Geek Out

Geekly News: April 6, 2025, Shelved Coyote vs. Acme Movie Saved

By the time you’re reading this, I’ll be finishing up with Protospiel Kansas City. I wrote this post before I left, so there may be some major news stories that aren’t discussed. I apologize for that. Without further ado, let’s get to some geek news.

Hey, hey! Kyra Kyle here. Even though I wrote this post early, we have some geek news.

Coyote vs. Acme Movie Saved

Ketchup Entertainment has officially secured the rights to Coyote vs. Acme from Warner Bros. Pictures. The film features Will Forte and John Cena acting beside the animated character Wile E. Coyote. Warner Bros. had permanently shelved the completed movie in favor of a tax write-off in 2023, but it’s far from the only movie Warner Bros. shelved over the past several years. A Scooby Doo animated film and Batgirl saw similar fates.

During an official statement, Ketchup’s CEO said, “Coyote vs. Acme is a perfect blend of nostalgia and modern storytelling, capturing the essence of the beloved Looney Tunes characters while introducing them to a new generation. We believe it will resonate with both longtime fans and newcomers alike.” Ketchup Entertainment must believe in the project. They secured the global rights to Coyote vs. Acme for an undisclosed amount. That amount would have to defray some of the film’s original budget of $70 million.

Coyote vs. Acme was one of the shelved Warner Bros. movies that intrigued me the most. I’m glad it’ll get a theatrical release.

Zendaya Will Appear in Spider-Man: Brand New Day

First, the fourth Spider-Man film series breaks away from the “Home” branding (Homecoming, Far From Home, and No Way Home) of its entries with Spider-Man: Brand New Day. This title has been confirmed. I support this change. Peter Parker is headed to college. Dr. Strange’s spell robbed Peter of his childhood friends Ned and MJ. Brand New Day is a fitting title. It also goes with Captain America: Brave New World.

Second, with Zendaya’s MJ no longer knowing Peter and Sadie Sink (Stranger Things) set to costar, there was some confusion about whether Zendaya’s role of MJ had been recast. Then, news broke that Sink will portray a mutant (to tie Spider-Man into the Mutant Saga). Sink denied rumors that she’d play Jean Grey. Another rumor cropped up that Sink would take the role of Spider-Queen (another mutant with ties to Spider-Man), but Marvel stated that they wanted an older actor (than Sink) for Spider-Queen. Even though Sink won’t portray Spider-Queen, that doesn’t mean that Spider-Queen won’t make an appearance. Before both rumors were debunked, I half-joked to Season that Sadie Sink as a live-action Firestar could happen. At the time, I thought there was a twenty-percent chance Sink would portray Firestar. Those odds may have risen significantly.

What we do know is that Sadie Sink will portray a mutant who isn’t Jean Grey or Spider-Queen and has a connection to Spider-Man. I’m not gonna lie. I will squee if we get a live-action Spider-Man and His Amazing Friends. That cartoon’s premise was Peter Parker going to college and making new friends. Could this happen?

A Message from Steve Jackson Games

We’ve discussed the impact recent tariffs by the United States government has had and will have on the board game industry. This week, the CEO of Steve Jackson Games, Meredith Placko, wrote a message to fans and customers addressing the issue. She does an excellent job breaking down the many roadblocks these tariffs create. We’re sharing what Meredith Placko had to say.

On April 5th, a 54% tariff goes into effect on a wide range of goods imported from China. For those of us who create board games, this is not just a policy change. It’s a seismic shift.

At Steve Jackson Games, we are actively assessing what this means for our products, our pricing, and our future plans. We do know that we can’t absorb this kind of cost increase without raising prices. We’ve done our best over the past few years to shield players and retailers from the full brunt of rising freight costs and other increases, but this new tax changes the equation entirely.

Here are the numbers: A product we might have manufactured in China for $3.00 last year could now cost $4.62 before we even ship it across the ocean. Add freight, warehousing, fulfillment, and distribution margins, and that once $25 game quickly becomes a $40 product. That’s not a luxury upcharge; it’s survival math.

Some people ask, “Why not manufacture in the U.S.?” I wish we could. But the infrastructure to support full-scale board games production—specialty dice making, die-cutting, custom plastic and wood components—doesn’t meaningfully exist here yet. I’ve gotten quotes I’ve talked to factories. Even when the willingness is there, the equipment, labor, and timelines simply aren’t.

We aren’t the only company facing this challenge. The entire board game industry is having very difficult conversations right now. For some, it might mean walking away from titles that are no longer economically viable. And, for what I fear will be too many, it means closing down entirely.

