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Ivana A. | Diary of Difference (1171 KP) rated Codename Villanelle (Killing Eve #1) in Books
Aug 3, 2020
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#1 <a href="https://www.goodreads.com/review/show/3346735674">Codename Villanelle</a> - ★★★
#2 <a href="https://www.goodreads.com/review/show/3350743338">No Tomorrow</a> - To Be Read
<img src="https://diaryofdifference.com/wp-content/uploads/2020/06/Book-Review-Banner-62.png"/>
<b><i>Codename Villanelle is a book I listened to. I don’t often listen to audiobooks, but I wanted to read this book, and I didn’t own a physical copy.</i></b>
The reason I wanted to read this book is because I heard there is a TV series coming, featuring Sandra Oh from Grey’s Anatomy. I loved Sandra as Christina, and I knew I was going to love her as Eve. The TV Series is a hit, and I love it, but this is not why we’re here. We are here to talk about the books. On this occasion, the first book in the series.
<b><i>Villanelle is one of the world’s best assassins.</i></b>
She is a psychopath who loves her luxurious lifestyle and loves playing mind games. She is hired by a powerful group called the Twelve, and she is tasked to murder rich and influential people.
<b><i>Eve Polastri is a former MI6 operative.</i></b>
She is hired to find and capture or kill this assassin. Eve, who has a quiet life with her husband Nico and enjoys the peace, accepts the mission. However, little does she know, everything is about to change.
The chase is an exciting one and we never know what will happen next.
Honestly, I had troubles with the audiobook. The pronunciation of everything in Russian, French and Italian was a complete miss, and it annoyed me. Names, food, places, cities - it was all said incorrectly. I know for some people this is a minor issue. However, for me, it took away the joy throughout the whole book.
Apart from this, the first book of the series is a great introduction to both Eve and Villanelle. We find out more about their personalities and characters. We follow Villanelle in a few of her assassinations, and we follow Eve in some of her investigations. I think this book focused more on VIllanelle, featuring her childhood and training days as well. The presentation of their feelings and insights was immaculate. I loved their relationship forming, even without them meeting each other. There is tension, there are clues, and there is the play of destiny to always end up chasing each other.
<b><i>The writing was good and the pace was fast, which led to a very fast adventure. Also, the ending was intriguing, and it definitely leaves space for the second book to come in and explain a few things.</i></b>
I am looking forward to continuing this series and reading the second book - No Tomorrow. I recommend Codename Villanelle to everyone that loves action, assassination, murder, spy themes and psychological thrillers.
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#1 <a href="https://www.goodreads.com/review/show/3346735674">Codename Villanelle</a> - ★★★
#2 <a href="https://www.goodreads.com/review/show/3350743338">No Tomorrow</a> - To Be Read
<img src="https://diaryofdifference.com/wp-content/uploads/2020/06/Book-Review-Banner-62.png"/>
<b><i>Codename Villanelle is a book I listened to. I don’t often listen to audiobooks, but I wanted to read this book, and I didn’t own a physical copy.</i></b>
The reason I wanted to read this book is because I heard there is a TV series coming, featuring Sandra Oh from Grey’s Anatomy. I loved Sandra as Christina, and I knew I was going to love her as Eve. The TV Series is a hit, and I love it, but this is not why we’re here. We are here to talk about the books. On this occasion, the first book in the series.
<b><i>Villanelle is one of the world’s best assassins.</i></b>
She is a psychopath who loves her luxurious lifestyle and loves playing mind games. She is hired by a powerful group called the Twelve, and she is tasked to murder rich and influential people.
<b><i>Eve Polastri is a former MI6 operative.</i></b>
She is hired to find and capture or kill this assassin. Eve, who has a quiet life with her husband Nico and enjoys the peace, accepts the mission. However, little does she know, everything is about to change.
The chase is an exciting one and we never know what will happen next.
