Search

Search only in certain items:

OU
Once Upon a Winter's Night (Faery, #1)
Dennis L. McKiernan | 2002 | Science Fiction/Fantasy
7
7.3 (3 Ratings)
Book Rating
Makes you think (2 more)
Vocabulary
Riddles
But of a mary sue (1 more)
Sometimes drags
This is a good book based on a Norse fairytale. The main character is a bit of a Mary Sue. But it does have some deep subject matter. I'd file it as a winter book. Makes you think and can challenge some views.
The book can be somewhat draggy, as an epic fiction it's alright and doesn't kill itself in. Purple prose.
It's a good book if you want to expand your vocabulary or have High School assignments that are like "pick a book and write the sentence when it uses a word you don't know." Or was that just my english class? Anyway, I'd say it's good for ages 14 and up if they are tired of the kids section and not ready for the bloody. hardcore adult or too snooty (or hate the love triangles) for the ya fantasy. Its pretty easy to follow so if you want to put your toe in for epic fantasy but aren't sure if you want to start you can start here. It's part of a series but can be read alone.
  
40x40

Biff Byford recommended Machine Head by Deep Purple in Music (curated)

 
Machine Head by Deep Purple
Machine Head by Deep Purple
1972 | Pop
9.0 (3 Ratings)
Album Favorite

"This album was a statement – here we are, Deep Purple. I think it changed a lot of musicians and the way they looked at music, in the same way Zeppelin did. But this rang British bells. They had other great albums, but this was the first one I got into – it’s great from beginning to end. Before this line-up, with Ian Gillan, they weren’t so heavy, then they went funky with Glenn Hughes, because he was a big R&B singer, though David Coverdale’s singing was brilliant. Come Taste the Band was when it went truly funky, after Ritchie Blackmore left. We toured with Blackmore in Rainbow a few times – nice guy one minute, then the next he could be odd. Once, someone threw a lighter on stage and he walked off and went back to the hotel. Other times he would play all night. He was very moody. First time we played with them was Donnington but we didn’t have much to do with them. One time we toured with them we did two shows and went down really well and they kicked us off – we turned up at Wembley for the next show and the gates were closed and we were told to go home."

Source
  
40x40

Steve Vai recommended Queen II by Queen in Music (curated)

 
Queen II by Queen
Queen II by Queen
1974 | Pop
(0 Ratings)
Album Favorite

"Oh my gosh, that was another pivotal moment. Queen – for me – is the most unique rock band in history. I love Deep Purple, Zeppelin and all those rock bands from that time but nobody sounded like Queen and nobody could sound remotely like that. There was a magic to them – almost like the band was blessed with something. That band was such a perfect storm because with Freddie Mercury, how could you even quantify his confidence? You couldn’t –it was boundless and he just expressed that constantly in the music. The way Brian May approached the guitar was absolutely unique. You can compare me to other guitar players, you can compare Page to other players but you can’t compare Brian May to anybody because his touch on the instrument had a life of its own and the way that he heard the songs and was able to apply this unbelievable touch to serve the song – as opposed to just saying ‘here’s a guitar solo’ –meant he was the sound of Queen. In fact everyone in that band was the sound of Queen. When ¬Queen II came out it was the most musical, aggressive rock record of that period, for me."

Source
  
40x40

Graham Massey recommended Welcome by Santana in Music (curated)

 
Welcome by Santana
Welcome by Santana
1973 | Rock
(0 Ratings)
Album Favorite

"I ended up with this record because it was at that point in my teenage years when I was swapping records with my mates at school. We were all a long-haired, Afghan coat-wearing gang into Black Sabbath, Deep Purple, Led Zeppelin and all those classic rock guitar bands. And Santana were almost amongst that; even when you go to albums like Abraxas and the early albums, they have a quite exotic kind of quality about them, so when Welcome came out, it was really rejected by the gang. It was like, ""Whoah! They've gone too far! What is this nonsense? We don't understand it!"" I got someone else's copy of it and I really started to sink into it. There are so many signposts in this record to the jazz world that has sustained me through the years. The first time I heard the words ""John Coltrane"" was through this record. Alice Coltrane is on the first track, which is this version of Dvořák's 'Going Home', which is adapted from his New World Symphony. It's like a classical piece played on a Mellotron. It's very dramatic and it's got nothing to do with rock music and more to do with that spiritual jazz that Alice Coltrane was knocking about. At that point, you couldn't give Alice Coltrane records away, and it's interesting that they didn't really gain currency until the late 90s. And then you've got people like Leon Thomas on the record, the guy who did the yodeling on Pharoah Sanders' records, which would lead you to his records. And John McLaughlin is on there, which would then lead you to The Mahavishnu Orchestra. Back then, you'd find these names on records and then when you were in the record shop, you'd find these names again and it all connected up like dot-to-dots. The concept of ""fusion"" throws up so many bad images because there's a load of shit there, but there's also so much good stuff as well. With this album, I opened the door expecting that rock guitar thing, but the sound of this record is fascinating: it has so much air in it and you can hear the sound of the room being pushed around. To me, this record is like audio sunshine and it transports me to some transcendental place."

