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Kingdoms of the Deep
Kingdoms of the Deep
2021 | Abstract Strategy, Animals, Nautical
Underwater-themed games are fast becoming some of my favorite to play. I have always enjoyed visiting aquariums (the Ripley’s Aquarium of the Smokies is by far the best I’ve seen) and I have owned many of my own tanks. So I have a soft spot. Couple a great theme with a great publisher and what do we get? A great game? Yep!

Kingdoms of the Deep is an abstracted area-control game set in the ocean for one to six players. In it players lead a faction of creatures intent on ruling the underwater kingdom. The player who scores the most VP at the end of the game is the winner, and as their king the player must rule with a strong pectoral fin. Okay, that last part isn’t in the rules, but it should be.

DISCLAIMER: We were provided a prototype copy of this game for the purposes of this preview. These are preview copy components, and the final components may be different from these shown. Also, it is not my intention to detail every rule in the game, but to give our readers an idea of how the game plays. You are invited to back the game on Kickstarter launching January 12, 2021, order from your FLGS, or purchase through any retailers stocking it after it is fulfilled. -T


To setup players will choose a color and take all components of that color. Obviously, the best choice is purple. Next the central board will be built of large hex tiles surrounding an Atlantis tile. Upon Atlantis one Shark token will be placed. The Score Board is placed near the central hex board and upon it is placed the Round Marker, the End Game Scoring tile, and the three Goal cards. Players then populate the board with their Influence Cubes on their specific preferred terrain types. Upgrade Cubes (discs in the final version) are then placed on each player’s individual play mats on the furthest value to the left, save for the Reset upgrades: players will choose one to place a cube. Give the starting player the Start Player token (a manta ray in this prototype) and the game may begin!
On a turn each player will choose a card from their hand of Action cards to be flipped simultaneously. The starting player will resolve their card first and play will continue around the table thenceforth. Each player will take their action and prepare for the next round. Should a player choose a card that no other player had chosen for the round they will also be able to activate the Solo Ability printed on the card. Typically these Solo Abilities are a furtherance of the action chosen. For example, should a player choose the Deploy Action card and be the only one to do so, they will be able to deploy one additional Influence Cube on the board than normal. The actions are Bolster, Deploy, Move, Upgrade, Shark, and Reset. Each action is limited to a number of cubes added, spaces moved, or upgrades allowed according to where the player board discs (large cubes in the prototype) lie on the player’s mat.

The Bolster action allows the player to add a number of Influence Cubes to the board on the player’s current preferred terrain type. To Deploy units is to add Influence Cubes to the board on hexes already containing their Influence or hexes directly adjacent to those already containing their Influence cubes. When a player chooses the Move action they are able to move creatures (Influence Cubes of any player and Shark tokens) a number of spaces that can be used for once creature or split between several. Players will certainly wish to Upgrade their actions throughout the game by increasing their player board discs’ spaces on their mat. For example, upgrading the Move action could allow the player to move creatures three spaces instead of two. The Shark action allows the player to move the Shark token(s) and chomp creatures on the same hex. Once a Shark feeds, the controlling player will increase their standing on their own Bait Pile track on their play mat. Certain increments on this track will provide the player with one instance of an action (Move, Deploy, etc), and the creature’s Influence Cube is returned to the matching player. Reset actions allow the player to recall their played Action cards to their hands, but also provide whichever action the player originally chose at setup. Should a player wish to Upgrade their Reset action more actions will become available to them each time they utilize the Reset action. Additionally, at the end of the player’s turn having used the Reset action card the Round Marker token is moved one space closer to the end of the game on its track. More on this later.

During play, some creatures may be moved onto the Atlantis tile in the middle of the board via the Deploy or Move actions. When this happens the player who moved the cube onto the Atlantis tile will score a point immediately, and the creature cube is placed in the Atlantis castle (cloth bag in the prototype, but a castle component in the final version). At the end of the game points are awarded to the player with the most creatures in Atlantis.