Tariffs, when part of a long-term strategy to bolster domestic manufacturing, can be an effective tool. But that only works when there’s a plan in place to support manufacturing for the types of products we made. This isn’t about steel and semiconductors. This is about paper goods, chipboard, wood tokens, plastic trays, and color-matched ink. These new tariffs are imposing huge costs without providing alternatives, and it’s going to cost American consumers more at every level of the supply chain.

We want to be transparent with our community. This is real: Prices are going up. We’re still determining how much and where.

We’ll keep making games. But we’ll be honest when the road gets harder, because we know you care about where your games come from—and about the people who make them.

Thank you, Meredith Placko, for your transparency about this situation. The new tariffs have rocked the board game industry. Time will tell how much of a hardship these tariffs will cause.

Good Puppers, Too! Launches on Kickstarter

One hundred new pups join the deck with the stand-alone sequel to Good Puppers. Just like the original, you’ll gather a bunch of dogs who share an important goal: bury a nice pile of bones in the yard. Good Puppers, Too! accommodates 1-5 players. It sports two solo modes. Not one, two.

Good Puppers, Too! cards are double-sided. On one side, you can play the card as a pup. The other side counts as bones. Each game takes about thirty minutes to play, and Good Puppers, Too! appeals to a wide range of gamers. The game deploys easy to learn game mechanisms that have strategic depth. And I’m a sucker for multi-purpose cards. Check out Good Puppers, Too! on Kickstarter.

Till5AM Launches QUARZ on Gamefound

QUARZ takes the simple concept of Capture the Flag to a board game. 16 unique monsters battle for the Crystal Idol in this high-energy, competitive game for 2-4 players. Snatch the Crystal Idol from the altar and race back to your base.

Each of the 16 monsters has unique powers and personalities. The Book Worm (pictured above) is one of my favorites. Who wouldn’t want to become a bookworm with your favorite bookshelf strapped to your back? QUARZ has multiple pledge options. Go for their base game (€54) or go all-in (€129). Check out their page on Gamefound.

This week’s geek news is a little light. Hopefully, some good games will be played. Thank you for reading, and wherever you are, I hope you’re having a great day.

Quirky Video Game Review: Papers, Please

Papers, Please by indie game developer Lucas Pope has received widespread acclaim. Who knew that working as an immigration officer in a fictional Eastern Bloc country named Arstotzka would strike a chord with so many people? I’m not sure if any empathy game (a type of role-playing game that asks players to inhabit someone else’s emotional world) has ever received this much attention.

Hey, hey! Kyra Kyle here. Today’s post returns to a much older review I did for a now-defunct website. Unlike most of the video games I cover on Geekly, Papers, Please is a paid game. You can get a good deal on the game through sites like Steam or GOG (Good Old Games). Usually, Papers, Please sells for around $10, even without a sale. I’m reuploading my almost six-year-old review of Papers, Please to Geekly with a few tweaks to tighten the review and match our criteria. Six years is a long time. Let’s see how well Papers, Please stands the test of time.

Mechanisms

Mechanisms: 10/10

I have never seen a game as immersive and nerve-racking than Papers, Please. It wasn’t just Papers, Please’s ethical choices. There were plenty of those that made me nervous. The frenetic pace of checking people and their documentation as they crossed Arstotzka’s border took a lot out of a person.

If one divorces its setting (good luck with that), players gain an appreciation for the long lines one may encounter at an airport or the DMV. Papers, Please functions as an “empathy game,” or as Papers, Please’s designer Lucas Pope would say, an “other people simulator.” There aren’t too many games that ask players to inhabit another person’s life.

Papers, Please is one of those games. There’s a reason why Papers, Please is cited as a video game that suggests that the medium be treated as an art form.

(Note: Geekly posted a “3 Lists of 3” for Video Games as Art, check out that post with this link.)

Gameplay Loop

Above Image from GameDesigning.Org

Gameplay Loop: 8/10

It doesn’t matter how well Papers, Please embodies government paperwork, it’s gameplay centers around government paperwork. “I wish someone would make DMV: The Video Game,” said no one ever. You know, I might just play DMV: The Video Game. Don’t @ me. The tedium of checking passports and other supporting documents is mind-numbing at times. Fortunately, there’s the threat of death and supporting one’s family to spice up the act of checking IDs.

The choices the player makes between each day are a large part (if not the largest part) of Papers, Please’s narrative, and by extension its gameplay. The inspector may be given choices like adopting his niece, but his family goes without food or heat for one day. Do you help EZIC and risk being found out by the government? Do you do what you’re told and uphold Arstotzkian law? Glory to Arstotzka! But these are overarching choices, Papers, Please also gives the player plenty of choices and moral dilemmas within their job and daily routine.

