Search

Search only in certain items:

Questeros
Questeros
2021 | Card Game, Fantasy
You know that messed up deal when you are just chillin’ in the forest doing goblin-y things when you are caught and forced into a life of servitude by the king of the realm, and then when he needs someone to go on a dangerous quest he calls upon you, the now court jester, to fulfill said quest? Doesn’t that just chap your hide? Such is exactly the setting in which our hero(?) finds themselves in Questeros, or more fitting, Ero’s Quest (the solo adventure variant).

Ero is the goblin court jester from the open who has been “chosen” to quest about the land to rid it of the ne’er-do-wells of the realm. In this solo adventure mode of Questeros the player will be donning the visage and character of Ero as they travel about developing their skills and having encounters with powerful beings. It is up to the player to guide Ero through the kingdom and rid it of the foul that is plaguing it.

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 the solo game, fondly and ingeniously-named “Ero’s Quest,” follow the rulebook to divide the tarot cards into their specific stacks and splays so that it roughly imitates the photo below. Draw a hand of five cards from the deck and the game may begin.
On a turn the player has a choice of seven actions that may be performed in any order. Each action may only be performed once per turn and when the turn is over the final action is Rest. To use the Develop action the player will place a card from their hand onto the Blades, Staves, or Orbs stacks in next-numerical order. This increases Ero’s attack and spending power. To Puchase cards Ero will spend Orb cards to look at the spent Orb value worth of cards from the draw deck, add one to their hand, and place the others at the bottom of the draw deck. At times Ero will need to Forget cards from hand in order to make room for more cards to enter it via the Learn action. Forgetting simply discards cards from hand while learning draws cards into hand from the draw deck. Recover is used to stand any kneeling/turned/rotated cards into an unused state by destroying cards of higher value from hand. As stated previously, to Rest is to end the turn by discarding the top card of the draw deck to setup the next turn.

I purposely left out the final action choice, Encounter, for a specific reason. Ero’s Quest is won when the entire deck of 21 Encounter cards is defeated. Each of these cards depicts a person or persons that Ero meets in his travels. Some require Ero to give them cards in order to pass. Some require Ero to succeed in battle against them in order to progress. In either case, Ero will need to get through the entire deck before his draw deck runs out in order to win the game.

Battle in Ero’s Quest is turn-based, where the Encounter persona attacks first, thus handing Ero wounds immediately. Wounds are suffered by spending Cups cards in value of the wound taken. For example, the Assassin is a value of 12, so they immediately wound Ero for 12 damage at the start of the encounter. Ero will spend a value of 12 Cups cards to simulate damage taken. Ero may then attack with a combination of available Blades, Staves, and any Ally cards obtained – one of each per attack turn. If the Encounter is defeated, Ero lives on. If the Encounter is not yet defeated, the battle continues with the Encounter card dealing damage and Ero responding with damage until one is defeated.


As mentioned earlier, the Encounter deck contains 21 cards with six of these being combat encounters. Ero has a ton of work to do and when each turn requires a card to be discarded before a new round may begin, they also have an in-game clock ticking and ticking each turn. However, if Ero is able to Develop their skills and overcome all the Encounters, the game is won and Ero becomes a Hero.
Components. Again, this is a prototype copy of the game, and many items are not fully completed in this version. That said, what we were provided is a large stack of tarot-sized cards, a first player Ero token (for multiplayer games), and a large pad of scoring sheets (also for multiplayer use). The cards are great quality and feature some really excellent artwork (on the cards that have the completed artwork on them). I do like the art style employed here, as I am a fan of fantasy themes, and I know that the game will probably ship with similar iconography, but may also be color-coded for ease of reference. All in all I believe Questeros is headed in the right direction for components, and a successful Kickstarter campaign may improve that even further.

The gameplay for the solo adventure of Ero’s Quest is really decent and engaging. So often I have found myself crunching numbers in my head and attempting to utilize my horrible card-counting “skills” to determine my next actions to take. Turns can be very intense and fruitful, or very frustrating and minimal, especially when you are waiting to draw that 3 of Blades so you can place it on the 2 of Blades sitting there, but it just won’t come up. And here you are sitting with the 4, 5, and 6 of Blades in hand and a Necromancer staring right at you awaiting combat. That is the definition of frustrating, but games usually take less than an hour, so even if an entire game is chock full of these turns, you can always setup a new game quickly and hope for better luck.