Every three movements of the Round Marker token signifies a scoring round takes place. Players will consult the current Goal card for any scoring round bonuses and points are earned. The Goal card is then discarded to reveal the next Goal card in sequence on which players can concentrate during the next rounds of play. Also during the first two of these scoring rounds another Shark token is added to the board on the Atlantis tile to be moved around seeking lunch. Once the Round Marker reaches the final scoring round the game ends and points are tallied to arrive at the winner.
Components. Again, this is a prototype version of the game, and while I know certain things will be different in the final version, I do not know what else may be upgraded as a result of any stretch goals reached. Therefore I do not want to comment on the quality of the components, but rather the art style and direction this game is heading toward actual production.

The art on this one is simply gorgeous. The style is the same as that of Animal Kingdoms, which is also a release from Galactic Raptor. All the art I have seen in this game is sublime and permeates the theme into every portion of the game. It is so beautifully colorful and the creatures are all unique and interesting that it may be difficult to concentrate on the actual game for some people, I imagine.

All that aside, I really do think this is a good game. It certainly gives me the Witch’s Brew/Broom Service vibe with benefits for the player who chooses something the others have not. Combine that feeling with that of the chaos of Survive!: Escape from Atlantis area control of constantly-shifting cube placement and I think Galactic Raptor has a hit here. Again, I am excited to see the final product with the more premium components and tweaked rules, but what I have here is still a good implementation of the mechanics with a hard-to-beat theme.

I do quite like the Shark ability to chomp not only everyone else’s creatures, but also your own to take those cubes back into your supply to be Bolstered or Deployed elsewhere. I also really like being able to Upgrade any action I wish to truly personalize my style and tactics during play. I like being able to Move other players’ creatures into Atlantis for that immediate point, but also to remove that cube from play altogether. It creates quite an interesting dynamic and strategy to facilitate other players’ majority status in Atlantis in order to gain quick points and board control right away. There are so many thing to like about this game, and I am so glad I was able to give it a chance on the table.

If you enjoy games similar to those I mentioned previously, then check out Kingdoms of the Deep. It is beautiful, offers quite a bit of strategy and tactics, and stands to become an excellent mid-weight simultaneous action, area control game WITH SHARKS. While I probably won’t be playing this one every game night, I can certainly see myself introducing it to many of my fellow gamers. I urge you to check out the Kickstarter campaign for Kingdoms of the Deep once it launches in January. Tell ’em Old Travis sent ya.
  
Small Islands
Small Islands
2018 | Exploration, Nautical, Territory Building
I have often wished to have been born in a different era of time. For me, I would have loved to have seen the birth of jazz in the US early 20th century. Or to witness the Renaissance first-hand. Another wish of mine was always to somehow discover something amazing. Like an island, or an unknown mountain range, or a new species of animal. That is so exciting to me, and I would have really loved to have just been around during these times. So along comes Small Islands, and my dreams have been woven into a board game about discovering new islands. That means the game is good, right?

Small Islands is a tile placement exploration game for one to four players. In it, players are explorers tasked with discovering resource-rich new islands upon which their clans may either exploit or inhabit. However, it’s each clan for themselves, and the players all need those precious resources. In the solo game, the player’s AI opponent is Alexis Allard, designer of the game. He has goal cards to be used and finishing point totals that the solo player will be attempting to beat during the course of the game.

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


To setup, the player claims their player color and assigns Alexis with his color. They take all the components for each player and places them on the table. The starting tiles (that feature flying seagulls) are placed on the table in any orientation that is legal for play: islands need to connect, and seas need to flow from one tile to the next, as seen below. The Landscape tiles are to be shuffled and placed within reach. The four ship tiles are displayed, with all ships on their gray side, save for the solo player’s chosen color. The Navigation tile is placed below the ship tiles, and the beginning three Landscape tiles are placed in a row beside it. The small stack of Objective cards are shuffled and placed nearby, with the player drawing one to begin. They also draw two Landscape to start. For solo play, one Alexis difficulty card is chosen, and his deck of Explore and Land cards is built accordingly. The Prestige (VP) tokens are (apparently when I play) just thrown on the table and gathered in a loose pile. The game may now begin!
Small Islands is played over four rounds, with several turns being played per round. The solo player begins each round with their turn. A turn is divided into three phases: Preparation, Exploration, Reward. The Preparation phase has the player populating the Navigation Tile with six Landscape tiles face-down as a draw stack. The player then draws two Objective cards to add to their one they are currently holding. From these three cards the player will choose one to become their current objective for the round, one to be saved for a future round, and one to be discarded back to the stack. These Objective cards provide a strategy to guide the player through the current round, and also setup future rounds for scoring purposes. Upon them are icons that will award the player with points for scoring islands containing specific combinations of resources.