An immigrant could ask to be let into the country so they can reunite with their children, but any violation of protocol results in a citation. Too many citations and the player character could be charged fines and possibly thrown in jail—or even executed. The choice to grant leniency to someone could negatively impact the player or the player’s family and that creates plenty of tension with which choices the player makes.

Story or Narrative

Narrative: 8/10

Whew. There’s a lot going on with Papers, Please’s gameplay and I may have covered some narrative structure in the previous section because gameplay and narrative are so intrinsically linked in Papers, Please. But narrative is where this game shines like an eagle, or some other mixed, cliched metaphor.

Papers, Please paints its narrative in the game’s blank space. Sure, there’s the tedium of checking government documents (and much of the game is centered around that), but the story of the inspector and his family comes in between the inspector’s daily chores. Do you uncheck the expenses for “food” or “heat” to purchase something else, knowing that your family will suffer? Do you confiscate passports, accruing warnings, or even financial penalties, so that you can doctor those passports for your family and escape? Do you keep your head down out of fear of being caught? All of these are valid choices. All these choices, or illusion of choices, puts the player in the role of the inspector.

Much like the gameplay, I can’t tell where the “story” for Papers, Please ends and the storytelling begins. It’s difficult to separate the two and that’s a wonderful thing. So many games we cover on Geekly are easy enough to separately grade a game’s narrative and storytelling. I’m still going to try to separate the two.

Papers, Please has a compelling story because its premise is compelling. But the game’s storytelling is where it truly shines.

Storytelling

Storytelling: 10/10

I mentioned earlier about Papers, Please telling its story in the game’s blank space. I’ve never seen a video game do this is such dramatic fashion. Papers, Please doesn’t just go for large moments and big decisions. It sprinkles in some nice character moments like after the first time the inspector tranquilizes a terrorist and his son hands him a drawing with the text “Arstotzka’s Hero.” Papers, Please’s character building and story come out in ways that only a video game could tell a story or build characters and that’s why it’s received several awards.

I don’t want to get too far into Papers, Please’s storylines, wading deep in spoiler waters, I may have said too much already, but Papers, Please not only challenges preconceived notions of right and wrong and what someone may or may not do if put in an untenable situation, but it also challenges video games to branch out with new forms of storytelling.

Sure, there are some moments where characters feed the player exposition and some of the world-building comes from newspaper headlines or clippings, but they aren’t used in excess. Papers, Please does a good job of showing instead of telling. It does an even better job of immersing players in its world, so much so that an indie film based on the game exists.

It’s difficult to separate Papers, Please’s narrative form from how it builds its characters, world, and story, but that may be the point. It receives high storytelling marks if only with innovation.

User Interface: 5/10

While Papers, Please takes things slowly and raises the temperature of its difficulty a little over time, it doesn’t hand-feed players. The inspection booth can be difficult to navigate at times and chat rooms and question-and-answer sites are littered with places where gamers get stuck. Papers, Please could use more of a tutorial, especially in later rounds of the game. The rulebook does point out changes to the ruleset, but it’s too easy to mess up and restart over a day or two or thirty.

Graphics: 8/10

Papers, Please mirrors the era in which its narrative is set: the early 1980s. Its 8-bit sprites add to the overall vibe of the game, but the gameplay suffers at times as a result.

Pixelated portraits can make cross-referencing passport photos, and other supporting documents, to a person a chore. On the other hand, the graphics amplify the game’s difficulty and provide a double dose of meta-gaming. Government documents often get damaged and become illegible, even for people whose job it is to deal with them, so the graphics are in keeping with the era and the simulation it’s trying to achieve.

The cruder graphics also grant Papers, Please a touch of abstraction. Sometimes players must fill in the gaps when something awful befalls a would-be immigrant. Other times the player is spared a gruesome scene. Either way, the player is actively engaged in this world and anything one creates in their imagination is worse than what a visual medium can show. Horror films have known this for decades.

Still, I must dock Papers, Please a couple of points for its graphics. That’s her face? She looks nothing like that, and I just wasted a few seconds clicking buttons and waiting for results. There are limits to the copious number of times I erroneously scanned people’s faces.

Audio: 7/10

Papers, Please doesn’t use that much music, but the music it employs drives home the point that Arstotzka is an Eastern Bloc country. The main theme, which plays at the beginning of each day, feels like the protagonist inspector is high stepping his way to work each morning.