I like this one. I really do. It is interesting, has a great theme, so many delicious choices, and multiple ways to use the cards for game modes or tarot decks or even RPG FATE decks! On versatility alone I would rate this one high. If you are looking for a little card game to satisfy your mid-weight solo thirst, then check out Questeros. If you need a tarot game in your collection (as I look at mine and see no others), consider this one. It takes up very little shelf space, but looks great on the table and offers a great little solo experience. I have yet to beat the solo adventure, but Ero is calling my name for another go, and I might just have to give in. Again. And again.
  
    Hellraid: The Escape

    Hellraid: The Escape

    Games

    (0 Ratings) Rate It

    App

    IMPORTANT: Due to the high-quality graphics, Hellraid: The Escape is compatible only with iPad 2 &...

40x40

Becs (244 KP) rated Monster Catchers in Books

Jul 6, 2019  
Monster Catchers
Monster Catchers
George Brewington | 2019 | Children, Science Fiction/Fantasy, Young Adult (YA)
10
10.0 (1 Ratings)
Book Rating
Captivating middle grade novel!
You can also find this review on my blog: bookingwayreads.wordpress.com
Thank you to Smith Publicity and the author, George Brewington, for allowing me the wonderful opportunity to be a part of the Monster Catchers blog tour and for sending me a copy to read and review.

TRIGGER WARNINGS: death, kidnapping

"We can't always think of ourselves. There are so many creatures in the world that need love."

Main Characters:
Bailey Buckleby - the main character and co-owner of Buckleby and Sons. He's a monster catcher like his father, but questions how his father goes about the business. Very compassionate and has a good Frisbee throwing arm.
Dougie Buckleby - Bailey's father and the owner of Buckleby and Sons. He has taught Bailey everything he knows about being a monster catcher. A bit selfish by not really listening to Bailey, even though he always ends up being right.
Savannah - schoolmate of Bailey's turned friend. A part of the Bullhead Brigade, which Nikos is also a part of.
Henry - baby Swiss troll that is taken in by Dougie. But is he?
Candycane Boom - a loan shark that ends up teaming up with Axel Pazuzu. Later become an alley to Bailey, Savannah, and Nikos.
Nikos - a Minotaur that is hired to take down Bailey and his father but after being beaten, he joins forces.
Axel Pazuzu - a cynocephaly (part human, part dog that is a god). Known for scamming people worse than Candycane Boom. Ends up causing a lot of problems for Bailey, Savannah, and Dougie.

"Sometimes passion makes one do really, really stupid things. You mustn't beat yourself up about it."

Review:
**Possible spoilers ahead**

Monster Catchers is a middle grade novel about friendship, adventure, sacrifices, saving the ones you love, with a hint of romance and drama. It starts with Bailey sitting at the register in the family shop, rereading In the Shadows of Monsters by his favorite monster catcher. Some teenage boys come in looking for trouble, but Bailey scares them off by showing them the monitor that shows the back room. This very back room is where the real business of Buckleby and Sons take place: monster catching.

Soon after the group of teenage boys leave, a customer comes in needing to have a 'pest' taken care of. Once the Buckleby's are hired, Candycane Boom comes in looking for another fairy friend for his current fairy. He picks on out while Bailey walks Henry on Whalefat Beach. This is where the two meet Axel Pazuzu a cynocephaly, which is a half human, half dog god creature. Axel tries buying Henry from Bailey, but he refuses because he doesn't want to loose this best friend. Bailey quickly heads home with Henry before Axel tries stealing Henry away.

That night, Dougie and Bailey head out to the customer's home to catch the little rascal that has been stealing all of the lights. Well, things don't go according to plane and instead of catching just one little goblin, they catch two and encounter about ten others. This doesn't turn out for Dougie as one of the goblins bites his finger off!

After they returned home, Bailey fell asleep. The next morning, he headed to school to give the report that was due but that he wasn't ready for. So he improvised and told about one of the real stories from In the Shadow of Monsters. Now, the thing with people within Monster Catchers, is that they don't believe that the monsters are real. They are in a constant denial, even when they've seen the monsters themselves. This sparks some major debate in Bailey's class.

Savannah ends up following Bailey back to the store where she is introduced to all the monsters in the back room and even eventually meets Axel Pazuzu when they head to the beach to walk Henry. Axel hires Candycane to get Henry from the Buckleby's. Well, this causes a bunch of different action packed scenes that will leave you turning the pages until the ending.