Honestly, I had troubles with the audiobook. The pronunciation of everything in Russian, French and Italian was a complete miss, and it annoyed me. Names, food, places, cities - it was all said incorrectly. I know for some people this is a minor issue. However, for me, it took away the joy throughout the whole book.
Apart from this, the first book of the series is a great introduction to both Eve and Villanelle. We find out more about their personalities and characters. We follow Villanelle in a few of her assassinations, and we follow Eve in some of her investigations. I think this book focused more on VIllanelle, featuring her childhood and training days as well. The presentation of their feelings and insights was immaculate. I loved their relationship forming, even without them meeting each other. There is tension, there are clues, and there is the play of destiny to always end up chasing each other.
<b><i>The writing was good and the pace was fast, which led to a very fast adventure. Also, the ending was intriguing, and it definitely leaves space for the second book to come in and explain a few things.</i></b>
I am looking forward to continuing this series and reading the second book - No Tomorrow. I recommend Codename Villanelle to everyone that loves action, assassination, murder, spy themes and psychological thrillers.
Purple Phoenix Games (2266 KP) rated DiTiC in Tabletop Games
Oct 2, 2019
Purple Phoenix Games Preview
Abstract strategy games hold a special place in my heart. I’m not really a fan of Chess, but I am a fan of games that are light on rules and components but heavier in strategy needed to best your opponents. Yes, I like games that have zombies and gore or adventure and treasures as well, but abstracts are a great escape from those Ameritrashy games we all love.
So my original thought was to try to open this preview with a dastardly abstract statement to truly emphasize how theming is irrelevant with some activities. Not quite having done that, DiTiC is an abstract strategy game of “tile placement and dice-pawn” movement. How does it play? Read on.
In DiTiC the winner is the first player to upgrade one of their dice from a smaller-valued die into a value of six. Bring out smaller value dice and move them around the “board” to combine with other dice and win the game!
DISCLAIMER: We were provided a review copy of this game for the purposes of this review. These are preview copy components, and I do not know if the final components will be similar or different, or if the Kickstarter campaign will alter or add anything through stretch goals. -T
To setup a game of DiTiC, each player chooses a color of dice and takes all dice into their hand. The tile with “DiTiC START” on it is the, well, starting tile and is placed in the middle of the table. Roll off to see who goes first and you are ready to play!
On a turn a player may draw and place a tile or move one of their dice. Players start with zero dice on the board, so the first few turns will be drawing a tile from the bag and placing it on the board either side face-up. As you can see from the photos the tiles will have different colored (and shaped) corners. It’s when these corners complete an intersection of four tile corners that dice may enter the board. Depending on the color of the intersection’s majority control a die of said majority color comes into play on the value of the number of icons present. That’s a mouthful. So there are four corners to the intersection. If said intersection contains two red, a blue, and a black icon then red will place a die with value of two pips showing on that intersection. These dice may now be moved and combined with like-valued dice (with an exception). If a player has at least one die on the board when initiating this action, they may roll the action die after placement and complete any other actions the die result allows.
When a player decides instead to move, combine, or overtake a die, they simply move the die along the edge of a tile to the next closest intersection. Exception to movement: players can move all dice with a value of one BEFORE any other dice movement, and dice with value of one or two may move in any direction – even diagonally.
To combine/upgrade dice players will need to move one die into the same intersection as an equal-valued die in order to combine into a die of value +1. Example: a four die and a four die combine to make a five die. Exception to combinations: a value one die may combine with a value three die (remember the exception from the previous paragraph?) to create a value four die.
To overtake an opponent’s die, a player simply moves a superior die onto an occupied intersection. Typically, a die of larger value can overtake any die of smaller value. Exceptions: nothing may overtake a four or five, and only a five can overtake a three. Three-value dice seem to be the superheros of DiTiC.
So after many back-and-forth turns of placing tiles and rolling dice or moving/combining/overtaking dice the winner is crowned once they have upgraded any die into a value six die.
