up a plethora of content including four new maps, a dual mode weapon, and a new episode of the alien invasion game, Extinction.
For me Ghosts was filled with frustration on the multiplay side as I found many maps were too large and encouraged camping, which as anyone who has been spawn killed numerous times in a row will tell you, leads quickly to frustration.
First off the new Maverick Assault rifle offers power and a high rate of fire for up close and personal combat. For those wanting to do their dirty work from afar, there is also a sniper rifle customization that will give fans of sniper action plenty of options.
The new maps are some of the most fun I have had in Ghosts and for me, were more enjoyable than many of the maps that shipped with the game as they allow for multiple styles of gameplay.
Bayview
Is a whimsical and fun map set in a California Coastal town. It is great for close quarters and run and gun gamers like myself, but has plenty of tactical spots for those that like ranged attacks. The great thing about the map is that it is lots of fun to play.
Running through gift shops, restaurants, the aquarium, and other tourists locales made this a very fun and engaging map. The action is intense and you can even take a ride on the trolley car that roams the boardwalk. One inspired gamer but his Sentry Gun on the car and watched as it road up and down the map picking off enemies that dared get near the tram.
I loved seeing the naval units off on the horizon in a pitched battle which made me think of the action in Modern Warfare 3.
Containment
This is a battle in an abandoned Mexican village after a truck has crashed and spilled nuclear material. The combat is on two levels on two sides of the town with a No Man’s Land in the middle in the guise of a partially destroyed bridge.
From a bar, a church, and the streets, the action is intense in both ranged and close-quarter combat and the map offers plenty of charm and diversity.
Some like to snipe from the windows while others like myself like to sneak their way across and battle in the blasted out bars and shops of the town.
Ignition
Set in an abandoned launch facility I had to dodge firing rockets, sniper fire, and all manner of nooks and hiding spaces for enemy units to attack me from. This is a large map that is spread out but there are some great areas for players to get results with a little planning.
The map has long corridors that provide plenty of options to snipers but also numerous options in which to flank and attack. There is even a plane fuselage for players to travel through as well as plenty of multilevel and cover laden office buildings and labs.
The rockets will randomly fire and setting off either of the two engines will result in some great things happening to the enemy units and with careful planning, players can blast away while they run for cover.
Fog
This is a creepy and quirky map that is set in a swamp like area complete with caves, fog, shacks, and uneven terrain. At first I did not like it as although nice to look at, it seemed to encourage camping and sniping. My thoughts on the map changed the next time through thanks to the run and gun style of play that was going on. Suddenly I heard the familiar music from “Halloween”, and Michael Myers himself appeared and dispatched me and several of my team with an axe.
Several shots and grenades did not slow Myers down at all so I learned it is best to stay away from him or simply accept multiple deaths while he is on the map, unless you can get several shots off while he is busy dispatching others.
If a player completes a certain Field Order, they become Myers and the music will let everyone know to prepare.
For fans of Extinction, there is a new episode called Nightfall which introduces two new alien threats as well as a new weapon and challenges for players to survive as it is a highly enjoyable adventure. This content actually builds on the whole experience and to me seemed like a vital and necessary part rather than a simple bonus map.
I can honestly say that this is the most fun I have had with any of the DLC for Call of Duty as while I have enjoyed maps in the past, I have not had a collection where I enjoyed playing all the maps as much as I have this one and what is a bigger surprise to me is how much it has restored the fun and enjoyment that was missing in Ghosts for me as for the first time since Black Ops 2, I am eager to get back to the fight and level up my character.
While hit counts, play balance, and hackers still hamper the game, the review is for the new content and not the game as a whole and as such, Onslaught delivers in a big way.
Activision recently announced that the second DLC pack named Devastation will appear on the Xbox Consoles in April with the PS 3 and PC versions to follow.
http://sknr.net/2014/03/09/call-of-duty-onslaught/
The new content requires the full version of Ghosts to play and offers up a plethora of content including four new maps, a dual mode weapon, and a new episode of the alien invasion game, Extinction.
For me Ghosts was filled with frustration on the multiplay side as I found many maps were too large and encouraged camping, which as anyone who has been spawn killed numerous times in a row will tell you, leads quickly to frustration.
First off the new Maverick Assault rifle offers power and a high rate of fire for up close and personal combat. For those wanting to do their dirty work from afar, there is also a sniper rifle customization that will give fans of sniper action plenty of options.