When you think monsters, you don't think of a father-son duo saving California. But that's just what Dougie and Bailey Buckleby do. For the right price, they will capture anything from goblins and trolls to harpies and fairies. If it's a monster of any sort, the Buckleby's are the one's to call. But, Bailey soon finds out that his father has been lying to him all of his life and it must be he who saves the people of the world. Monster Catcher is a fast-paced, action-packed adventure that will capture young hearts everywhere.

Character/ Story background and development -
I was generally surprised at how much development was within this little novel. Especially for it being book one in a series and a debut! Bailey's and his fathers development were some of the best. The two go from best buds to Bailey questioning everything about him to having to sacrifice him for the sake of the world. It just blew me away the relationship that the duo had as they were massively different, but brought very similar aspects to the relationship.

Plot -
George Brewington weaves lessons of friendship, morals, and action into this fantasy filled debut. Bailey's interest in monsters is heartwarming, especially when he finds out that monsters have feelings and all aren't bad like they are perceived to be.

Spelling/ Grammatical errors -
I honestly didn't seem to find any spelling or grammatical errors that popped out or took away from the overall story. Monster Catchers is a very well-written novel.

Enjoyment -
I really enjoyed going on an adventure with Bailey and all the lovable monsters. I will most defiantly be rereading this. One thing I rather enjoyed, that I have to point out, is how George Brewington mixed extremely important world issues like: environmental issues, understanding differences, and sacrifices along with adding that fantasy aspect that is common among middle-grade novels.

Overall -
With the interwoven lessons and morals, the fun and quirky lines, the cliff hangers, discovering oneself, understanding differences, Monster Catchers encourages the reader to think beyond the words that are written.

Do I recommend? -
Yes! I highly recommend The Monster Catchers by George Brewington. It was such a cute little novel and I need more!!

"We either try or die, Bailey Boy."
  
47 Ronin (2013)
47 Ronin (2013)
2013 | Action, Drama, Sci-Fi
Story: 47 Ronin starts as we learn how Kai (Reeves) a half-breed is discovered in ancient Japan, he is bought into village by Lord Asano (Tanaka). Attracted to his daughter Mika (Shibasaki) and looked down on by her brother Oishi (Sanada) and the rest of the samurai Kai lives on the outskirts. Even after saving Oishi from a beast he is looked down by the samurai.

When Lord Kira (Asano) visits not everything is as it seems as Kai believes one of the members is in fact a witch. When Lord Asano becomes bewitched into harming Lord Kira he must accept the ancient act of Seppuku the rest of the samurais and Kai go out for revenge once they discover that Lore Kira has been planning this all along.

47 Ronin gives us a very simple samurai storyline that we can easily follow and offers us very little fresh. We get the revenge story that is driven by honour as is apparently based on real events I am guessing it doesn’t include the mental supernatural side to everything. I do feel we could have had more in this story because I found Kai was kind of a confusing character one minute he is the main character the next he is the support. I would have also liked to have seen more of the supernatural side to the story. This is an easy watch but never challenging.

 

Actor Review

 

Keanu Reeves: Kai is a half-breed in the middle of Japan, he is loyal to the man that saved him even if the rest of the men disapprove of him being part of their village. When he is the one to first notice the witchcraft he is questioned but after the master is killed he must work with the samurai that final see him as one of their own to get revenge. Keanu is solid but does sometimes look out of place at times.kai

Hiroyuki Sanada: Oishi is the son of the Lord Asano, he is in charge of the samurai and doesn’t like Kai around because of honour. When his father is framed he most turn to Kai and his men to lead a revenge mission against Kira. Hiroyuki does well in this role getting to show off his skills.oishi

Ko Shibasaki: Mika is the daughter of Lord Asano that is involved in a forbidden love is Kai, when her father is killed she is forced into marrying Lord Kira so he can take over the village. Ko is solid in this role where she does become the damsel in distress.

Tadanobu Asano: Lord Kira is the evil man using witchcraft to take over the ancient kingdoms, he takes Mika to be his wife while taking out anybody who gets in his way. Tadanobu is solid in this role but I feel we needed to see more from his character.

Support Cast: 47 Ronin has a supporting cast that are all involved in the fights without being overly memorable.

Director Review: Carl Rinsch – Carl gives us an easy to watch film without really testing the audience.

 

Action: 47 Ronin has plenty of action when it comes to the fight scenes.