That’s fantastic. I can, and have, listened to that song on a loop. That’s not a good sign, but at least I didn’t dance the Mamushka, “the dance of brotherly love.” Mamushka!

While the rest of the music is mostly forgettable, character voices and other sound effects come from public sources—one could download midis or wave files from sites like Soundcloud and create one’s own government document thriller—but Papers, Please’s usage of these sound clips is well done. Garbled voices conjure the idea that what immigrants or superiors or peers say to the protagonist doesn’t matter like much adult dialogue in a Peanuts television special. Heck, even what the protagonist says doesn’t matter to him. He’s going through the motions.

The main theme elevates the rest of the soundtrack, but I’m counting off a few points here. Papers, Please’s soundtrack is largely functional.

Replay Factor: 8/10

This is a difficult category to grade. On one hand, Papers, Please has plenty of replay value and even demands players to repay it at least a handful of times. But once one achieves a dozen or so of Papers, Please’s twenty possible endings, I’m not sure if there’s a lot of replay value after doing so. Lucas Pope included an endless mode once a player finished the game at least once, but the game loses something with that game mode.

With twenty endings there’s still plenty of replay value. One can finish Papers, Please in under an hour. Heck, one could deliberately fail as an inspector and end the game in less than five minutes. I put in over 20 hours for this review and still found avenues I could navigate the story.

Aggregated Score: 8

Even after reexamining Papers, Please, I ended up with the same score of eight. I wasn’t anticipating that. I said that I tweaked the scoring criteria to match our modern reviews, but I revisited the game, trying to see if I spotted anything different. Our new scoring criteria could’ve changed Papers, Please overall score, but it didn’t. Papers, Please is the best game (to date) of the ones we’ve covered on JK Geekly. Even after a decade past its original release, Papers, Please is worth your time.

Daredevil: Born Again, “Art for Art’s Sake”

Daredevil: Born Again’s episode this week, “Art for Art’s Sake” has me torn. The pace is simultaneously fast and slow. Quick spoiler: Muse perishes during the episode. While the man behind Muse makes physical appearances earlier in the show, Daredevil: Born Again could’ve done more to develop him further. In short, “Art for Art’s Sake” sends mixed signals.

Hey, hey! Kyra Kyle here. Daredevil: Born Again’s weekly episode left me scratching my head. I don’t know what to make of its pacing. I expected the first season to end with Muse’s demise. Instead, they get right to eliminating the threat. I would’ve liked to have seen more of Muse before he left the show. While the show could travel interesting waters, Daredevil: Born Again raced to Muse’s end. I figured Heather Glenn’s strange patient was tied to Muse or was Muse. That ended up being true. He was conspicuously the next patient after Wilson Fisk and Vanessa. For what it matters, the idea of no one noticing Muse fits; I was more focused on the couple. But I wanted the show to explore Muse more.

I wouldn’t classify Muse as a villain of the week. He’s more than that. While I didn’t care for how fast Daredevil: Born Again gave him the boot, how Muse left was intense. Despite any reservations I may have, Daredevil taps the suspense vein. Is it too soon to make a blood reference? Muse met a fitting end; I hoped he would’ve stuck around longer.

So, if Muse isn’t this season’s main threat, what is? I have an idea of where Daredevil: Born Again intends to take the season finale (episode nine; thanks again for the clarification, MetalAusten of BlueSky), and if I’m right, it could be a doozy. At one point in the Daredevil comics, Kingpin reveals that Matt Murdock is Daredevil. Daredevil: Born Again looks to be building toward that end, but it’s taking its time. See what I mean by this episode’s pacing. It raced to the end of Muse while dragging its feet toward something bigger, like Daredevil’s identity getting blown.

Kingpin has been sitting on Murdock’s identity for years. He’s known Murdock and Daredevil were the same person since the original series. Why wait until now to unmask Daredevil? Sure. Kingpin did warn Murdock not to resume his “activities” as Daredevil or else there would be consequences. But two episodes remain until the break, when this bombshell (if it does happen) will occur. Does Daredevil: Born Again intend to mark time until then? Why not build the tension while Muse continues his reign of terror? The show may have missed a symbolic gesture of Kingpin holding Muse’s mask while unmasking Daredevil.

And again, I can hear a sceptic ask, but what about Heather Glenn? She’s been set up as an anti-vigilante, and Matt says her name after he rescues her. First, Glenn’s anti-vigilante stance happened in the last episode or two. We haven’t known she’s been anti-vigilante for long, and the show has had opportunities for this inclusion. Second, Daredevil: Born Again hasn’t sold me on their relationship. The only time their relationship gets brought up (since the one date right after Foggy’s death and a couple of sex scenes) is when Heather asks where Matt was overnight. This was before Matt resumed work as Daredevil. The series hasn’t shown me that they’re close.