Components. Again, this is a prototype version of the game, so I will comment on what I can. I think the game looks very nice, even in this stage of production. The icons on the tiles are clear – and THANK YOU for considering the colorblind gamer community by making each icon different by both color and art style. The dice are your typical d6 (and I do not know if there will be any changes made to these as a result of a successful campaign). The icons on the action die make sense and I really dig the laser-etched wooden design, and I kinda hope that detail makes it into the final product. But I prefer wooden dice to plastic every time. The game also came with a burlap bag to house and conceal the tiles, and coupled with the wooden dice makes a nice little natural organic combo. My only request for the final version of the game? Go crazy with the color scheme. Black, red, white, and blue are great colors, but fling out the purple and the gold and the orange and the aqua. But I’m no designer. It looks great as it is.
So like I said up top, I love abstracts. Surprisingly so. The more I play them the more I love them. And this game definitely adds to my love of the genre. The rules are kinda wacky, and the dice of different values each can do their own thing, and I think that’s really interesting. It’s not simply a game of moving big dice around eating all the little dice. I mean, you CAN do that, but you will not advance your own strategies. But there is an amount of take that in this game, from the action dice to the tile placement to the overtaking of dice, that will really appeal to lots of people. It’s not a big game, but it looks great on the table, and plays really well once you have immersed yourself in the rules. I really believe that the more I play it the more I will fall in love with it. In fact, as I type this I want to go home and play it right now. And that’s a mark of a good, if not great, game, isn’t it?
If you like abstract strategy games and have a little room for this small game in your collection (or better, MAKE some room for it) then you should definitely consider backing it on Kickstarter, or (depending on when you read this) picking it up at your FLGS.
So my original thought was to try to open this preview with a dastardly abstract statement to truly emphasize how theming is irrelevant with some activities. Not quite having done that, DiTiC is an abstract strategy game of “tile placement and dice-pawn” movement. How does it play? Read on.
In DiTiC the winner is the first player to upgrade one of their dice from a smaller-valued die into a value of six. Bring out smaller value dice and move them around the “board” to combine with other dice and win the game!
DISCLAIMER: We were provided a review copy of this game for the purposes of this review. These are preview copy components, and I do not know if the final components will be similar or different, or if the Kickstarter campaign will alter or add anything through stretch goals. -T
To setup a game of DiTiC, each player chooses a color of dice and takes all dice into their hand. The tile with “DiTiC START” on it is the, well, starting tile and is placed in the middle of the table. Roll off to see who goes first and you are ready to play!
On a turn a player may draw and place a tile or move one of their dice. Players start with zero dice on the board, so the first few turns will be drawing a tile from the bag and placing it on the board either side face-up. As you can see from the photos the tiles will have different colored (and shaped) corners. It’s when these corners complete an intersection of four tile corners that dice may enter the board. Depending on the color of the intersection’s majority control a die of said majority color comes into play on the value of the number of icons present. That’s a mouthful. So there are four corners to the intersection. If said intersection contains two red, a blue, and a black icon then red will place a die with value of two pips showing on that intersection. These dice may now be moved and combined with like-valued dice (with an exception). If a player has at least one die on the board when initiating this action, they may roll the action die after placement and complete any other actions the die result allows.
When a player decides instead to move, combine, or overtake a die, they simply move the die along the edge of a tile to the next closest intersection. Exception to movement: players can move all dice with a value of one BEFORE any other dice movement, and dice with value of one or two may move in any direction – even diagonally.
To combine/upgrade dice players will need to move one die into the same intersection as an equal-valued die in order to combine into a die of value +1. Example: a four die and a four die combine to make a five die. Exception to combinations: a value one die may combine with a value three die (remember the exception from the previous paragraph?) to create a value four die.
To overtake an opponent’s die, a player simply moves a superior die onto an occupied intersection. Typically, a die of larger value can overtake any die of smaller value. Exceptions: nothing may overtake a four or five, and only a five can overtake a three. Three-value dice seem to be the superheros of DiTiC.