Adventure: 47 Ronin puts our characters on the adventure to get their revenge.

Fantasy: 47 Ronin shows us a world where witches and demons are in fact real.

Settings: 47 Ronin doesn’t create any truly memorable location which doesn’t help when it comes to the story.
Special Effects: 47 Ronin has solid effects when entering the supernatural side of everything but if it is based on a real story where did they come from?

Suggestion: 47 Ronin is one to try, it isn’t the most memorable but could be enjoyed without having to think much. (Try It)

 

Best Part: Final fight.

Worst Part: Slightly too long.

 

Believability: It is based on a legend.

Chances of Tears: No

Chances of Sequel: No

Post Credits Scene: No

 

Oscar Chances: No

Budget: $175 Million

Runtime: 1 Hour 59 Minutes

Tagline: This Christmas, seize eternity.

 

Overall: Samurai film done in very easy style.

https://moviesreview101.com/2017/09/02/keanu-reeves-weekend-47-ronin-2013/
  
Futurama: Bender's Game (2008)
Futurama: Bender's Game (2008)
2008 | Action, Animation, Comedy
8
7.3 (6 Ratings)
Movie Rating
The third of the straight to DVD Futurama movies, “Futurama: Bender’s Game” has arrived and continues the winning formula of the television series and two previous films.

This time the film starts out as a standard episode rather than continue the events of the past film. In true Futurama style, there are references to past characters and pop culture gags throughout. The early focus of the story is on the Dark Matter fuel shortage that is controlled by the greedy Mom and her corporation. Mom insists that prices are way up so she has to charge more for the precious starship fuel, but avoids any questions related to her record profits related to the ever rising fuel prices.

With the rising fuel costs the Planetary Express Office, is put on a very strict flight schedule that causes havoc amongst the crew. Fry (Billy West), still drifts aimlessly about life, Amy (Lauren Tom) is as shallow as ever and Leela (Katey Sagal), has an ager issue and is outfitted with a shock collar that jolts her whenever she loses her temper.

Bender (John Di Maggio), has a larger issue as he spots some of the staff children and their friends playing Dungeons and Dragons and wants to be a part of the action. It is learned that robots were not built for imagination so when Bender takes up the game and becomes the entity Titanius, he soon has a hard time distinguishing between reality and fantasy. Combine this with Leela’s entry of the Planet Express ship into a Demo Derby and you get a premise ripe with laughter.

The story shifts into high gear when Professor Farnsworth (Billy West), decides to use his anti-backwards crystal to end his old flame Moms hold on the fuel industry. The Crew make a startling discovery as they battle mom, and thanks to the power of the crystal and Bender, find themselves in a strange medieval world where each of them has new identities in this alternate universe.

In a race against time, the Planet Express staff must not only survive the alternate universe, but defeat Mom and her plans for universal domination.

With sharp picture and sound, this is a very enjoyable new adventure for fans.
There are loads of extras which include deleted scenes, commentaries, and a look at the next film “Into The Wild Green Yonder”.

All in all a welcome and satisfying film that should delight fans and help keep us happy until the new film arrives next year.
  
How NOT to Summon a Demon Lord
How NOT to Summon a Demon Lord
2015 | Adventure, Comedy, Fantasy
9
6.6 (5 Ratings)
TV Show Rating
Catching and Action-Packed!
TRIGGER WARNINGS: memory loss, anger issues, agoraphobia, graphic injuries, fat-shaming, body-shaming, forced marriage, incest, manipulation, toxic relationship, mind control, misogynistic language, slavery, torture, violence, executions

I was generally worried at whether this show was going to be good or if it was going to be one of those trashy anime's that are just 'alright'. I randomly put it on as I had just finished my hundredth re-watch of Vampire Knight and was shocked. This was crafted into a rather enjoyable story that had an amazing cast of main characters. There was silliness, softcore (ecchi) content, action, and adventure.

Throughout the show, there are scenes that are deemed inappropriate and the first episode contains one of those "whoa there" scenes. I wouldn't recommend watching if you don't want somewhat sexual scenes littered throughout the show. Besides those moments, How NOT to Summon a Demon Lord is pretty fun and an enjoyable series that fits with the genre of the show.

How NOT to Summon a Demon Lord captures the whole overpowered main character but balances it with a main character that has limits to his power. There is also the whole sense of danger to those that are close to the main character. The story is told really well and wraps up nicely, leaving the ending open so that if more seasons do end up getting made it would work perfectly with continuing the story on. But if this was the end, then it ended on a good note.