During the Exploration phase in the solo game, the player takes their turn first, and then Alexis will take his. A typical Exploration phase has a player deciding if they will Explore a tile or Land a ship. To Explore a tile, the player chooses one of the face-up Landscape tiles from the market/offer row and, along with their two held tiles, choose one to add to the play area. These tiles may be rotated in any fashion, as long as they can be legally placed: island edges are to be extended, sea spaces connected, et al. It is also at this time the player may place one of their Bonus Tokens upon any tile on the play area. These Bonus Tokens are resource icons that cover up existing icons on a tile, or directly over another Bonus Token. A player would do this in order to affect the balance of icons on a given island for scoring purposes.

Should the Navigation tile be empty of Landscape tiles and the player wish, they may instead Land a ship, thus ending the Exploration phase. The player chooses any of the ship tiles, and places it legally on the play area (in a sea space, as shown below). Once the player ends the phase, the game progresses to the Reward phase.

After the player takes their turn during the Exploration phase, Alexis takes his turn. This is done by drawing an Expedition card from his stack and following its instructions. The Expedition card will show whether Alexis would like to Explore or Land, which Landscape tile he would like to draw, and where he would like to place it – in relation to where the last player tile was placed.

During the Reward phase, the player will place any of their clan houseeples they wish on any island upon which they have not placed a houseeple previously. Then, consulting their Objective card, score points for successfully satisfying the card’s requirements. For Alexis, the player will draw a new Expedition card from Alexis’s stack, note the icons present on the Mission area of the card, and place Alexis houseeples upon islands that satisfy its requirements.


The game continues in this fashion until the fourth round is complete. The player totals their Prestige points (VP) and if they score more than Alexis, they win! The player must then take a picture of their archipelago they built and send it to the designer directly and gloat to them about their massive victory. Or simply rest in the satisfaction of having played the game well. Whichever.
Components. This game has a lot of components, and they are mostly cardboard and houseeples. The cardstock and board are good quality, as I have come to expect from Lucky Duck Games, and the houseeples are all different shapes for each clan color. I find that a nice and unnecessary, but very cool, touch. The art in this one is simply amazing. I mean, look at these photos! Everything from the color scheme to the art style all mesh well and give a well-considered polish to a great theme.

Okay, I won’t even hide it – I LOOOOOOVE this game. I never really liked Carcassonne very much, but Small Islands gives a similar feel, but executes everything so much better. Even with the solo rules. There are so many options available at any one time, and having a random Alexis game each time you play is just so satisfying. I feel like I could keep this game forever and not play the same game twice. Ever. And I think that I would WANT to play this one forever. Yes, I think this is a solid fit for my collection indeed, and I can see it working for so many different gamer types.

Having Alexis constantly applying the pressure to maximize and strategize every turn is delicious, and having almost zero conflict with him as we both explore is welcome. You know when you start the game how many points Alexis will score at the end of the game, so having that knowledge really makes you consider all the options available. It just works on so many levels.

If you are looking for a light-hearted, but with some great decisions to be made, then I strongly urge you to check out Small Islands. I knew immediately that this was a game for me. It’s on the lighter side without being too simple, I get to build a thing and admire it at the end of the game, and I have an opponent who just wants to see me win because he designed the game! I’m in and out in less than an hour and feel content that I was able to have a great experience with a well-designed game. I cannot wait to introduce this to all my friends and family gamers so they can fall in love with it as well.
  