So after many back-and-forth turns of placing tiles and rolling dice or moving/combining/overtaking dice the winner is crowned once they have upgraded any die into a value six die.
Components. Again, this is a prototype version of the game, so I will comment on what I can. I think the game looks very nice, even in this stage of production. The icons on the tiles are clear – and THANK YOU for considering the colorblind gamer community by making each icon different by both color and art style. The dice are your typical d6 (and I do not know if there will be any changes made to these as a result of a successful campaign). The icons on the action die make sense and I really dig the laser-etched wooden design, and I kinda hope that detail makes it into the final product. But I prefer wooden dice to plastic every time. The game also came with a burlap bag to house and conceal the tiles, and coupled with the wooden dice makes a nice little natural organic combo. My only request for the final version of the game? Go crazy with the color scheme. Black, red, white, and blue are great colors, but fling out the purple and the gold and the orange and the aqua. But I’m no designer. It looks great as it is.
So like I said up top, I love abstracts. Surprisingly so. The more I play them the more I love them. And this game definitely adds to my love of the genre. The rules are kinda wacky, and the dice of different values each can do their own thing, and I think that’s really interesting. It’s not simply a game of moving big dice around eating all the little dice. I mean, you CAN do that, but you will not advance your own strategies. But there is an amount of take that in this game, from the action dice to the tile placement to the overtaking of dice, that will really appeal to lots of people. It’s not a big game, but it looks great on the table, and plays really well once you have immersed yourself in the rules. I really believe that the more I play it the more I will fall in love with it. In fact, as I type this I want to go home and play it right now. And that’s a mark of a good, if not great, game, isn’t it?
If you like abstract strategy games and have a little room for this small game in your collection (or better, MAKE some room for it) then you should definitely consider backing it on Kickstarter, or (depending on when you read this) picking it up at your FLGS.
Sophia (Bookwyrming Thoughts) (530 KP) rated Paranormalcy (Paranormalcy #1) in Books
Jan 23, 2020
Original Review posted on <a href="http://bookwyrming-thoughts.blogspot.com/2012/12/review-paranormalcy-by-kiersten-white.html">Bookwyrming Thoughts</a>.
I'll be honest here: I just adore Evie's personality. And her habit of "bleep" when swearing which she picked up from her watery friend, Lish (such a sad ending for her. Dx *tears up again*). I'll probably face it. I kinda got the bleep habit as well after reading it, LOL. Not that I swear much myself. I kinda use it for fun sometimes when it's appropriate (Read: Really Fun Word to Use When Right).
Did it make a lasting impression? Well...
In the majority of cases, yep, it certainly did. In the meaning of "Will-I-read-it-again-and-again-so-I-can-visit-again" type of thing, it would be an eh... I guess we'll have to see. There's this great perk about the Paranormal genre, but I thought in Paranormalcy's case, it wasn't a lot as I expected it, but overall, it was pretty good.
The title is really catchy and makes you think a bit on what it really means. Though I don't really see how it's related in a way to the story. Maybe it'll come to me later. I hope. (That's right. I still haven't figured it out, XD) Same for the cover in a way. Although... I guess I can. The story is related to Evie after all. I'm assuming the girl on the cover is Evie. No guarantees of being right. I'm just guessing. (And guessing is never wrong. Is it? O_O)
How about the others then? I can't really detect the villains though. There seems to be a few, of which I shall not name for the sake of spoilers. Plus, they're not that scary. I was thinking some creep that would try and steal your soul to live like the villain from Silver Phoenix (read it BEFORE Bookwyrming Thoughts was born, so no review anywhere.) And I despise Reth. Can't you see Evie wants no business with you whatsoever? Dx I guess faeries aren't always smart as mentioned probably in the book already.