You won't see much of the modern world in the show except for the very beginning. The setting is set in a parallel fantasy world (isekai) where the main character is instantly sucked into a world similar to the game that he was playing. There isn't much connection between the game world and the modern world, but it really isn't an issue as it happened early on in the show.

The show itself is about the main character, who plays an all-mighty powerful Demon Lord in a game in the modern world, but then gets physically summoned into this parallel fantasy world. The twist: the main character is actually stuck in the body of his character Diablo. The story follows a pretty typical plotline where the main character adapts to being in a new body, a new world, how he deals with his surroundings, and how he tackles the issues that arise.

The biggest plot point revolves around the two summoners: Rem and Shera. Each had their own reason for summoning Diablo and he even gets involved with those same issues, seeking to help them. It's insinuated incredibly well that these two young women are main characters alongside Diablo, but some issues arise. Like the slave collars that are around the women's necks should have been around Diablo's neck. The issues that these young women have are as weighty as the salve collars. Slavery is apparently legal in this world, but Diablo doesn't abuse his power and actually allows the women to do as they please, even going as far as forming a bond with both of them.

Overall, I enjoyed watching the story unfold and seeing the producers establish the difference between the modern world and the game that Diablo was experiencing. And even seeing Diablo overpower so many of the opponents he encountered throughout the world. I was entertained throughout every episode and ended up binging this in an entire night!

Generally, when you have a show like this, the characters have to carry a ton to really make the show good. In How NOT to Summon a Demon Lord, they do an exceptional job at portraying that. Diablo is a pretty solid main character, even being likable! The problem with action-packed shows like this with an overly powerful main character is that the character isn't likable and that makes the show rather boring. With this show, you do not get that vibe one bit. Diablo actually works because he's a generally nice guy at heart, never resorting to using his powers right away or even stop caring about whether or not he kills someone. His strength is evenly matched with his lack of communication and his heavy social anxiety. I mean, you get inside his head quite often and he uses both his brains and brawn to help in a rough spot, instead of just randomly firing about as most power main characters do. This really adds to the appeal of Diablo.

The other two main characters, Rem and Shera are two girls with their own reasons for summoning a powerful demon to aid them. Both are entertaining and even have their own backstories that really add to the story. Rem's backstory is a bit more emotional compared to Shera's but the watcher is able to emphasize with both excruciatingly well. Especially when all three main characters develop a sturdy friendship and gain the trust of the others. Shera is the glue that holds both Rem and Diablo together when they start doubting themselves.

There are a wide variety of antagonists and side characters that don't get a ton of focus, but they do help push the main cast and story along. These antagonists have their own goals and that causes serious conflict with the goals Diablo, Rem, and Shera have/want to do. But then there are also the side characters that are actually on the side of the three mains and do play important roles in various points of the story.

The art and visual effects were well down and it wasn't the same graphic scenes and spells as most anime's do. For instance, Diablo doesn't just spam the same spell over and over (like I do when I'm playing a game because I'm a button smasher haha) instead, he uses different attacks and spells for each occasion. The show doesn't shower blood around like it's rain *cough cough Game of Thrones cough cough*, but it does a good enough job letting the watcher know when someone gets hurt/ dies.

My final thoughts:
Overall, this was a well-done show that held the action and made the characters very likable, without rushing the story. There is comedy, action, magic, and a bit of a push on the boundary with softcore (ecchi) content but you get a good sense from the main characters and story that it's defiantly worth checking out.
  
Shadows of Kilforth: A Fantasy Quest Game
Shadows of Kilforth: A Fantasy Quest Game
2019 | Card Game, Dice Game, Fantasy
Have you ever sat down to read a rulebook and had to split it up into several reading sessions? I have multiple times. This happened just recently when I sat down to learn Shadows of Kilforth. Granted, I have two kids that take up the majority of my time and they provide plenty of adorable distraction, but even still, this absolute unit of a rulebook took me a good few days to actually finish. Was the time and effort worth it in the end? Yes. Absolutely. Keep reading.

Shadows of Kilforth is subtitled, “A Fantasy Quest Game.” Right there in the title you find out exactly what you are up against in the very foreboding but unassumingly-sized box. A game set in a fantasy world that is focused on questing. I have to admit up front that this review will be treated a little differently as the rulebook is hefty and nobody wants to read a thorough rules essay on Shadows. So I will give you a very high-level overview of the main steps and then give you my thoughts on how it all works together.