A quick tangent. While watching Daredevil’s side of this story, I’m reminded of Jim Plath’s pet peeve: the reluctant superhero. He’d say that the reluctant superhero cliche was overplayed, and that was ten years ago. Until the last two episodes, Daredevil’s story is a reluctant superhero story.

The Vanessa and Wilson Fisk angle remains the most intriguing. Venessa all but sends a gangster to attempt Kingpin’s murder. Or did she? She could’ve warned Wilson of the threat, but something tells me Buck (Kingpin’s right-hand man) always stands in the shadows while Kingpin eats. In a previous week, I mentioned that I like Heather Glenn more as Fisk’s therapist. I can’t wait to see how she tackles the layers of this relationship. Daredevil: Born Again could build an interesting dynamic of Kingpin using Glenn to get to Murdock before he reveals Daredevil’s identity.

Daredevil: Born Again Wilson and Vanessa Fisk

As much as it may sound like it, I didn’t hate “Art for Art’s Sake.” Most of the show’s better moments happen on Kingpin’s side of the ledger. Venessa and Wilson Fisk’s relationship has me wanting more. Kingpin navigating his role as mayor has been a treat. I loved Daniel Blake’s heel-turn in this episode. In one scene, Blake went from a sniveling Mayor Fisk superfan to a cold-blooded manipulator that Kingpin can and should use in the future. And it felt organic. The gangland unrest, while understated, simmers in a tasty way. And I like the inclusion of Kingpin’s anti-vigilante task force. Like many other elements (in the show), its formation was rushed, but Officer Powell galvanizes the team.

Kingpin’s rise as mayor is Daredevil: Born Again’s bright spot. While I question some of the show’s decisions, it’s done enough to hold my interest, and I can’t wait for the finale. There’s a chance we have more than one surprise in the offing. Thank you for reading, and wherever you are, I hope you’re having a great day.

Whatcha Playing, Geekly: April 2025

Today marks our first post for Geekly’s Whatcha Playing series. In this series, the Geekly Gang will share which games (board games and video games) they played over the last thirty or so days. We welcome you to join the Geekly Gang and share the games you played this past month.

Kyra’s Games

Before I get started, I’m not going to include any of my prototypes. Of course, I’ve played my prototypes plenty of times this past month, but I’ll include those games with our upcoming “Fifth Wednesday, Personal Updates” post. Until then, I’ll discuss the games I’ve played this past month that I didn’t design.

Video Games

I fell down The Survivalists rabbit hole. For a week last month, I spent almost every day trying to build each structure and cook every recipe. I’ve never played The Escapists. The Survivalists are set in the same world, and I don’t think I missed too much for not having played the game that inspired its world. This game plays like a low-pressure version of Ark: Survival Evolved. Obviously, I like this game. I played almost forty hours in just over a week. Yikes!

I’ve been keeping up with Wuthering Waves and Honkai: Star Rail. Geekly has a review on both of these gacha games. I haven’t played too many video games this past month besides these three games. I’ve mostly played board games.

Board Games

I played Dice Throne for the first time this past month. It’s a little too combat-heavy for me; I would’ve liked a few more things to do besides worrying about positioning, defense, and damage output, but what’s there is intriguing. I like how each character’s dice are unique, but they retain a six-sided die’s classic numbering. Players can trigger abilities by matching symbols or using numbers. This is a clever mechanism. It makes most die rolls useful, and I like purposing my dice each turn.

I also played We’re Doomed! for the first time, too. We’ll have a review on this one in the coming months. We’re Doomed! is a raucous party game with a real-time element. The world is doomed. You need to work together to build a large enough spaceship for everyone to leave the planet, or you could screw over the players. Players take on the roles of world leaders. Each player has the same five options for actions each round, but the role a player has gives them a bonus for one of those actions. The game’s event cards can disrupt the game flow to a point where the game breaks, but We’re Doomed! is dumb fun.

From one silly little game to another. Don’t L.L.A.M.A. Card Game is designed by board game legend Reiner Knizia. It reminds me a bit of Uno with a twist. You attempt to rid your hand of cards by matching the number on top of the discard or playing a card higher than the card showing. The cards are numbered 1-6. Llama cards count as 7s. Don’t L.L.A.M.A. Card Game is a quick, award-winning filler card game. I highly recommend it.

I could list more but I’ll let Season and Skye share their games. Thanks for reading.

