I got to play #DeadlyDoodles by @stevejacksongames !! A new Dungeon crawling #flipandwrite ❤️❤️❤️ the art in this is super adorable and I love the erasable boards 😊 . . . . . . #boardgames #tabletop #familygames #familygamenight #boardgame #gamenight #boardgameaddict #fridaygamenight #uninvitedgamers #boardgamesofinstagram #tabletopgames #games #brettspiele #bgg #boardgamegeek #geek #geekculture #gloryhounddpresents #rollandwrite #drawandwrite #kidsgames #kids
Overall I have to say I wasn’t disappointed with what I got. I was lucky enough not to get any duplicate games for my collection and one of the games was on my “to buy” list. I was also happy that these games came from game companies that I already like to purchase from and were rated pretty well on Board Game Geek, however we have to talk about the “bad stuff” too.
In Final Fantasy games, players command a party of characters as they progress through the game's story by exploring the game world and defeating opponents. Enemies are typically encountered randomly through exploring, a trend which changed in Final Fantasy XI and Final Fantasy XII. The player issues combat orders—like "Fight", "Magic", and "Item"—to individual characters via a menu-driven interface while engaging in battles. Throughout the series, the games have used different battle systems. Prior to Final Fantasy XI, battles were turn-based with the protagonists and antagonists on different sides of the battlefield. Final Fantasy IV introduced the "Active Time Battle" (ATB) system that augmented the turn-based nature with a perpetual time-keeping system. Designed by Hiroyuki Ito, it injected urgency and excitement into combat by requiring the player to act before an enemy attacks, and was used until Final Fantasy X, which implemented the "Conditional Turn-Based" (CTB) system. This new system returned to the previous turn-based system, but added nuances to offer players more challenge. Final Fantasy XI adopted a real-time battle system where characters continuously act depending on the issued command. Final Fantasy XII continued this gameplay with the "Active Dimension Battle" system. Final Fantasy XIII's combat system, designed by the same man who worked on X, was meant to have an action-oriented feel, emulating the cinematic battles in Final Fantasy VII: Advent Children. The latest installment to the franchise, Final Fantasy XV, introduces a new "Open Combat" system. Unlike previous battle systems in the franchise, the "Open Combat" system (OCS) allows players to take on a fully active battle scenario, allowing for free range attacks and movement, giving a much more fluid feel of combat. This system also incorporates a "Tactical" Option during battle, which pauses active battle to allow use of items.
The only negative is they didn't tell me the price over the phone, so I was slightly surprised at checkout. Their Rainbow Roll is a little more expensive here, compared to other sushi shops in the area - BUT the roll is large and the ingredient quality/fish freshness was great, so it's worth it imo. You get what you pay for! (In hindsight I normally would've asked, but I was rushing and forgot - hence I didn't mark a star down, as in my opinion it's just a note and not reflective of their service or food quality.)