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Born of Hatred (The Hellequin Chronicles #2)
Born of Hatred (The Hellequin Chronicles #2)
Steve McHugh | 2020 | Horror, Science Fiction/Fantasy
9
9.0 (1 Ratings)
Book Rating
Contains spoilers, click to show
201
Kindle
Born of Hatred ( The Hellequin chronicles book 2)
By Steve McHugh

There was a time when Nathan Garrett was feared. When the mention of his name was enough to stop his enemies in their tracks. That time has long since passed.

When Nathan's friend asks for help investigating a pattern of horrific crimes, he reluctantly agrees. But his investigation leads to a serial killer who is something more, or less, than human, a creature of pure malevolence and hatred.

There are some things that even a 1600-year-old sorcerer hesitates to challenge. But when evil targets those Nathan cares about, his enemies will discover exactly who Nathan used to be. And why they will learn to fear him once more.

Born of Hatred is an action-packed, Urban Fantasy set in modern-day England with historical flashbacks to late nineteenth century Montana. It's the second book of the Hellequin Chronicles, following the widely praised Crimes Against Magic, which introduced sorcerer Nathan Garrett.

I did t think I could enjoy the second as much as the first, I was so wrong!
Loved it!! Written by a Brit the character is English it’s set in England and what’s not to love about Nate!! I love the bloke he’s powerful and funny! This one be brings Hades and Persephone In to the picture and I absolutely love all Hades parts in books! The werewolf pack are brilliant, Tommy and Kasey are great I even warmed to Olivia!! Shame about the romance not working out but a mere mortal isn’t enough for our Nate! The big bad was really chilling along with his ghouls and the barren! We are one step closer to finding the assholes in Avalon. Brilliant read! Ooo and yes the Hellequin is back!!!
  
The Grimm Masquerade
The Grimm Masquerade
2019 | Bluff, Card Game, Deduction, Fantasy
Have you ever been to a proper masquerade? I have not, though I would enjoy it, I think. I would enjoy it even more if I were competing against the other attendees to figure out who is who (and avoid having to do those Victorian square dances). But what if I were actually fairytale folk cavorting around with others trying to gain artifacts that speak to me while refusing any artifacts that may hurt me. Well now you understand my plight and the premise of this game.

The Grimm Masquerade is a hidden role competitive bluffing game for two to five players. In it player take on the roles of well-known fairytale folk attending a magical masquerade thrown by The Beast (I mean, he has a name, right? Not just “The Beast…”). Attendees are tasked with trying to unmask other attendees while earning magical roses in the process. The winner is the player who can earn the most roses at the end of three rounds of bluffing and guessing, unless one player is able to earn 10 roses before the end.

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. Also, this review concentrates on the two-player variant for the game as I played it mostly with my wife. -T


To setup, place the main board showing all the fairytale folk in the middle of the table. Each player will receive two (one if playing multi-player rules) Character cards, all Evidence Markers of their chosen color, and Reference cards. Around the board is placed the remaining Character cards, the Artifact deck, the stack of Broken Mirror tokens, the pile of roses, and the Action Board with two random Action cards revealed on either side. For the two-player game six Artifact cards are revealed in a line and each player will choose one Artifact for each of their two characters they are playing. The unchosen Artifacts will form the discard pile near the Artifact draw pile. Whomever most recently wore a costume will be the lead player and the game may begin!
The game is played in rounds, with each turn of a round consisting of two steps. First, the active player draws an Artifact card and decides to keep it in their face-up tableau of Artifacts for all to see or give the Artifact to another player. Then the active player will draw a second card and either keep or give, whichever is opposite of their first choice. For example, should the first card drawn be kept, the next card would need to be given away. Each character has one Boon suit (which they love), and one Bane suit (which they despise). If at any time a character receives a card to create a matching pair in their tableau they must indicate whether that Artifact is in fact their Bane suit or not. They do this by placing one of their Evidence Markers on the character who owns that suit’s Bane value. However, if the player is actually the character who has that suit as their Bane, they have been unmasked and will play their other character in hopes of winning with them.

Should a player receive a card that would cause a set of three matching suit cards, they must indicate that they have either won the round or that they are not the character that matches that suit’s Boon value. For example, should a player receive their third Treats card they must declare they have won the round (if they happen to be Red Riding Hood), or that they are not indeed Red Riding Hood by placing an Evidence Marker on Red Riding Hood.