But oy, what makes me give it an epic rating of 4.25? Okay, not a 4.25 then. A 4. Not dealing with graphics again... even though I enjoy doing it at times. :) What really makes me give it a high rating and not a "in-the-middle-due-to-a-bit-of-lack-of-action-because-I'm-also-drawn-to-action-and-adventure-books-mixed-in-with-other-genres" type of rating is White's writing style. I just love it. It's light-hearted, kind of care-free, humorous, and cute mixed with awesome-ness and totally fun voice.
Will I read the next book? Yep. Just please keep up the awesomous style. I just adore it (Read: LOVEEE it!). :3
I'll be honest here: I just adore Evie's personality. And her habit of "bleep" when swearing which she picked up from her watery friend, Lish (such a sad ending for her. Dx *tears up again*). I'll probably face it. I kinda got the bleep habit as well after reading it, LOL. Not that I swear much myself. I kinda use it for fun sometimes when it's appropriate (Read: Really Fun Word to Use When Right).
Did it make a lasting impression? Well...
In the majority of cases, yep, it certainly did. In the meaning of "Will-I-read-it-again-and-again-so-I-can-visit-again" type of thing, it would be an eh... I guess we'll have to see. There's this great perk about the Paranormal genre, but I thought in Paranormalcy's case, it wasn't a lot as I expected it, but overall, it was pretty good.
The title is really catchy and makes you think a bit on what it really means. Though I don't really see how it's related in a way to the story. Maybe it'll come to me later. I hope. (That's right. I still haven't figured it out, XD) Same for the cover in a way. Although... I guess I can. The story is related to Evie after all. I'm assuming the girl on the cover is Evie. No guarantees of being right. I'm just guessing. (And guessing is never wrong. Is it? O_O)
How about the others then? I can't really detect the villains though. There seems to be a few, of which I shall not name for the sake of spoilers. Plus, they're not that scary. I was thinking some creep that would try and steal your soul to live like the villain from Silver Phoenix (read it BEFORE Bookwyrming Thoughts was born, so no review anywhere.) And I despise Reth. Can't you see Evie wants no business with you whatsoever? Dx I guess faeries aren't always smart as mentioned probably in the book already.
But oy, what makes me give it an epic rating of 4.25? Okay, not a 4.25 then. A 4. Not dealing with graphics again... even though I enjoy doing it at times. :) What really makes me give it a high rating and not a "in-the-middle-due-to-a-bit-of-lack-of-action-because-I'm-also-drawn-to-action-and-adventure-books-mixed-in-with-other-genres" type of rating is White's writing style. I just love it. It's light-hearted, kind of care-free, humorous, and cute mixed with awesome-ness and totally fun voice.
Will I read the next book? Yep. Just please keep up the awesomous style. I just adore it (Read: LOVEEE it!). :3
Purple Phoenix Games (2266 KP) rated Trogdor!!: The Board Game in Tabletop Games
Aug 8, 2019
I cannot possible explain to you how many hours of my college career were spent LMBO at the homestarrunner.com website. Teen Girl Squad. Strong Bad E-mails. The incredible Halloween episodes. If you know what I’m talking about, I hope you enjoyed some sense of beautiful nostalgia just now. So when I saw that someone was making a board game based on a secondary (or a thirdedary) character from one of my favorite websites from my not-so-youth I knew it would be mine someday. That day has come and I am here to report my thoughts on Trogdor!! The Board Game.
Trogdor!! The Board Game, which I’m just gonna start calling Trogdor!!, is a cooperative area burninating puzzle adventure game for only the coolest of the cool. The twist on this game, if you are unfamiliar with Trogdor or Homsar, is that the players are all essentially cultists who assist Trogdor to burninate the countryside, all the cottages, and chomp the peasants or send them to the Void.
