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Fantastiqa
Fantastiqa
2012 | Adventure, Fantasy
Ahh yes, Fantastiqa. Another to add to the list of, “I once owned, then I got rid of it, then missed it so much I had to reacquire it.” My wife loves when I do that… In any case, Fantastiqa gives players a very strange slant on deck building adventure games. Some would say the theme and its implementation will make or break it for players. Upon which side of the line do we fall?


Fantastiqa is a fantasy rock-paper-scissors style deck building adventure game. Now each of those mechanics individually can make for a wonderful children’s game. Looking upon the art in Fantastiqa will also nudge players towards that of a children’s game. Alas, Fantastiqa is not a children’s game and players will be scratching their heads for multiple reasons whilst playing it.
To setup, follow the instructions of the rulebook. There are just too many to list and explain here. Once setup, the game should look something like the photo above. Each player will have their draw decks identical to those of their opponents, and the play area is essentially a map of six locations with a statue at each location and decks of cards from which players will be drawing on their turns.

A typical turn will allow players to complete one of three different actions: Go Adventuring (where players will be using cards from their decks to subdue and recruit creatures between locations), Visit a Statue (where players can draw cards from the different decks for Beast, Artifact, and Quest cards to add to their discard piles, or pay gems to exile cards from their hands out of the game, or even pay gems to teleport to the matching statue on the other side of the board), or Complete a Quest (by discarding their appropriate cards that fulfill the quest requirements).


Turns can be very quick, or long and drawn out as players carefully choose which tactics to apply to the board on the table, while weighing the need for more powerful cards in their decks, and keeping up with the Joneses as they compete for VP on Quest cards. This is a deck builder, after all, so improving one’s deck is always the first consideration, but should a player oust those dang tea-drinking lazy dragon cards, or attempt to commit cards to a quest? The choices are quite numerous as play continues, and players realize that, again, this is no child’s game. Play continues in this fashion of players taking turns completing actions and quests until one player gains enough VP through completed quests to win the game.
Components. Every component in Fantastiqa is Fantastiq! I feel like the entire game is linen-finished, save for the little plastic gems and large statueeples. This game feels quite deluxe, and that will always be a big stamp of approval from me. One thing that can jar some players is the choice of art used between the player placards, card art, token art, and other components. They certainly don’t match at all, but I believe this tracks with the quirky nature of the theme and game overall, so I quite enjoy it. I can indeed understand why some would be opposed, but that is not how I feel at all.

I kinda bled into my final thoughts there, but I do love Fantastiqa. The theme is super weird: players answer a Help Wanted ad and long story short they meet a crazy old man who gives them a rucksack full of ordinary items: toothbrush, helmet, bat, and a dog. The dog runs away across the street and players find themselves in another world where these ordinary items are now transformed into magic wands, rams (the animals), clubs, and a dog, among other items. Players I have played with cannot accept that a spatula is a sword in the game and that just breaks immersion for them. I quite like it and the game’s wacky theme.

But the gameplay itself is also quite engaging. Traveling all over this new world subduing (and subsequently recruiting to your cause) Knights with spatulae and Giant Spiders with cat’s teeth is interesting and a fresh way to incorporate a theme into a deck builder as opposed to simply generating purchasing power and buying the cards that are wanted. The statue interactions are great ways to build up your deck as well, and keeping an eye on what quests others are gunning for as well as their personal hidden quests adds a bit of race-game feeling that some other deck builders lack. I can’t say enough great things about Fantastiqa, but completely understand how the theme may break the game for others’ enjoyment. That said, Purple Phoenix Games give this one a well-traveled 10 / 12. It’s weird, I’ll give you that, but it’s a good kind of weird. Check it out.
  
The Alloy of Law: A Mistborn Novel
The Alloy of Law: A Mistborn Novel
Brandon Sanderson | 2011 | Fiction & Poetry, Science Fiction/Fantasy
8
8.2 (6 Ratings)
Book Rating
A fun romp
The Alloy of Law is a fun romp in the world of Sanderson's earlier Mistborn trilogy. The world has advanced three hundred years, from medieval technology levels to about Victorian levels. Electricity is just starting to be found in homes, though people are suspicious of it, and trains and guns are fairly widespread. Think Victorian England meets the Wild West and you'll be in the ballpark. The main characters of the Mistborn trilogy have faded into legend by the time The Alloy of Law takes place, and it's really interesting to see how they are revered (or not) by the characters in this book.

The Mistborn series has a well-developed system of magic that I found unique, creative, and complex but easy to follow. Allomancy is the art of burning ingested metals to do particular effects; different metals (and the ability to burn them) allow you to do different things. Tin, for example, lets you enhance your senses, leading to the nickname "Tin-eyes." Burning steel lets a Coinshot "push" on metals, telekinetically moving the metal away from themselves. (Or themselves away from the metal, if the metal too secure to be moved!) On the flipside of the coin (Ha!) is Feruchemy - a feruchemist uses metal accessories, often in the form of armbands or other jewelry, to "store up" his resources - he can become deaf and blind for a time, in order to use that resource later and have super-hearing and eagle-eyes, for example. Nothing is ultimately gained or lost, just stored until it's needed.

The writing in Alloy was certainly not as deep as the Mistborn trilogy, but Sanderson has said in interviews that this was supposed to be a fun break between books. If you're looking for a quick, fun adventure story, this is definitely a good book to pick up. From the witty banter between characters to the surprising choice of romance, this book kept my attention from start to finish. Sanderson is a very skilled author and I am eagerly looking forward to the sequel, as the book ends on a cliffhanger!

You can find all my reviews at http://goddessinthestacks.wordpress.com
  
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