After this card play at the beginning of their turn the active player may choose to discard a matching pair of Artifact cards in order to activate an Action available (optional step). The Actions available are on the revealed Action cards on either side of the Action Board (which also shows an always-available Action of Point the Finger). So by discarding a pair of Crowns, for example, a player could utilize the Action card Eavesdrop in order to force the other player(s) to place Evidence Markers on characters they are NOT. This gives the active player more insight into who the other player(s) may actually BE.


Once cards have been drawn and the optional Actions taken, play passes to the next player. Players win the round by collecting three matching Boon Artifact cards or by unmasking all other characters in play. Whichever player wins the round also takes the Rose Trophy depending on which of the three rounds was just completed (value 1 for the first round, 3 for the second, and 5 for the third). At the end of the third round players count up their total roses (unless one player has earned 10 or more at the end of a previous round) and whomever has collected the most is the winner of The Grimm Masquerade!
Components. I have to say, every game I have played by Druid City Games has had amazing components, and this one is certainly no different. All the cardboard pieces, the cards, and the wooden discs are all excellent quality. But what I want to concentrate on here is the perfect choice to employ Mr. Cuddington for the art. Every time I see Mr. Cuddington on the credits for a game I know I am going to love looking at it on the table. They just have amazing style and everything is so detailed and perfectly matched for the setting. This FEELS like a Grimm’s Fairy Tales game for sure, and I love it.

It is definitely no secret that I love this one. I enjoy hidden role games to begin with (The Resistance: Avalon also being one of my favorites), and this setting feels excellently matched to the genre and the execution is wonderful. I really have a great time sussing out who is who and giving those final Artifacts in order to unmask players that are perceived to be leading is so fulfilling. Being able to spend matching cards in order to use Actions is also great design, especially when you can bluff by discarding your Boon cards to throw opponents off your trail. So much deceit in a fun package.

If you have few hidden role games and you want something with a light theme and relatively quick playtime, please do yourself a favor and check out The Grimm Masquerade. Purple Phoenix Games gives this one a playful 15 / 18. If you are like us and enjoy games where you control some information and can guess other players’ identities, but also like games where you can still play on even when you have been found out, this one is for you. If only this could support even more players, I could see it unseating Avalon for me. As it is, I may still end up using this one more often than Avalon unless I have a larger group of people at the table. That is a big statement from me as Avalon is a proven winner and has been a staple of my collection for years. But The Grimm Masquerade is that good. Play it and let me know if you agree.
  
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The Resistance
The Resistance
2018 | Bluff, Card Game, Deduction, Science Fiction, Spies / Espionage
Excellent intro into social deduction games (3 more)
Easy to teach
Creates interesting moments
High player count
Component quality is lacking (3 more)
Seriously effected by the metagame (i.e. you were a spy last game, you're a spy this game)
Outshined by other, more impressive games.
Puts introverted players in awkward situations.
Good... Until it's not
First off... I love this game. I've had some of the best moments in my gaming history playing this game. It's a simple, quick, satisfying game of bluffing and lying to your friends. But... I'm a good liar. I'm not in the camp of "This game is broken" or "I'm too good at this so it's not fun", because neither of those are true. And maybe my lack of appreciation comes from spending hours playing this over and over early on in my collections history. But truth be told, there are better games that do everything this does and more. This is a good entrance point for people into social deduction games. Unfortunately, it makes introverted people uncomfortable when another, louder, more confident gamer is shouting about something. To be honest, that's the issue with the whole genre, but this is often the starting off point that sullies more involved games for some players. Games like Burke's Gambit, which is similar but with more things players can do. Avalon, which is this game with more in depth roles. One Night Ultimate Werewolf/Alien/Vampire, which is a lot of the same but with an app to moderate it and interesting and plentiful player powers. Secret Hitler, which if you can get past the theme, is amazing, and brings the same feel but with more choices and consequences for your actions.
The Resistance is a fine game. It's only great or good until your group has built up such a metagame that it's not great or good anymore. But then something surprises you and it's back up there. Until you play with a different group. Until you play a different game. Until you evolve naturally past The Resistance into another similar game. I'd always recommend this to new gamers. Because it's a good game... Until... It's not good anymore. Then it's always there for a new friend coming to play. For a session with the new players. It's a good game... Until... It's not.