DISCLAIMER: Though this was Kickstarted, I did not splurge on the deluxe version, so I have the meepled version and it does just fine. Furthermore, I do not intend to cover every single rule included in the rule book, 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 from the publisher directly or from your FLGS. -T
To setup the game (and I found this part tedious) lay out the countryside tiles according to one of the suggested layouts in the back of the rule book or simply wherever you want in a 5×5 grid. This is your game board now. Also place out the thatched-roof cottages, peasants, knights, and archers. Trogdor starts the game in the middle tile, prepped for his burnination run. Each player also receives a Keeper of Trogdor persona card that provides special abilities, an item card that can be used during play, and an action card that determines how many action points a player may use as well as possibly special abilities to use for the turn. Troghammer starts the game on the Trog-meter, ready to come onto the board to wreak hammery havoc on our hero.
A turn consists of two phases. The first phase has the current player drawing an action card which intimates the number of action points (AP) the player can use for actions: Move Trogdor one space orthogonally, Chomp a peasant to increase health, Burninate a tile/cottage/peasant, Burrow into a tunnel and pop out the other side, or Hide in the mountains. Movement is easy: move Trogdor one space per AP you’d like to spend. Chomping requires Trogdor to be on the same tile as a peasant, but then you can chow down on them to increase our deity’s health bar. Burninating also requires Trogdor to be on the same tile as the tile/cottage/peasant you want to burninate. The Lake tile has special burninating rules, as do thatched-roof cottages. I will also allow you to learn about burninating peasants on your own, as it is pretty amazing. Burrowing requires Trogdor to be on a tunnel tile and spend an AP to teleport to the other tunnel (a la Small World). Trogdor may also simply Hide on a mountain tile to be protected from the attackers that act during the next phase. If players to not like either the action card they were dealt or the card they drew, they may simply discard a card to take their turn with 5 AP and no special abilities.
The next phase is where the board elements do their thang. The active player will draw and play a movement card. From instructions on this card the board may spawn more peasants, will move the peasants, will move the knights and also archers. Peasants do not fight Trogdor, but they can possibly repair burninated tiles. Knights WILL hurt Trogdor whenever they pass through or end their turn on the same tile as Trogdor. Knights will also automatically repair any burninated thatched-roof cottages they pass through. Troghammer is a special knight who only comes into play once Trogdor is hurt the first time. Archers will attack an entire column or row depending on which direction they were traveling when they ended their movement. If Trogdor still has peasants on the Trog-meter (representing health), then the next player takes their turn. If Trogdor has no more health and he is hit again, he enters a fiery RAGE! I will let you discover what happens during this event also.
The players win when all the tiles, cottages, and peasants have been burninated or eliminated from the board. They lose when Trogdor is defeated and they have not completed their victory conditions.
Components. It’s always so hard to really know exactly what you will be receiving when you Kickstart a game. Especially from a company not known for board games, and which has never produced a board game. So, I was anticipating something entirely different as I was opening my box. This is what I received: excellent tiles with UV spot on each side (super fancy!). I usually don’t care about UV spot anywhere on my game, but that seems to be en vogue now, so I’ll just try to enjoy it when I can. The other cardboard bits are great too. The cards are of great quality, but I went ahead and sleeved the action and movement cards since I knew they would be handled quite a bit. The Trogeeples (jeez) all are of great quality, and I really appreciate the additional Trogdor meeples included. I had a big chuckle about that. The artwork is comical (like in a comic) and I also appreciated all the Strong Bad enhancements as well. The only negative I have about the components of the game is the ridiculous thin box of air that was included as a buffer near the insert. I threw it out, put my sleeved action and movement cards in a plastic deck box in its place and now I’m much happier.
Overall, I had such a blast playing this game. Is it mostly due to nostalgia and reverie? Perhaps. But, Bryan was playing this with us and he didn’t know anything about Trogdor or Homestar Runner. He also really enjoyed the game, so I think the level of familiarity doesn’t matter. Obviously I did not explain EVERY rule to the game, but hopefully by my quick description my readers get a good idea of how the game plays. I can honestly say that I love love love this game and will treasure it always. If/when I see this at my FLGS I may just buy up all the copies to give as gifts. It’s really good. That’s why Purple Phoenix Games give this one an MSG’d 15 / 18. Oh, and you’re welcome for my holding back of all the quotes I COULD HAVE put in this review. I could have really earned my nerd card renewal.