Season’s Games

video games

I don’t think I’ve mentioned this before, but I’m a fan of RPG style farming sims (similar to the Harvest Moon franchise). I’ve lost count of how many I’ve played. I picked up Sun Haven during Steam’s spring sale. It’s got a much larger map than what I’m used to from an RPG farming sim and has options for mounts, pets, and accessories. I’m a sucker for all of these things.

One feature I appreciate about Sun Haven is the ability to choose your race, class, and free initial customization options. Your race and class give you bonuses in the game based on how you want to play. When I say, “free initial customization,” I mean you just design a character without picking a gender. You don’t even get the option to pick a gender, like most of these games require. All romance-able characters are available for the player to choose from and you can increase your bond with them based on picking dialogue options they like in addition to gifts.

Always pet Dashie. No exceptions.

I’ve also been playing Honkai Star Rail and Wuthering Waves regularly. They’re a staple of my video game diet, so I won’t go into detail. Good luck on all of your 50/50’s to those of you who play either/both of these games.

board games

Okay. I know this is a collectible card game (CCG). I recently played Magic: The Gathering with a friend and got hit with a wave of nostalgia when I got to play with my fifteen-year-old decks. I’ve only played commander a couple of times in the past, which is the standard way to play Magic: The Gathering now. You have a powerful creature (your commander) who starts the game off the field while the rest of your deck is ninety-nine cards, all of which must be unique (outside of basic land cards). It plays like a normal games of Magic: The Gathering, but you can summon your commander even if it dies, as long as you have the mana.

I’ve played a few prototypes last month, but haven’t played as many board games as I would have liked. I’ve been settling into a new position at my day job, so I haven’t had as much time/energy for board games. I’m hoping to play more this month.

Skye’s Games

Hello, Geekly Gang! Yes. I also enjoy games. So here are some that I’ve been playing lately.

Wuthering Waves and Honkai: Star Rail

Gacha friends, rejoice. I have returned to Wuthering Waves and Honkai: Star Rail. While I’ve always enjoyed these games, they can sometimes be difficult to keep up with. That’s why I took a break from gacha games. Now that I’m trying to loosen up, I thought it was a good time to revisit them. I’m so glad I did!

No gacha game is perfect, but the simple act of building your teams, finding secrets, and yes, owning as many characters as possible is enough to keep me hooked. Since I’ve circled back around to them, it’s been difficult for me to put them down. I’ll admit that grinding gets old. Please implement more multiplayer options. I’m desperate!

Pixel Art

Speaking of loosening up, Pixel Art is my go-to relaxation app. While not technically a game, coloring to your heart’s content is comforting. My favorite aspect of the app is the ability to create your own pixel art creations using images from your phone’s camera roll. Lately, Pixel Art has been my primary method of preserving my memories. Who needs photo albums when you have Pixel Art?

Final Fantasy

Ever since I was a kid, I always loved the Final Fantasy series (even if it was vicariously through watching my parents play it). Lately, I’ve started playing the original Final Fantasy. Since the first Final Fantasy game I played was VII, I’ve taken it upon myself to play each one that came before it. Thankfully, my sister has the Final Fantasy I-VI Pixel Remaster Collection for PlayStation4, so thank you for letting me borrow it. 😉

It’s surreal to see where this behemoth of a franchise started. The story doesn’t always make sense, but the gameplay is still fun. My favorite part is that even though (then) SquareSoft didn’t understand what it was at the time, the game is still clearly a Final Fantasy title. I can see why this is SquareEnix’s golden goose.

The Survivalists

Like other Geekly members, I’ve taken up this quaint yet satisfying game. Since I’ve been a long-time fan of survival sandbox games, it’s been fun seeing Team 17’s interpretation of one. Like most Gen Zers, my first survival sandbox game was Minecraft. It wasn’t hard for me to fall in love with The Survivalists.

Like most survival sandbox games, The Survivalists can become stale after a while. It can take an hour to get things done. If you’re a fan of the genre like me, you’re used to that. The Survivalists will soon join the roster of survival sandbox staples like Terraria, Don’t Starve, ARK: Survival Evolved, and Minecraft. Also, this one has monkeys. Monkey butlers. What more do you want?

Thank you for reading, and wherever you are, I hope you’re having a great day.

April 2025 Update

Here is the second of our quarterly JK Geekly updates. I don’t know if we’ll continue doing these. Let me know if you like to see them coming. I figured this would be a good way to let folks know what we’re up to and what we have planned.