DISCLAIMER: We were provided a copy of this game for the purposes of this review. This is a retail copy of the game, so what you see in these photos is exactly what would be received in your box. I do not intend to cover every single rule included in the rulebook, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy online or from your FLGS. -T

Shadows of Kilforth is essentially a card and dice RPG-esque adventure game with an Asian-style theme but set in a fantasy world where locations will be devastated into gloom (building upon the first in the series Gloom of Kilforth). The players, as the heroes, have the daunting task of journeying throughout Kilforth’s 25 locations to collect items, allies, spells, and titles to overcome main quests and subquests before every location falls into gloom. These quests usually have the players gathering specific card types to satisfy and complete. Once main player storyline quests, called Sagas, are completed the hero levels up and when they complete their fourth quest in their main Saga they may attempt their Finale and then may finally assault the big boss, the Ancient.

Each turn players have Action Points (AP) to spend on doing different actions: movement, discovering rumours (yes, I know it’s the Queen’s English), confrontations, and regaling a Saga chapter, among several others. Some actions are free actions, called Deeds. These include resolving loot tokens, assaulting an ancient, exchanging items between players, and several others. By using combinations of Actions and Deeds players will be able to travel around collecting those items, allies, and so forth needed to complete their Saga chapters.

To complete objectives and quests, players will typically be rolling dice to meet requirements on the cards. This, as all role-players know, can be either supremely lucky or incredibly and predictably debilitating. Skill checks are abundant in Shadows and diversifying characters may or may not have advantages by being able to complete Fight, Study, Sneak, and Influence tests. Players will win if they can complete their Sagas and defeat the Ancient before all of the locations fall into gloom, signaling the end of the game.

All this, again, is very high-level and there are many intricacies in Shadows that I just cannot go over for the sake of time and the health of my typing fingers. But, the game can be played solo, cooperatively, or competitively. So depending on the mode of play and number of players Shadows can range from a 45 minute foray to multi-hour epics. This is why I have played this solo with one character for my plays.

Components. Shadows of Kilforth is very card-heavy, but also includes other goodies. The cards themselves are firstly quite numerous, but also good quality. I can see myself sleeving this and loving every minute of that process. Aside from the cards, the game includes standees for player pieces on the card map, wooden components to track HP, AP, Fate, Obstacles, Gold, Hidden characters, great swirly 6d6, and also cardboard chits for Loot tokens. I haven’t even mentioned the art yet and that may be the most stunning component in this game! I LOVE a game with great art, and Shadows has simply amazing art. This is not usually my style of game art either, but it is so pleasing and everything makes sense and gets me immersed in the game. Everything provided is wonderful quality and an absolute joy to use during play.

Ok so like always, we place our ratings graphic right at the top of our posts so our readers can see right away what we think of the game. As you can tell, I love Shadows of Kilforth. It has essences of so many games I enjoy pieced together in a very attractive and captivating package. The movement and subsequent destruction of map-cards are reminiscent of Forbidden Island/Desert and Tiny Epic Defenders, which I really love (don’t hate – it’s a good game). The gathering of select card types and returning to a location to complete feels like fetch quests in MMORPGs (Final Fantasy XI being my main squeeze for many years). Obviously dice skill checks and level ups from tabletop RPGs are in there as well.

Shadows is just such a great collection of mechanics that I love that I can see myself playing this game over and over and over. Caveat: I will never play this any way other than absolutely solo. My first play, yes a learning session, was just shy of two hours from setup to tear-down. Adding players will increase game length, and playing with AP-prone friends is a no-go for me on Shadows; I had to reference both the excellent provided cheat sheet and the rulebook throughout the play but I eventually got the hang of it and was able to fly through. I may play this solo but with multiple characters cooperatively someday, but I do not wish to play this with other people. Ever.

So here’s my final thought. Shadow of Kilforth is a beefy game, but is well worth the time and effort to learn and play a couple times before passing judgment. It has everything I love in a game and I can’t stop thinking about it. I want to play all the different Race/Class combinations and just dunk on all the Ancients. If only my dice didn’t hate me so much. I will certainly be keeping this one forever, and if you are a fan of fantasy themed adventure card games with heavy use of dice and cool components, DEFINITELY take a look at Shadows of Kilforth. As I am the only one who has played this, I speak for the team in saying Purple Phoenix Games gives this one a 6 / 6. Treat yoself to this one, folks.
  