The new maps are some of the most fun I have had in Ghosts and for me, were more enjoyable than many of the maps that shipped with the game as they allow for multiple styles of gameplay.
Bayview
Is a whimsical and fun map set in a California Coastal town. It is great for close quarters and run and gun gamers like myself, but has plenty of tactical spots for those that like ranged attacks. The great thing about the map is that it is lots of fun to play.
Running through gift shops, restaurants, the aquarium, and other tourists locales made this a very fun and engaging map. The action is intense and you can even take a ride on the trolley car that roams the boardwalk. One inspired gamer but his Sentry Gun on the car and watched as it road up and down the map picking off enemies that dared get near the tram.
I loved seeing the naval units off on the horizon in a pitched battle which made me think of the action in Modern Warfare 3.
Containment
This is a battle in an abandoned Mexican village after a truck has crashed and spilled nuclear material. The combat is on two levels on two sides of the town with a No Man’s Land in the middle in the guise of a partially destroyed bridge.
From a bar, a church, and the streets, the action is intense in both ranged and close-quarter combat and the map offers plenty of charm and diversity.
Some like to snipe from the windows while others like myself like to sneak their way across and battle in the blasted out bars and shops of the town.
Ignition
Set in an abandoned launch facility I had to dodge firing rockets, sniper fire, and all manner of nooks and hiding spaces for enemy units to attack me from. This is a large map that is spread out but there are some great areas for players to get results with a little planning.
The map has long corridors that provide plenty of options to snipers but also numerous options in which to flank and attack. There is even a plane fuselage for players to travel through as well as plenty of multilevel and cover laden office buildings and labs.
The rockets will randomly fire and setting off either of the two engines will result in some great things happening to the enemy units and with careful planning, players can blast away while they run for cover.
Fog
This is a creepy and quirky map that is set in a swamp like area complete with caves, fog, shacks, and uneven terrain. At first I did not like it as although nice to look at, it seemed to encourage camping and sniping. My thoughts on the map changed the next time through thanks to the run and gun style of play that was going on. Suddenly I heard the familiar music from “Halloween”, and Michael Myers himself appeared and dispatched me and several of my team with an axe.
Several shots and grenades did not slow Myers down at all so I learned it is best to stay away from him or simply accept multiple deaths while he is on the map, unless you can get several shots off while he is busy dispatching others.
If a player completes a certain Field Order, they become Myers and the music will let everyone know to prepare.
For fans of Extinction, there is a new episode called Nightfall which introduces two new alien threats as well as a new weapon and challenges for players to survive as it is a highly enjoyable adventure. This content actually builds on the whole experience and to me seemed like a vital and necessary part rather than a simple bonus map.
I can honestly say that this is the most fun I have had with any of the DLC for Call of Duty as while I have enjoyed maps in the past, I have not had a collection where I enjoyed playing all the maps as much as I have this one and what is a bigger surprise to me is how much it has restored the fun and enjoyment that was missing in Ghosts for me as for the first time since Black Ops 2, I am eager to get back to the fight and level up my character.
While hit counts, play balance, and hackers still hamper the game, the review is for the new content and not the game as a whole and as such, Onslaught delivers in a big way.
Activision recently announced that the second DLC pack named Devastation will appear on the Xbox Consoles in April with the PS 3 and PC versions to follow.
http://sknr.net/2014/03/09/call-of-duty-onslaught/
Purple Phoenix Games (2266 KP) rated Of Knights & Ninjas in Tabletop Games
Jan 23, 2020
Little-known factoid about me: I am a Knight. Not from England, and not due to my daring heroics in war, but a Knight Templar of the Grand Commandery in the York Rite of Freemasonry. Politics and conspiracy theories aside, becoming a Knight was a highlight of my life, and something I will forever treasure. And speaking of treasure and Knights Templar (read your history, kids), we all know that one of the biggest foes of the Knights in olden times were the nefarious Ninjas. Or maybe it’s just fun to think about and play a game where these factions are represented.
Of Knights & Ninjas is a card game about claiming enough treasure to ascend to kinghood and rule all the lands. You can accomplish this by sending forces to your opponents’ realms and stealing their glorious gems. The first lord to amass 10 gems will have sufficient wealth to assume the kinghood and rule all realms!
DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and the final components may be different from these shown. Also, it is not my intention to detail every rule in the game, but to give our readers an idea of how the game plays. If you would like to read the rulebook in full, you may visit the publisher’s website, purchase the game through the publisher, back the game through the Kickstarter campaign, or through any retailers stocking it after fulfillment. -T
To setup, each player will take five gems of their preferred color in front of them. Shuffle the large deck of cards, and deal each player four cards (this rule was updated after our play-throughs). You are now ready to play!
On your turn, you will draw two cards from the deck (unless it’s the first draw of the game – that player will draw just one). You must now play a card to the table or discard a card from your hand. Cards that you can play from your hand will each have different abilities, and thankfully the designer will be providing a reference sheet for these, as there are many cards with wildly different abilities. This is also why I will not be explaining the entire rulebook.
Typically you will be able to play Fortify cards (castles, archers), Attack cards (knights, ninjas, etc), Respond cards, and Special cards (minstrels, jesters, etc). Fortify cards protect your gems from certain Attack cards, like an Archer only being able to attack another Archer, or a Dragon being able to attack a Castle – but not if an Archer is stationed there (logic). Although, a Ninja can scale a Castle wall, and a Catapult can destroy a Castle altogether (but not that pesky Archer that happens to be sitting on top)…
Attack cards are just that: they Attack. Each Attack card will show a number in a starburst icon in the upper right hand corner that signifies how many gems they are able to steal. Once an opponent is declared and an Attack card played, let’s say a 1-power Peasant, the defender may then play a card with the Respond keyword (which will also have a starburst number) to offset the number of stolen gems. If the attacker chooses, they may continue playing Attack cards against the same opponent in order to draw out all the Respond cards and come away with some sweet, sweet gems.
But maybe once all is said and done, and gems are about to change hands, another opponent plays a Special card – a Highwayman, for example. These characters will steal all the gems that are about to change hands (as if he was robbing the gem carriage en route to the new owner). But then again, perhaps yet ANOTHER opponent plays a Highwayman as well, and steals those gems a second time! You just never know when these Special cards will come out and how they may affect the best laid plans.
Play continues in this fashion until one player has amassed the 10 gems they require to win the game!
Components. Again, we were provided a prototype copy of this game, and we understand that components can change during the course of a successful Kickstarter campaign. That said, this game is a ton of cards and some plastic gem pieces. The art is stellar – cartoony, but whimsical and fun. The card layouts make sense and are very easy to read and understand. The gems are colorful and fun to play with. I only have one concern/suggestion/wish for the components here. I wish the individual card’s abilities were somehow printed on the cards themselves. That would alleviate the need for a reference sheet, but it would then detract from the cute art on the cards. So, maybe that wouldn’t be so great after all. I’m torn on that.
All in all, this game is super fun to play. It will be chaotic one moment, and strategically tense the next. Being able to whittle an opponent’s hand down to nothing and then slapping them with a King card to steal a huge chunk of gems is just so sneakily satisfying. Or sending your Ninja to infiltrate their unArchered (I know it’s not a word) Castle and slither away with the goods. Don’t get too attached to your gems, because you may find yourself without for several rounds. You can always rebuild, but make haste as your opponents will keep you down if you let them.
If you are a fan of games that are cute, fun, and relatively quick with a quirky, but light-hearted theme, then definitely check this one out.
Of Knights & Ninjas is a card game about claiming enough treasure to ascend to kinghood and rule all the lands. You can accomplish this by sending forces to your opponents’ realms and stealing their glorious gems. The first lord to amass 10 gems will have sufficient wealth to assume the kinghood and rule all realms!
DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and the final components may be different from these shown. Also, it is not my intention to detail every rule in the game, but to give our readers an idea of how the game plays. If you would like to read the rulebook in full, you may visit the publisher’s website, purchase the game through the publisher, back the game through the Kickstarter campaign, or through any retailers stocking it after fulfillment. -T
To setup, each player will take five gems of their preferred color in front of them. Shuffle the large deck of cards, and deal each player four cards (this rule was updated after our play-throughs). You are now ready to play!
On your turn, you will draw two cards from the deck (unless it’s the first draw of the game – that player will draw just one). You must now play a card to the table or discard a card from your hand. Cards that you can play from your hand will each have different abilities, and thankfully the designer will be providing a reference sheet for these, as there are many cards with wildly different abilities. This is also why I will not be explaining the entire rulebook.