Source
  
40x40

Bobby Gillespie recommended Clash by The Clash in Music (curated)

 
Clash by The Clash
Clash by The Clash
1977 | Rock
8.6 (5 Ratings)
Album Favorite

"So it's spring, early summer in 1977. I'm a teenager that's started school. I read a book about a punk. I know something's happening. I heard 'God Save The Queen'. I started buying records like The Stranglers' 'Peaches' and The Clash's first album. I remember looking at the cover of the latter at a record store at the bottom of my street called Soundtrack Records. I remember looking at the three guys on the cover with brutally shorn hair, tight drainpipes and wearing shirts with Paul Simonon having a Union Jack stitched on over the pocket. There was also a photo of the Notting Hill riots with the police fighting the Rasta youth. Earlier that year I watched a documentary with my father about the Notting Hill riots at the carnival. I found it really inspirational because I just love seeing the youth rise up and take on the cops. It was a pre-punk moment of seditious confrontation that I found totally inspiring. Just seeing people saying ""fuck you"" to the system is always inspiring to me. In terms of the Clash album itself, the song titles even sound great, such as 'I'm So Bored With The U.S.A.', 'White Riot', 'London's Burning' – I was like, ""Fuck!"" before I'd even heard the record! It totally blew my mind and I ended up buying the record. For a long time I'd stood outside the record store and looked at the sleeve! This album was basically everything I was waiting for. It was my rock & roll. Previous to that, I'd heard rock songs on commercial top-40 radio stations, such as Deep Purple, The Who and Rolling Stones, but it felt like a different generation's music. So with The Clash, I finally found my thing. The songwriting on the Clash album is amazing. 'Remote Control' lyrically was about big business and not liking the things you do. You got no money, you got no power, they think you're useless and that's exactly how you feel. I thought, ""Fucking hell"" when I heard it back. You still felt as a kid scared of going into the adult world when you left school. The song wasn't rock bravado or being macho but about being a young person going out into the world for the first time feeling powerless, which was empowering because when you relate to something, you feel stronger. 'Hate & War' was another song that took the hippie ideal of love and peace and turned it on its head by saying: ""There ain't no love and peace, this is the '70s, it's fucking hate and war here."" Punk rock was my portal and pathway to being a creative person. And the first Clash album was everything to set me on my way. Even now, I feel quite emotional talking about this. It's the most emotional record the Clash made because there's something really pure about it. I also think there's a humanism that the Clash have that the Pistols didn't, as the latter were just pure rage. For those reasons, this record is my life."

Source
  
Deep Blue
Deep Blue
2019 | Nautical
A couple of months ago, Travis was in town, so he and I went over to Josh’s place to get a day of gaming in. It was an awesome time to play together, and to get to experience some new games for each of us. While we were there, we got to talking about some of the games in Josh’s collection, and he pulled out Deep Blue. He’d had it for a while, but had since gotten another game that he felt did the same things but better. So he asked if either of us wanted to take it off his hands. I said sure, as I’d never played the game before. Now that it’s a part of my collection, is it going to stay there? Or will my feelings mirror Josh’s with regards to the gameplay?

Deep Blue is a nautical game for 2-5 players of deck building, hand management, and a bit of push your luck. In it, players take on the roles ship Captains who are racing to collect treasures from undersea wrecks. Players will be hiring Crew members, sailing across the sea, and sending divers down to wrecks to salvage any valuables. The race is on, though, because you are not the only Captain on this treasure hunt… Throughout the game, players will stumble across 4 Wrecks that make up a Sunken City. Once all 4 areas of the Sunken City have been discovered and searched, the game ends. The player who earns the most VP from their collected treasures by the end of the game is declared the winner!