The Shadow of the Gods
The Shadow of the Gods
John Gwynne | 2021 | Science Fiction/Fantasy
9
9.0 (1 Ratings)
Book Rating
Superb nordic fantasy
Shadow of the Gods is the first book in a new series from Gwynne, and his first away from the world of the Faithful and the Fallen. It takes place in a viking-esque part of a world whose gods have recently died, and the world is gradually emerging from tribalism and remote settlements into wider government, at great pain to its people.
There are rumours of rare people who are descendants of the gods and under stress (or on command once they are trained) can enhance their physical abilities - strength, speed, fury etc.
We meet three characters:
- Orka, a woman with a mysterious past who just wants a quiet simple life with her husband and son, away from the ambitions of their countrymen
- Elvar, a young bountyhunter woman who, along with her fellow longboatmen are initially hunting one of the alleged gods' descendants
- Varg, a young man who has recently escaped slavery in unpleasant circumstances and wants to find what happened to his sister, seeking a magician to tell him her last moments

The three PoVs give us an excellent view of this world, and we see the beginning conflict from numerous standpoints. Varg, far from being a vehicle to deliver worldbuilding, is an excellently formed character who is trained in combat with spear and shield (and of course, Gwynne's trademark shield wall obsession).

The different PoVs also allow us to see one overall story developing, but building up from numerous subplots and quests.

The action scenes are excellent and plenty, as usual, both single combat trials and larger battle scenes against people and monsters. Where the Faithful and the Fallen had the "sword flicks sand in the eye" trope, which was overused, here we have the axe being used to hook someone's shield and yeet them out of the shield wall. This is less overused, and I believe a genuine effective battle tactic, but one that the reader notices regularly.

The mysteries of the world and the characters inhabiting it are revealed gradually enough to keep even this impatient reader satisfied. I admit to overthinking it and trying to guess how the stories might overlap/weave together and got it all completely wrong. There were times when I did mix up the quests of Varg and his boat crew, and Elvar and her boat crew, as they are very similar, but this is natural when such a large cast of characters is introduced.

An excellent thrilling adventure and one that effortlessly got me out of something of a reading slump (everything has felt like a chore for so long, but this was a delight every time I sat down to read).

I received a free copy from the publishers and netgalley in exchange for an honest review.
  
The Waking Land (The Waking Land, #1)
The Waking Land (The Waking Land, #1)
Callie Bates | 2017 | Science Fiction/Fantasy, Young Adult (YA)
8
8.0 (5 Ratings)
Book Rating
The blurb of this novel tells pretty much all the necessary information. Elanna was kept away from her parents for fourteen years, in a different country, with a different culture and different way of living. She always wanted to be a botanist, because she loved plants. She was accused of King’s murder, so the only chance she had was to run. While on the run, she finds out, that she has a great gift and she supposed to be the one, who leads her country to independence.

This book has a great variety of characters to choose from. I loved their bravery and strong personalities. My favourite ones were El and Jahan. I loved their kindness and all the adventures which they had together in this novel. El is a very confused young woman, who is trying to make the right choice, even though it breaks her heart. She is emotionally torn between two countries who are at war because she has ties with both of them, it is hard for her to make the decisions, and this whole process was very interesting to watch for me.

I liked the plot of this book, but I found some of the parts quite repetitive. There is quite a bit of action going on in this novel, so that was what kept me going. I liked the adventure parts of it, filled with some really lovely and subtle romance. I think that author used her love for music and nature really well in this novel, I loved the overall setting of this book. It has some sex and violence in this novel, but it is not overwhelming, and I am really great full to the author, for keeping this novel quite elegant, when it used to come to violence.

The writing style is pleasant to read, but I don’t understand, why fantasy books have such complicated names in them. For me, it makes these books more difficult to read and it doesn’t add any charm at all. The chapters were quite long, but they were divided into smaller chunks, so it was quite easy to read it. I really liked the ending of this book, I think it rounded up the story really nicely, and there will be a second part published this year, so I am quite curious to see what it has to offer. So, to conclude, I think this book has all the right attributes necessary for this type of novel, it has magic, brave heroine who is kind and sweet, political disputes and the right amount of romance. Please do give this book a try and I hope you will enjoy it 🙂