Typically you will be able to play Fortify cards (castles, archers), Attack cards (knights, ninjas, etc), Respond cards, and Special cards (minstrels, jesters, etc). Fortify cards protect your gems from certain Attack cards, like an Archer only being able to attack another Archer, or a Dragon being able to attack a Castle – but not if an Archer is stationed there (logic). Although, a Ninja can scale a Castle wall, and a Catapult can destroy a Castle altogether (but not that pesky Archer that happens to be sitting on top)…
Attack cards are just that: they Attack. Each Attack card will show a number in a starburst icon in the upper right hand corner that signifies how many gems they are able to steal. Once an opponent is declared and an Attack card played, let’s say a 1-power Peasant, the defender may then play a card with the Respond keyword (which will also have a starburst number) to offset the number of stolen gems. If the attacker chooses, they may continue playing Attack cards against the same opponent in order to draw out all the Respond cards and come away with some sweet, sweet gems.
But maybe once all is said and done, and gems are about to change hands, another opponent plays a Special card – a Highwayman, for example. These characters will steal all the gems that are about to change hands (as if he was robbing the gem carriage en route to the new owner). But then again, perhaps yet ANOTHER opponent plays a Highwayman as well, and steals those gems a second time! You just never know when these Special cards will come out and how they may affect the best laid plans.
Play continues in this fashion until one player has amassed the 10 gems they require to win the game!
Components. Again, we were provided a prototype copy of this game, and we understand that components can change during the course of a successful Kickstarter campaign. That said, this game is a ton of cards and some plastic gem pieces. The art is stellar – cartoony, but whimsical and fun. The card layouts make sense and are very easy to read and understand. The gems are colorful and fun to play with. I only have one concern/suggestion/wish for the components here. I wish the individual card’s abilities were somehow printed on the cards themselves. That would alleviate the need for a reference sheet, but it would then detract from the cute art on the cards. So, maybe that wouldn’t be so great after all. I’m torn on that.
All in all, this game is super fun to play. It will be chaotic one moment, and strategically tense the next. Being able to whittle an opponent’s hand down to nothing and then slapping them with a King card to steal a huge chunk of gems is just so sneakily satisfying. Or sending your Ninja to infiltrate their unArchered (I know it’s not a word) Castle and slither away with the goods. Don’t get too attached to your gems, because you may find yourself without for several rounds. You can always rebuild, but make haste as your opponents will keep you down if you let them.
If you are a fan of games that are cute, fun, and relatively quick with a quirky, but light-hearted theme, then definitely check this one out.
Purple Phoenix Games (2266 KP) rated Kim-Joy's Magic Bakery in Tabletop Games
Apr 8, 2022
A magical bakery in a forest co-owned by a quirky board game loving contestant on The Great British Bake Off? If there was ever a game specifically designed for my wife, this is it. She loves baking, cute card games, and that super-famous show (she was always a fan of Mary Berry). That said, I don’t think I would ever be able to live with myself if I didn’t bring this one home and share it with my wife. Let’s see what we liked and what we didn’t.
Kim-Joy’s Magic Bakery is a cooperative hand management scenario-based card game for two to five players. In it, players are employees of the Magic Bakery and are tasked with baking wondrous items to satisfy a group of customers requesting their favourite (it’s British, I’m just doing my part) dishes. The game ends once all customers have been served or are otherwise no longer in the game. Depending on the current scenario, the group scores points based on how many customers they were able to serve. All players win together or they do not win.
Setup the Customers card deck according to the number of players, shuffle them, and deal out one or two (depending on number of players as well) face up to the table to begin the Customer Row. Do NOT shuffle the Layers cards. Instead, separate them by type and place them all face-up in decks by type. Do shuffle the yellow Ingredients cards and place out five face up (or face down depending on scenario) to form the Pantry Row. Each player draws a starting hand of three Ingredient cards from the deck, and the starting player takes the Kim-Joy standee to begin!