Poison Study (Study, #1)
Poison Study (Study, #1)
Maria V. Snyder | 2005 | Fiction & Poetry
9
9.0 (13 Ratings)
Book Rating
world-building, characters, romance (0 more)
Shelf Life – The Chronicles of Ixia merits closer study
Contains spoilers, click to show
This review is for the entire Chronicles of Ixia series.

The first trilogy, comprised of Poison Study, Fire Study, and Magic Study, follows Yelena Zaltana. The second series, also called the Glass series, follows her friend Opal Cowan in Storm Glass, Sea Glass, and Spy Glass. The final trilogy, Shadow Study, Night Study, and Dawn Study, is where things get a bit odd. Maria V. Snyder had thrown in a few short stories/novellas throughout from different characters’ points of view. Perhaps she got bored of just sticking to one POV, or maybe fans wanted more from the other characters, so the third trilogy is from Yelena’s POV in first person and the POV’s of multiple characters (mainly Valek, Leif, and Janco, with a few others popping in from time to time) in third person.

I’m not sure which editor thought it would be a good idea to have POV switch from first person to third person in the same novel, but—yikes—is it jarring. Even with the wonky POV stuff in the third trilogy, these books are amazing and absolutely worth your time to read. Snyder’s world-building is compelling, detailed, and original. The books take place mostly between two pre-industrial countries: Ixia and Sitia. Ixia is a post-revolution country ruled by Commander Ambrose. His personal body guard and assassin is Valek. In the first novel Yelena is in prison for murder and is offered the choice to be the Commander’s food taster in exchange for her life. She agrees, and throughout the first book she and Valek begin to fall in love.

Ixia reminded me a lot of Communist Russia or China. In its attempts to throw away the corrupt government and society that came before, it has also thrown out all culture in the process. The country has been re-divided into districts with numbers instead of names, everyone is forced to wear a uniform, all art and extravagance has been destroyed, people have to have passes to travel between districts, and magic is forbidden. Anyone born with it is killed (or so the reader is led to believe). But Maria V. Snyder does a wonderful job of showing the good with the bad in this totalitarian dictatorship. Everyone has a job and nobody goes hungry, women are now equal to men, and violence and sexual assault are intolerable. This is why Yelena ends up in prison in the first place: she murdered the man that raped her. Now, this is probably my first major gripe with the series. We learn that Commander Ambrose loathes sexual assault and will execute anyone found guilty of it, but apparently killing a rapist in self-defense is also an executable offense. And all of that being said, Ambrose still has his own personal assassin. It all feels a bit contradictory, but again, that’s what I like about this series: it does an excellent job of peeling back the layers of her fictional societies and pointing out that governments and people in power tend to be hypocritical.

Now, the series name (or rather one of them) is Chronicles of Ixia, but honestly, it should have been called Chronicles of Sitia, because that is where most of the story takes place and is by far the more interesting and vibrant country. Sitia is part jungle, part desert, and full of magic. The peoples are divided into multiple clans or tribes that are all unique and compelling. In the second book, Yelena flees to Sitia after the Commander learns she has magic, and there she finds the family she was kidnapped from as a small child. They are part of the Zaltana clan, a group of people that live high in the trees in the jungle. Whenever I read about them, I would have to remind myself that they were not wood elves or dryads, because while there is magic in these books, there are no fantastical creatures: all characters are human or animal.

Another fascinating tribe is the Sandseeds, a group of nomads in the desert known for two major things: breeding super smart horses and having Storyweavers. The Storyweavers are people who have the magical ability to see the future and guide others, but who have to do it really cryptically because reasons (I appreciate that this gets pointed out by an annoyed Yelena multiple times). And of course, the Sandseed horses are fantastic; they choose their rider and able to mentally communicate with magical people. They even have their own horse names for people that they like.

Besides the different clans throughout Sitia, there is also the capitol, the Citadel, which is home to the magic school and the Sitian Council. While very different from Ixia, Sitia is by no means perfect. Its Council epitomizes everything annoying and dysfunctional about a bureaucracy. While the council members are elected and come from every clan in Sitia, they are at best useless and at worst actively impede the main characters.