To setup for a game, follow the instructions in the rulebook – there are simply too many to detail here. The basic gist of setup is to create a market of Crew cards, shuffle and randomly distribute Wreck tiles across the board, and create a Gem pool. Each player will receive a player mat and starting cards in their chosen color, as well as 2 ships to be placed on the starting space of the board. Players will also get a treasure chest, in which they will keep their VP throughout the game. Set the Dive Site board, Gem bag, and VP tokens off to the side. Select a starting player, deal out starting tokens accordingly, and the game is ready to begin! Pictured below is the setup for a 3-player game.
On your turn, you will take one of four possible actions: Recruit a Crew Member, Sail, Rest, or Dive. Throughout the game you will be building your personal deck by Recruiting Crew Members. These new Crew offer unique abilities and scoring powers to be used during Dives. In order to recruit a Crew Member, you must pay the corresponding cost listed by its location in the market. To do so, you will play cards from your hand with $ symbols that equal the required cost. Once you play a card from your hand, it goes facedown onto the Rest area of your player mat. Take the Crew Member you just hired directly into your hand, and move the Market cards down to fill in the empty space, drawing a new card for the final slot. If you choose to Sail, you will play a number of cards from your hand with the Propeller icon. The number of icons dictates how many spaces you may sail. You can use all of your movement on one of your ships, or you can break movement across both ships. If you end a move on a face-up Wreck tile, you will ‘anchor’ your boat to one of the open scouting spots. These scouting spots offer special scoring benefits during the Dive on this tile. If you end movement on a face-down Wreck tile, first you will flip it face-up, and then anchor your boat. When landing on a buoy or an empty dive site, nothing happens.

On any turn, you may instead choose to Rest. To perform this action, you will shuffle all cards that reside on the Rest area of your player mat, and then draw only the 3 topmost cards into your hand. This is the action that allows you to refresh your hand, as you play more cards and your hand starts to dwindle. The final action choice is to Dive. This action is the crux of the game. When you have a boat on a Wreck tile, you may choose to start a Dive. The first step is to declare your Dive – decide which Wreck to Dive if your boats are on different Wreck tiles. Before the Dive begins, any opponents who have boats on adjacent Wreck tiles may move their boats to your Wreck in hopes of also profiting from the Dive. When all eligible boats have been moved to the Wreck, you will then officially begin the Dive. Take the Gem bag and Dive Site board. You will then draw Gems out of the bag, one-by-one, resolving them as necessary. Red, Gold, Silver, Green, and Purple gems are treasures, and can earn you VP. Blue and Black gems are Hazards that must be defended against in order to continue the Dive.


After a Gem is drawn and placed on the Dive Site board, players may choose to play a Crew Member to increase their VP earned. For example, one card allows you to earn 8 VP for a Green gem, instead of 0. To defend against hazards, players may play Crew from their hands who have the ability to negate the hazard, or may use the special ability of their scouting spot on the Wreck tile. If you are unable to defend against a hazard, you are forced to resurface and leave the Dive. The Dive continues in this fashion, until either the active player decides to end the Dive, or when they no longer have the ability to defend against hazards. Any players who still have boats at the Dive Site will collect VP from Crew cards they played, as well as a base amount of VP for the different Gems that were drawn. Once a Dive has been performed at a Wreck, that tile is removed from the game, leaving an empty dive site behind. If players have performed a Dive at one of the 4 Sunken City tiles, it is removed from the board, but placed on its corresponding space in the corner of the board. After all 4 Sunken City tiles have been moved to the corner of the board, the game immediately ends. Players will count up all the VP collected throughout the game, and the player with the highest score is declared the winner!
So how do I feel about Deep Blue overall? I would have to say that it’s fine. Just fine. There are some elements that I really enjoy, but others that kind of frustrate me. What I enjoy – the bits of strategy involved, and the awesome components. What I don’t enjoy – the pacing of the game and the imbalance of actions. To touch on the pros first, this game does require some strategy. You have to decide where to Sail, which Crew to recruit, which Crew to play and when to play them, etc. VP are earned by participating in Dives, so you want to make sure you can be at as many Dives as possible. That means keeping ships close to opponents to profit from any dives they may choose to initiate. Another interesting strategic element is the Rest action. You shuffle your discard pile, but then only draw the 3 topmost cards into your hand. You might not always draw what you were wanting, but you are always allowed to take a Rest action, regardless of how many cards are in your discard. There is no hand limit in this game, so do you rest every other turn to ensure you have almost all cards in your hand? Or do you dwindle your hand down in order to perform other actions instead? It’s all about your strategy, and you never quite know what your opponents are trying to do.

Now for the cons. The pacing of the gameplay feels really slow to me. You are only allowed to perform 1 action per turn, so it seems like the game takes a while to really get going. At first, everyone is going to be wanting to Sail, as all players start in the same starting area of the board. You want to get your ships out there ASAP. But then you run out of cards, so you have to take a turn to Rest and get those cards back. You’re taking a bunch of little turns to accomplish any one bigger thing, and that bogs down the gameplay for me. If you were able to perform 2 actions per turn, that would probably alleviate some of this frustration, as it would allow you to progress more quickly than by taking only a single action. Another aspect I mentioned is the imbalance of actions. The Recruit, Sail, and Rest actions all feel to me like they are on the same level, but the Dive action is different. Which in and of itself isn’t necessarily a bad thing. But the process of the Dive action is vastly different than any of the other actions, to the point that it kind of feels like a different game to me. For half of the game, you’re playing this game of strategy, deck building, and optimizing placement across the board. But for the other half, it turns into a push-your-luck frenzy that seems disjointed from the rest of the game to me. No matter how strategic and careful you are with your actions, it ultimately comes down to the luck of the draw.