Trogdor!! The Board Game, which I’m just gonna start calling Trogdor!!, is a cooperative area burninating puzzle adventure game for only the coolest of the cool. The twist on this game, if you are unfamiliar with Trogdor or Homsar, is that the players are all essentially cultists who assist Trogdor to burninate the countryside, all the cottages, and chomp the peasants or send them to the Void.
DISCLAIMER: Though this was Kickstarted, I did not splurge on the deluxe version, so I have the meepled version and it does just fine. Furthermore, I do not intend to cover every single rule included in the rule book, 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 from the publisher directly or from your FLGS. -T
To setup the game (and I found this part tedious) lay out the countryside tiles according to one of the suggested layouts in the back of the rule book or simply wherever you want in a 5×5 grid. This is your game board now. Also place out the thatched-roof cottages, peasants, knights, and archers. Trogdor starts the game in the middle tile, prepped for his burnination run. Each player also receives a Keeper of Trogdor persona card that provides special abilities, an item card that can be used during play, and an action card that determines how many action points a player may use as well as possibly special abilities to use for the turn. Troghammer starts the game on the Trog-meter, ready to come onto the board to wreak hammery havoc on our hero.
A turn consists of two phases. The first phase has the current player drawing an action card which intimates the number of action points (AP) the player can use for actions: Move Trogdor one space orthogonally, Chomp a peasant to increase health, Burninate a tile/cottage/peasant, Burrow into a tunnel and pop out the other side, or Hide in the mountains. Movement is easy: move Trogdor one space per AP you’d like to spend. Chomping requires Trogdor to be on the same tile as a peasant, but then you can chow down on them to increase our deity’s health bar. Burninating also requires Trogdor to be on the same tile as the tile/cottage/peasant you want to burninate. The Lake tile has special burninating rules, as do thatched-roof cottages. I will also allow you to learn about burninating peasants on your own, as it is pretty amazing. Burrowing requires Trogdor to be on a tunnel tile and spend an AP to teleport to the other tunnel (a la Small World). Trogdor may also simply Hide on a mountain tile to be protected from the attackers that act during the next phase. If players to not like either the action card they were dealt or the card they drew, they may simply discard a card to take their turn with 5 AP and no special abilities.
The next phase is where the board elements do their thang. The active player will draw and play a movement card. From instructions on this card the board may spawn more peasants, will move the peasants, will move the knights and also archers. Peasants do not fight Trogdor, but they can possibly repair burninated tiles. Knights WILL hurt Trogdor whenever they pass through or end their turn on the same tile as Trogdor. Knights will also automatically repair any burninated thatched-roof cottages they pass through. Troghammer is a special knight who only comes into play once Trogdor is hurt the first time. Archers will attack an entire column or row depending on which direction they were traveling when they ended their movement. If Trogdor still has peasants on the Trog-meter (representing health), then the next player takes their turn. If Trogdor has no more health and he is hit again, he enters a fiery RAGE! I will let you discover what happens during this event also.
The players win when all the tiles, cottages, and peasants have been burninated or eliminated from the board. They lose when Trogdor is defeated and they have not completed their victory conditions.
Components. It’s always so hard to really know exactly what you will be receiving when you Kickstart a game. Especially from a company not known for board games, and which has never produced a board game. So, I was anticipating something entirely different as I was opening my box. This is what I received: excellent tiles with UV spot on each side (super fancy!). I usually don’t care about UV spot anywhere on my game, but that seems to be en vogue now, so I’ll just try to enjoy it when I can. The other cardboard bits are great too. The cards are of great quality, but I went ahead and sleeved the action and movement cards since I knew they would be handled quite a bit. The Trogeeples (jeez) all are of great quality, and I really appreciate the additional Trogdor meeples included. I had a big chuckle about that. The artwork is comical (like in a comic) and I also appreciated all the Strong Bad enhancements as well. The only negative I have about the components of the game is the ridiculous thin box of air that was included as a buffer near the insert. I threw it out, put my sleeved action and movement cards in a plastic deck box in its place and now I’m much happier.