The magic school is interesting, though the story doesn’t actually spend much time there. I like how magic was done in this series: it usually runs in families, most people with it have control over one or two things (ie. fire, mind-control, telepathy, etc.), but those who have the ability to master more can become Master Magicians after enduring a daunting trial. Magic is bound in people’s blood, so blood magic is a thing and is obviously bad, and magic (and a person’s soul) can be stolen using an intricate and gruesome blood ritual that involves prolonged torture, rape, and then murder.

The power blanket is another interesting concept used in this series. Essentially is resides over the entire world and is the essence of magic, so magicians can pull from it to augment their own magic. However, if they pull too much and lose control, they can flame out, killing themselves and temporarily damaging the blanket in the process. I thought this was a good literary tool to prevent magical characters from being too OP (at least most of the time).

I especially like the romantic relationships in this series. Valek and Yelena are of course the main couple. In the first book they fall in love, in the second book they get separated, and throughout the series they regularly cross paths and save one another. Yelena and Valek are heartmates, and as the series progresses they both have to mature and learn how to trust one another. My biggest complaint about the romance is that all sex scenes are just fade to black, which I personally find a bit boring.

The other major romantic relationship is between Opal and Devlen. This one was a bit awkward. Opal actually goes through a couple of guys first: a stormdancer named Kade and another glassmaker named Ulrick. And I really liked that the author included this. Many people have multiple partners before finding their soulmate, and a woman who does is not a slut. Her relationship with Devlen, however . . . Well, she’s a more forgiving person than me.

You see, it turns out that Devlen is the man who kidnapped Opal a few years earlier and tortured her because he was trying to steal her magic. But he didn’t actually enjoy torturing her and never raped her, which I guess makes it better? Well, he manages to switch bodies with Ulrick and, as Ulrick, tricks Opal into dating him, then, when he’s discovered, kidnaps and tortures her (again) to gain more power. But then she steals his magic, he spends some time in prison, and the combination of the two miraculously turn him into a good guy, claiming that magic is what made him evil in the first place.

I’m going to be honest, I didn’t completely buy his redemption arc even at the end of the third book in the Glass series, but by the ninth book they’re still together and he’s on the good guys’ side, so I guess it was real. And I have definitely watched/read much worse evil asshole to boyfriend stories. At least Devlen genuinely feels guilty for the horrible things he did in the past and attempts to make up for them, and in her defense, Opal has to do a lot of soul-searching before she can find it in her to forgive and trust him, and even more before she can develop romantic feelings for him (that aren’t based on deception, anyway). Also, Ulrick becomes a huge jerk because of his newfound magical abilities, tries to kill Opal, and later gets assassinated by Valek. I appreciate what Maria V. Snyder is trying to do here, which is to teach through her storytelling how good people can become evil, and evil people can redeem themselves and be good. Their romance was uncomfortable to read, but it was supposed to be uncomfortable, because that’s how all parties involved felt.

Now, let’s talk about Commander Ambrose. Towards the end of the first book, Yelena discovers that Ambrose is a female to male trans person. This is revealed to be why Ambrose hates magicians so much: he is afraid that one of them will read his mind and then reveal his secret (which is how Yelena discovers it). After I read the first book, I was really pleased that Snyder did such a good job of depicting a trans person, as that’s really only a small part of his character, and those who know (mainly Valek and Yelena) don’t make a big deal out of it.

And then . . . I really wish that the author would have just left the issue of the Commander being trans alone. Yelena discovers it in the first book, she keeps it to herself because it’s nobody else’s business, the end. But by creating this weird intricate background to explain why Ambrose is trans, Snyder just kind of shoots herself in the foot.

Throughout the rest of the series, I kept hoping for some other LGBTQ+ characters to show up to redeem the blunder with Ambrose. I actually believed that Ari and Janco were a gay couple for the longest time, what with their banter and often being referred to as partners. However, if this was the author’s intention, it was never really explicitly stated, and the partner thing just seems to refer to them being partners in combat and nothing else.