On a turn, the active player will have choices of actions to be taken, in any order they choose, from among the following: take an Ingredient card, pass a card to another player, bake a Layer, fulfill a Customer order, or refresh the Pantry. Depending on the number of players, each turn will consist of either two or three actions being taken. Most actions are self-explanatory, but I will give a quick hit to them all. The active player may see an interesting Ingredient card in the offer row and may simply draw it into their hand for an action. Once the player has enough Ingredients to bake a Layer (by discarding the requisite Ingredient cards) they may do so for an action. If the player has a card they believe another player could utilize, they may simply pass them that card as an action – either Ingredient or Layer. The goal of the game is help fulfill customer orders, so by using an action to fulfill an order, the player discards all the necessary cards and helps the group inch one step closer to victory. At a loss and need a suggestion for an action? Discard all cards from the Ingredient Row and draw new ones.
Once each player has completed their actions, the Customer Row is shifted one space to the right and a new Customer comes into the bakery. The bakery can only accommodate three customers, so if a new hungry Customer visits, they force out the Customer who has been there the longest, and the players lose the opportunity to serve that (possibly irate) Customer. Play continues in this fashion of players completing actions working toward satisfying as many Customers as possible until there are no more Customers in the deck nor in the bakery. Players then count the number of Customers they served, and score points according to the goals set by the scenario card! As the game typically takes 15-30 minutes, player usually request another try, so be prepared for that eventuality.
Components. This is simply a card game that includes an unnecessary, but cute, standee to mark the starting player. The cards are nice, and come in two sizes. Surprisingly, the cards sport a non-linen low-gloss finish (I’m just saying that many games nowadays are linen and as thick as possible) and feature whimsical and wonderful artwork. The game as a whole is very stylish and boasts a super fun theme. I have no issues with the components, artwork, or theme here. It all works together really well.
I will definitely suggest that new bakers player their first game without the added challenges of the scenarios. They throw in some extra complexity and difficulty that younger bakers just will not appreciate. The different scenarios are all very interesting and add in a little wrinkle to the game to make it just that much more intriguing. I have enjoyed all the different scenarios I have played, though I have not played all of them. In time, my dears. In time. Luckily, the designer has aptly seen it fit to include Helpful Duck cards that act as any Ingredient card needed at the time. These little cuties are God-sends in certain situations, and can also be included in more numbers to make scenarios easier to complete.
Being big fans of the show, I knew my wife and I would love this one. It is cute, challenging, but doesn’t try to be much more than what it is. With so many games out there competing to be bigger, more complex, and more aggressive, it is so nice to settle down with a light and jolly little card game like Kim-Joy’s Magic Bakery. I feel like I am working in a bakery while I’m playing – orders are coming in too quickly and I need just one or two more actions each turn to gather ingredients and bake new layers. It’s a really great theme and a really great game regardless of theme. The weight is perfect for young and older players, and good cooperative games that are not susceptible to quarterbacking are sometimes hard to find. Purple Phoenix Games gives this one a quite scrumptious 10 / 12. I wonder if Kim-Joy herself plays this game. If so, I officially challenge her to play with my wife and I… and maybe show us a couple tricks in the actual bakery as well. I could go for a killer Chocolate Bombe, Millionaire’s Shortbread, or a vegetarian Old Fashioned Trifle! And if you get THAT joke, my brother will love you.
Kim-Joy’s Magic Bakery is a cooperative hand management scenario-based card game for two to five players. In it, players are employees of the Magic Bakery and are tasked with baking wondrous items to satisfy a group of customers requesting their favourite (it’s British, I’m just doing my part) dishes. The game ends once all customers have been served or are otherwise no longer in the game. Depending on the current scenario, the group scores points based on how many customers they were able to serve. All players win together or they do not win.
Setup the Customers card deck according to the number of players, shuffle them, and deal out one or two (depending on number of players as well) face up to the table to begin the Customer Row. Do NOT shuffle the Layers cards. Instead, separate them by type and place them all face-up in decks by type. Do shuffle the yellow Ingredients cards and place out five face up (or face down depending on scenario) to form the Pantry Row. Each player draws a starting hand of three Ingredient cards from the deck, and the starting player takes the Kim-Joy standee to begin!