Overall, I had such a blast playing this game. Is it mostly due to nostalgia and reverie? Perhaps. But, Bryan was playing this with us and he didn’t know anything about Trogdor or Homestar Runner. He also really enjoyed the game, so I think the level of familiarity doesn’t matter. Obviously I did not explain EVERY rule to the game, but hopefully by my quick description my readers get a good idea of how the game plays. I can honestly say that I love love love this game and will treasure it always. If/when I see this at my FLGS I may just buy up all the copies to give as gifts. It’s really good. That’s why Purple Phoenix Games give this one an MSG’d 15 / 18. Oh, and you’re welcome for my holding back of all the quotes I COULD HAVE put in this review. I could have really earned my nerd card renewal.
Sensitivemuse (246 KP) rated A Hero Born in Books
Sep 25, 2019
Great plot but translation isn't so good
Despite what you read on the covers (e.g. “It’s like Lord of the Rings”) ignore all of that. It’s nothing like it. There is no epic adventure to fight evil (at least not yet - this is the first book in the series). So before you get all disappointed in what the outside quotes say, completely disregard them.
Translation will always be an issue with these kinds of books. It’s hard to keep it true and coherent. Sometimes you get a good one that is completely comprehensible and makes the reading a journey well worth it. Then you get one like A Hero Born and it’s not the greatest translation. The writing style is dry and hard to get into. Sometimes it gets too descriptive, but other times it’s not descriptive enough. It can be a little long winded at times and it drags - I’m not too sure if that’s because of the run on writing style or the plot itself. Either way by the last third of the book it was getting to be tiresome.
Speaking of the plot, it was good! There’s plenty of action, a bit of intrigue here and there. If you don’t mind something akin to Chinese historical fiction movies with classic martial arts fighting then perhaps this is for you. There are small elements of political intrigue which keeps the story interesting, however keep in mind there are a lot of characters to keep track of, but luckily there is a cast of characters in the beginning of the novel so that should not be a problem. This isn’t a book to put down and turn back to later, this needs to be consistently read you will easily lose your place.
There’s also several plot arcs that happen throughout the novel so it’s best to keep track of them carefully. They are all intertwined at some point. It’s a great plot and if it wasn’t for the horrible writing/translation.
I don’t know if I could recommend this one to anyone. I would under normal circumstances but the writing just do the plot justice. It’s too bad, it would have been such a great series.
Translation will always be an issue with these kinds of books. It’s hard to keep it true and coherent. Sometimes you get a good one that is completely comprehensible and makes the reading a journey well worth it. Then you get one like A Hero Born and it’s not the greatest translation. The writing style is dry and hard to get into. Sometimes it gets too descriptive, but other times it’s not descriptive enough. It can be a little long winded at times and it drags - I’m not too sure if that’s because of the run on writing style or the plot itself. Either way by the last third of the book it was getting to be tiresome.
Speaking of the plot, it was good! There’s plenty of action, a bit of intrigue here and there. If you don’t mind something akin to Chinese historical fiction movies with classic martial arts fighting then perhaps this is for you. There are small elements of political intrigue which keeps the story interesting, however keep in mind there are a lot of characters to keep track of, but luckily there is a cast of characters in the beginning of the novel so that should not be a problem. This isn’t a book to put down and turn back to later, this needs to be consistently read you will easily lose your place.
There’s also several plot arcs that happen throughout the novel so it’s best to keep track of them carefully. They are all intertwined at some point. It’s a great plot and if it wasn’t for the horrible writing/translation.
I don’t know if I could recommend this one to anyone. I would under normal circumstances but the writing just do the plot justice. It’s too bad, it would have been such a great series.
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