Hey, hey! Kyra Kyle here. Geekly has been chugging along with our new editor Season and new writer Skye. We’re staying a good couple of months out with our schedule. By the time you’re reading this, we’re probably working on summer posts. Yay!

Our regularly scheduled content being set this far in advance affords us to review the occasional TV show or movie. We’ve increased our weekly content.

Quizzes

Disney Princess Color Palette 01

We’ve been releasing color palette quizzes for the past few months. We hope you’re enjoying them. Here’s a link to the ones we’ve already produced. A new color palette quiz has been released each Thursday. Which ones are your favorite? Which franchises would you like to see get a color palette quiz?

We also reintroduced older quizzes that Geekly used to make and began posting alternating quizzes (among multiple-choice, matching, and timeline quiz types) every Tuesday. Since we have plenty of color palette quizzes (to match the number of the other quizzes), we’ll begin cycling through all four quiz types (to include color palettes) every Tuesday and Thursday. We’ll continue with this schedule until at least the next update in July. Let us know which quiz type you like best.

TV Show and Movie Reviews

Geekly has been keeping up with the weekly release of Disney+ and Max shows centered around the Marvel and DC Universe. We plan on covering some more movies, specifically ones that will release this summer. We can’t wait for Fantastic Four and Superman. Summer 2025 movies are looking great.

Let us know if there are any shows or movies you’d like for us to cover that we aren’t already covering.

Geekly News

We’re still figuring out how we want to present Geekly News. Should we go with a big headline with smaller stories throughout the week or weeks? Or should we come out with focused news stories for individual topics? We could always do a weekly Geekly News with no headline, too. In short, Geekly News is a work-in-progress.

New Weekly Posts

The Geekly Gang is filling out the rest of its weekly schedule with two different types of posts. We’ll start with the Whatcha Wednesday posts. Each Wednesday, the Geekly Gang will share which games they’ve played, shows/movies they’ve watched, books they’ve read, and even which songs made the previous month’s soundtrack. Feel free to join in the fun, because you’re part of the Geekly Gang, too.

Our other weekly post is inspired by Harper Ross, one of JK Geekly’s commenters. These posts will be called Geekly Casting and will be released one Friday each month, starting with April 18, 2025. Skye’s our resident movie geek, so she’ll share her ideas on who should play certain roles. Season likes to conduct research, so she’ll unearth casting rumors. And my contributions may vary. We’ll see. Again, you’re more than welcome to share who you think should play which role, Geekly Gang.

But Geekly Casting will only post on one Friday of each month. The rest of the Fridays will have various posts. We’ll make it up as we go for Potpourri Friday.

Fantasy and Mythological Creatures

We’ve struggled to get the fantasy and mythological creatures series off the ground. We figured this might be the case. It’s difficult to coordinate with more people, but we will produce this series whenever we get the chance.

Stop me if you’ve heard this before, but Geekly intends to release a series of game mechanism posts where we send game designers a questionnaire about specific game mechanisms. XD We do intend to do this and hopefully, the pitfalls we encountered with the fantasy and mythological creatures project will inform us on what to do with the board game mechanism series.

JK Geekly Discord Server

We started a JK Geekly Discord Server. We’ll try to be active on this server as much as possible. Discord could help with reaching out to potential content creators and you. We’re all part of the Geekly Gang. Let us know what kind of posts you’d like to see. We could even hang out on the server and play games. Who knows?

Closing Thoughts

That’s all we have for now. We’ll have another one of these posts ready for July. Until then, stay safe, thank you for reading, and wherever you are, we hope you’re having a great day.

Tabletop Game Review: On Tour

On Tour puts you in a rock band. You’re living the dream. You must schedule the band’s stops over your 100-day tour, visiting as many states (or countries depending on the map you choose) as possible. Roll the dice and chart a course with the most concerts.

Hey, hey! Kyra Kyle here. Today’s tabletop game review is the roll-and-write game by All Play (BoardGameTables.com at the time of its original print) On Tour. We’ll set off on our tour soon, but first, let’s handle some of On Tour’s behind-the-scenes details.

The Fiddly Bits

Designer: Chad DeShon
Publisher: BoardGameTables.com
Date Released: 2019
Number of Players: 1-8
Age Range: 8 and up
Setup Time: Less than a minute
Play Time: 20 minutes

Game Mechanisms

Bingo
Dice Rolling
Line Drawing
Network and Route Building
Push Your Luck
Simultaneous Action Selection
Solo/Solitaire Game

Game Setup

1) Give each player their own player board and a dry-erase marker.

2) Shuffle the cards and place them in the center of the table.