On a turn, the active player will have choices of actions to be taken, in any order they choose, from among the following: take an Ingredient card, pass a card to another player, bake a Layer, fulfill a Customer order, or refresh the Pantry. Depending on the number of players, each turn will consist of either two or three actions being taken. Most actions are self-explanatory, but I will give a quick hit to them all. The active player may see an interesting Ingredient card in the offer row and may simply draw it into their hand for an action. Once the player has enough Ingredients to bake a Layer (by discarding the requisite Ingredient cards) they may do so for an action. If the player has a card they believe another player could utilize, they may simply pass them that card as an action – either Ingredient or Layer. The goal of the game is help fulfill customer orders, so by using an action to fulfill an order, the player discards all the necessary cards and helps the group inch one step closer to victory. At a loss and need a suggestion for an action? Discard all cards from the Ingredient Row and draw new ones.
Once each player has completed their actions, the Customer Row is shifted one space to the right and a new Customer comes into the bakery. The bakery can only accommodate three customers, so if a new hungry Customer visits, they force out the Customer who has been there the longest, and the players lose the opportunity to serve that (possibly irate) Customer. Play continues in this fashion of players completing actions working toward satisfying as many Customers as possible until there are no more Customers in the deck nor in the bakery. Players then count the number of Customers they served, and score points according to the goals set by the scenario card! As the game typically takes 15-30 minutes, player usually request another try, so be prepared for that eventuality.
Components. This is simply a card game that includes an unnecessary, but cute, standee to mark the starting player. The cards are nice, and come in two sizes. Surprisingly, the cards sport a non-linen low-gloss finish (I’m just saying that many games nowadays are linen and as thick as possible) and feature whimsical and wonderful artwork. The game as a whole is very stylish and boasts a super fun theme. I have no issues with the components, artwork, or theme here. It all works together really well.
I will definitely suggest that new bakers player their first game without the added challenges of the scenarios. They throw in some extra complexity and difficulty that younger bakers just will not appreciate. The different scenarios are all very interesting and add in a little wrinkle to the game to make it just that much more intriguing. I have enjoyed all the different scenarios I have played, though I have not played all of them. In time, my dears. In time. Luckily, the designer has aptly seen it fit to include Helpful Duck cards that act as any Ingredient card needed at the time. These little cuties are God-sends in certain situations, and can also be included in more numbers to make scenarios easier to complete.
Being big fans of the show, I knew my wife and I would love this one. It is cute, challenging, but doesn’t try to be much more than what it is. With so many games out there competing to be bigger, more complex, and more aggressive, it is so nice to settle down with a light and jolly little card game like Kim-Joy’s Magic Bakery. I feel like I am working in a bakery while I’m playing – orders are coming in too quickly and I need just one or two more actions each turn to gather ingredients and bake new layers. It’s a really great theme and a really great game regardless of theme. The weight is perfect for young and older players, and good cooperative games that are not susceptible to quarterbacking are sometimes hard to find. Purple Phoenix Games gives this one a quite scrumptious 10 / 12. I wonder if Kim-Joy herself plays this game. If so, I officially challenge her to play with my wife and I… and maybe show us a couple tricks in the actual bakery as well. I could go for a killer Chocolate Bombe, Millionaire’s Shortbread, or a vegetarian Old Fashioned Trifle! And if you get THAT joke, my brother will love you.
Purple Phoenix Games (2266 KP) rated Hunters of the Lost Creatures in Tabletop Games
May 8, 2022
If you are reading this, then we can agree on a few things: board games are cool and interesting, silly themes are usually fun, and we are all kids at heart. I appreciate other gamers so much because we all share a common bond of experiencing good and bad games, good and bad rules, as well as good and bad explanations of these rules. I would spoil it up top here if I let on which of these categories our featured game falls into, right? So keep reading.
Hunters of the Lost Creatures is a silly set collection card game for three to four players. In it, players assume the roles of zoological park curators charged with collecting unique creatures for their parks. They do this by bidding on and drafting creature cards, playing take-that style cards on their opponents, and blocking their cards from being manipulated by others.
DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and I do not know for sure if the final components will be any different from these shown. Also, it is not my intention to detail every rule in the game, as there are just too many. You are invited to download the rulebook, back the game through the Kickstarter campaign, or through any retailers stocking it after fulfillment. -T
To setup, players choose one hunter card from each of the four hunting zones: Sea, Forest, Plains, and Air, as well as three “Park Closed” cards. The creature cards are to be split by zone and shuffled, with one special card (Turnado and Cat-a-Pult) added. These shuffled decks are then placed on the table and the top card revealed from each deck. Players decide turn order and the game may begin!
Hands are mostly played simultaneously, with players choosing either a hunter or special card from their hand and placing it face-down in front of themselves. All cards are revealed simultaneously and the card effects are applied. If a player has revealed a hunter, and no other players have the same-colored background/terrain type, that player receives the matching card from those on offer and places it in their park (tableau), or ANY OTHER PLAYER’S park. If ALL players have chosen the same terrain type hunters, the card on offer is removed from the game entirely. However, if not all hunters match, but at least one matches, the matching hunters’ players receive no cards.
Should a player choose to play a special card, their effects are triggered once per game. These include Turnado (switch any two creatures in any two parks), Cat-a-Pult (discards any creature from any player’s park), Thieves (steal any one terrain-matching creature and places it in the Thieves player’s park) and Closed Park (protects the player from the effects of aforementioned special cards). Again, these special cards may only be played once per game, so special consideration is needed as part of their strategy.
The game continues in this fashion of players throwing cards, messing with each other using special cards, and protecting themselves from said special cards until only one stack of creature cards remains. The game ends and points are tallied per the scoring table in the rulebook. The winner is promoted to Head Creature Park Guy and is carried around by the other players. Okay, that’s not at all true. They just win the game.
Components. Again, this is a prototype copy of Hunters of the Lost Creatures, so all components shown here are subject to change at any time. That said, I received a huge deck of cards in a cute black cloth bag. The cards are all decent quality, and not super glossy, which I appreciate. The art on these cards are all whimsical and silly, which match the silly and punny titles for each. Some of these punny titles can be seen in our photos, with my favorites being the Dandylion (a well-“dressed” weed with a cane and lion face) and the Cougar (which is subtle, but portrays an adult apex big cat with a smaller and younger cat hanging on it). If you enjoy these somewhat intellectual, and sometimes visual, puns you will enjoy these cards.
What I have found in playing through this several times is that it is best when all players are taught the game backwards…ly. I mean to say that players need to know the premise, but most importantly, the scoring system before even the setup. Points are scored for having a run of 1-2-3, a straight of 0-1-2-3-10, at least one card from each terrain type, and for the printed value on the cards. It is more than simply collecting all the favorite cards or even highest value 10 cards. So there is strategy in collecting the best assortment of creatures for scoring purposes, which is great because otherwise this game is not really a game at all.
As players play their hunters to draft creatures, I have found that many players choose to chase the same cards over and over. It becomes obvious that most players will be vying for the value 10 cards, so the players who figure this out and grab the second best card is usually happier with the hand. Of course, more strategy is employed once the special cards are played, as they each mess with opponents in different ways. So even though I may not have acquired that 10 of Forest, I might grab the Turnado and switch out a value 0 or -10 card for that sparkling value 10. Wait, negative 10? Yep. Sometimes life just smacks you around and you get stuck with a -10 card to really punish your great play. Not that it ever happened to me, and not that I would be bitter about it.
The real game hinges on the usage of the special cards. When do you play them? Whom do you target? Turnabout is fair play, after all, and no alliances can be formed whilst playing Hunters of the Lost Creatures. Now, it is hinted at in the rulebook that preview copies ship with entry-level rules, which mean (to me) that more advanced rules may be coming in the final game, or at least some variants to spice up the gameplay. If true, then this game becomes much more interesting to me. Don’t get me wrong. I have enjoyed almost all of my plays, but be warned that playing with spiteful gamers may end poorly for a fun-filled game night.
All in all, I am excited to see how the campaign for Hunters of the Lost Creatures fares, as I believe many gamers and non-gamers alike will enjoy it. I would be super jazzed to grab a final copy if it does in fact ship with alternate or advanced rules, or if the creatures of the same value had unique names and art. That would really satisfy. Keep the bag or go traditional cardboard box, it matters not to me. Just beef up the card quality, add even more uniqueness and fanciful art and you’ve got a fan in me. Grab your copy during the Kickstarter campaign launching May 10, 2022!
Hunters of the Lost Creatures is a silly set collection card game for three to four players. In it, players assume the roles of zoological park curators charged with collecting unique creatures for their parks. They do this by bidding on and drafting creature cards, playing take-that style cards on their opponents, and blocking their cards from being manipulated by others.
DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and I do not know for sure if the final components will be any different from these shown. Also, it is not my intention to detail every rule in the game, as there are just too many. You are invited to download the rulebook, back the game through the Kickstarter campaign, or through any retailers stocking it after fulfillment. -T
To setup, players choose one hunter card from each of the four hunting zones: Sea, Forest, Plains, and Air, as well as three “Park Closed” cards. The creature cards are to be split by zone and shuffled, with one special card (Turnado and Cat-a-Pult) added. These shuffled decks are then placed on the table and the top card revealed from each deck. Players decide turn order and the game may begin!
Hands are mostly played simultaneously, with players choosing either a hunter or special card from their hand and placing it face-down in front of themselves. All cards are revealed simultaneously and the card effects are applied. If a player has revealed a hunter, and no other players have the same-colored background/terrain type, that player receives the matching card from those on offer and places it in their park (tableau), or ANY OTHER PLAYER’S park. If ALL players have chosen the same terrain type hunters, the card on offer is removed from the game entirely. However, if not all hunters match, but at least one matches, the matching hunters’ players receive no cards.
Should a player choose to play a special card, their effects are triggered once per game. These include Turnado (switch any two creatures in any two parks), Cat-a-Pult (discards any creature from any player’s park), Thieves (steal any one terrain-matching creature and places it in the Thieves player’s park) and Closed Park (protects the player from the effects of aforementioned special cards). Again, these special cards may only be played once per game, so special consideration is needed as part of their strategy.
The game continues in this fashion of players throwing cards, messing with each other using special cards, and protecting themselves from said special cards until only one stack of creature cards remains. The game ends and points are tallied per the scoring table in the rulebook. The winner is promoted to Head Creature Park Guy and is carried around by the other players. Okay, that’s not at all true. They just win the game.
Components. Again, this is a prototype copy of Hunters of the Lost Creatures, so all components shown here are subject to change at any time. That said, I received a huge deck of cards in a cute black cloth bag. The cards are all decent quality, and not super glossy, which I appreciate. The art on these cards are all whimsical and silly, which match the silly and punny titles for each. Some of these punny titles can be seen in our photos, with my favorites being the Dandylion (a well-“dressed” weed with a cane and lion face) and the Cougar (which is subtle, but portrays an adult apex big cat with a smaller and younger cat hanging on it). If you enjoy these somewhat intellectual, and sometimes visual, puns you will enjoy these cards.
What I have found in playing through this several times is that it is best when all players are taught the game backwards…ly. I mean to say that players need to know the premise, but most importantly, the scoring system before even the setup. Points are scored for having a run of 1-2-3, a straight of 0-1-2-3-10, at least one card from each terrain type, and for the printed value on the cards. It is more than simply collecting all the favorite cards or even highest value 10 cards. So there is strategy in collecting the best assortment of creatures for scoring purposes, which is great because otherwise this game is not really a game at all.
As players play their hunters to draft creatures, I have found that many players choose to chase the same cards over and over. It becomes obvious that most players will be vying for the value 10 cards, so the players who figure this out and grab the second best card is usually happier with the hand. Of course, more strategy is employed once the special cards are played, as they each mess with opponents in different ways. So even though I may not have acquired that 10 of Forest, I might grab the Turnado and switch out a value 0 or -10 card for that sparkling value 10. Wait, negative 10? Yep. Sometimes life just smacks you around and you get stuck with a -10 card to really punish your great play. Not that it ever happened to me, and not that I would be bitter about it.
The real game hinges on the usage of the special cards. When do you play them? Whom do you target? Turnabout is fair play, after all, and no alliances can be formed whilst playing Hunters of the Lost Creatures. Now, it is hinted at in the rulebook that preview copies ship with entry-level rules, which mean (to me) that more advanced rules may be coming in the final game, or at least some variants to spice up the gameplay. If true, then this game becomes much more interesting to me. Don’t get me wrong. I have enjoyed almost all of my plays, but be warned that playing with spiteful gamers may end poorly for a fun-filled game night.
All in all, I am excited to see how the campaign for Hunters of the Lost Creatures fares, as I believe many gamers and non-gamers alike will enjoy it. I would be super jazzed to grab a final copy if it does in fact ship with alternate or advanced rules, or if the creatures of the same value had unique names and art. That would really satisfy. Keep the bag or go traditional cardboard box, it matters not to me. Just beef up the card quality, add even more uniqueness and fanciful art and you’ve got a fan in me. Grab your copy during the Kickstarter campaign launching May 10, 2022!