3) Roll the dice (2 large 10-sided dice). For setup only, re-roll doubles.

4) Combine the results to form two different 2-digit numbers (i.e. 1 & 4 combine to form 14 & 41).

5) One player draws a card. All players write the lower dice combination on that state.

6) Draw another card and all players write the higher dice combination on that state.

7) Each player circles both numbers.

8) Repeat steps 3-7.

9) Remove the four cards from the game.

Choose a player to begin the game by rolling the dice first.

Game Flow

With each turn, the rolling player draws 3 cards and reveals the cards for all players. If the deck ever empties, reshuffle the deck to form a new deck.

The rolling player rolls both dice. Combine the results to form two different 2-digit numbers (i.3. 5 & 6 combine to form 56 & 65). All players simultaneously write each of those numbers in two empty states (or countries) on their board.

When writing numbers, players choose two of the three cards. The numbers must be written in one of the regions on the displayed cards (like North and Central). If you write a number on the same state displayed on the card, circle it. When writing numbers, a different card must be used for each number.

If all three cards display the same region OR if doubles are rolled, each player draws one star in any one empty state on their board instead of writing numbers. The state must be in the same region as shown on the card. You may still circle the star if you use an exact state from a card.

When all players have written their two numbers, discard the revealed cards and pass the dice to the next person clockwise.

When only one or two empty states remain, do not flip cards, instead roll dice. Players may freely write numbers in any remaining states, following the usual rules.

When all states are filled, the game ends. Beginning in any state, draw a continuous route for your tour. The line must continue to any adjacent state with a number equal to or greater than the previous state you started in. Stars are wild and count as any number.

You can never return to a state that you have already visited. You can never go to a state with a lower number.

Score one point for each state you visit and an additional point for each circled star or number on your route. The highest score is the winner.

Review

First, I didn’t change much from the rulebook in the game setup and game flow sections. I always use a game’s rulebook as a point of reference when writing these sections. Typically, I need to reword or condense multiple passages in a board game’s rulebook to make it easier to read or to get the gist of how a game is played. On Tour’s rulebook, like many other All Play (formerly boardgametables.com) rulebooks, is easy to read. The company has a mission of making board games accessible to more people. Their well-written rulebooks go a long way toward that end.

I like On Tour’s twist on the roll-and-write or flip-and-write mechanism. Note: roll-and-writes have Yahtzee as a basis, where players roll dice and then fill in the results on their player boards, while flip-and-writes typically replace dice with cards. On Tour combines both mechanisms flawlessly and that leads to each game playing differently. I’ve played plenty of On Tour, mostly solo, and each game presents a different challenge. I may get the card I need, but not the right numbers or I may get the numbers I need, but not the right card. Some combination of this will happen in every game but each game feels fresh.

I enjoy On Tour’s solo mode, but the game plays better with multiple players. Like most roll-and-writes, players fill in their maps at the same time and this accommodates larger player counts. Playing with a full complement of eight players may only add ten or so gameplay minutes. Knowing the map helps make decisions easier. I don’t take long to fill in my map, but a new player would take a hot second to make their decision. But I wouldn’t say that knowing a map gives a player an unfair advantage. It’s an advantage but not a huge one. I’ve lost plenty of times to noobs. That may say more about my inability to play On Tour well.

The player boards are two-sided. One side depicts the United States, while the other is a map of Europe. New players should start with the United States. The regions are easier to spot (North, South, East, West, and Central). The straight boundaries of Colorado, Wyoming, and other mid-western and western states help.

I add a rules variant and allow players to chart their route as they fill in states (countries). You can always erase a route if you choose to go in a different direction. The end game (of figuring out which route you’ll take) can take almost as long as the game itself. Filling in a tentative route as you go shortens the time you need for final scoring. It also leads to table talk where someone undoubtedly says, “Well, I guess I’m cut off from Washington (or some other state).” Since you’re using a dry-erase marker, these tentative routes can be altered.

I often bring On Tour while on vacation. While On Tour is one of All Play’s standard box-size games, these boxes are still roughly 7 x 11 inches, making it easy to pack in a suitcase. And its price of $40 is nice. All Play games skew toward wider appeal (code for lighter games), but one can’t question the company’s quality of games and its commitment to cheaper price points.

Too Long, Didn’t Read

On Tour blends roll-and-write and flip-and-write mechanisms for a fresh take on both game mechanisms. While knowing one of the maps can help with making faster decisions, veteran players don’t gain too much of an advantage over newer players. The game plays well as a solo game but sings at large player counts. On Tour continues All Play games’ mission of making board games accessible to a wider audience.