To touch on components for a minute – the production quality of this game is awesome. The board, Dive Site board, and VP tokens are nice chunky cardboard. The cards are colorful, have cool artwork, and are sturdy. And the treasure chests are awesome little plastic chests that definitely are holding up well. The Wreck tiles are big and thick, the Gems are cute, and the ships are fun to play with. So overall, this game is made very well.

You can probably tell by now that I have mixed feelings about Deep Blue. There are aspects that I like, but other aspects that negate some of those positive attributes. I was psyched for a cool nautical deck builder where I could really flex my strategy, but got more push-your-luck than I was anticipating. Deep Blue will probably stick around in my collection for the time being. But, like Josh, I will probably find something that gives me the same vibes but done better. It’s a game that I’ll pull out from time to time, but definitely not one that’s going to break into my Top 10. With that said, Purple Phoenix Games gives it a sunken 4 / 6.
  
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.
  
Never Forgotten (Never Forgotten, #1)
Never Forgotten (Never Forgotten, #1)
10
10.0 (2 Ratings)
Book Rating
''All changes, even the most longed for, have their melancholy; for what we leave behind us is a part of ourselves; we must die to one life before we can enter another. - Anatole France''
 
How can one day go so very wrong? One minute Meara Quinn is making plans for how she will spend the Summer before her senior year and the next she's finding out that her mother's cancer has returned and they are moving away from the only home she's ever known.
 
Now she is in a new country, taking care of her mother, living with grandparents she never met, meeting new friends at school and a guy she really likes and having weird visions of a father who was absent her entire life. There is a secret of who Meara is, and everyone seems to know this except her.
 
Meara is determined to find out the secrets that will change her life forever.
 
Review:
 
The beginning of this book in unbelievably good! Amazing intro and perfect character development. I loved how you could feel with Meara all the time, and go through with her while she leans about her mum's sickness and the movement to another country. It is very realistically described, and we manage to see this all through the eyes of a troubled teenager. And the descriptions of the scenes? Ahhh, just see for yourselves:
 
''The room was a deep purple and accented with an eclectic blend of antiques and comfortable furnishings. It was the kind of room that made a person long to grab a book and cozy into the oversized couch for a several hours.''
 
Thought, sometimes, there would be things that didn't make sense to me:
 
''The guy who delivered the pizza forgot plates and napkins. So, we just opened the box and dug in.''
 
Which delivery place on Earth, for God's sake, delivers plates and napkins? Is this an American thing? If I order pizza, I expect to dig into it with all my fingers, get really messy, and then lick them in the end. Just saying…
 
There were many twists and turns, mostly little ones in this first book, but the middle of the book gets really slow paced. For a moment, I thought this might be an unpleasant read, but it turned out to just be a calm before the storm, where the biggest twist happens right before the end, and it leaves us wanting more - therefore, the second book. Nicely done, Kelly Risser, nicely done!
 
Meara is an amazing girl, and we follow her story. She finds out her mum's cancer is back again, and they have to move from USA to Canada. For a teenage girl, that is a huge change. I loved the way she coped with it, even though, at the beginning she made me quite agitated - her mum is dying, and her thought are - life is unfair, why do I have to move to another country, and change schools and lose my friends? It made me incredibly angry, but as much as I don't want to admit it, those are the exact thoughts a teen would have in such moments. We don’t really tend to think about how our parents feel until we get older and wiser, do we?
 
I liked Meara, apart her irritating personality at times. She is a typical teenage girl, and many girls, me included, can relate to her so well! She is a good person, and she cares about the people around her.
 
I loved Evan - he is just the sweetest person / boyfriend a girl can have. I honestly wish I had a boyfriend like him when I was 13-years-old. He made sandwiches, and they watched a movie in the car because it was raining, and he would come to Meara's house with flowers, and offer to help out with the chores? He is the cutest person ever.
 
''He was about six foot tall with wavy, black hair that curled over his ears. Tanned skin, lean muscles, and strong hands that ended in long, graceful fingers.''
 
But then, there is Kieran… I know he is the bad boy, but I might be able to ship him and Meara together - maybe? We'll see… It's an unpopular opinion, but I actually want to see them together. Even though Evan is just the sweetest thing, and it would be horrible if Meara broke his heart.
 
I really enjoyed this book - maybe I enjoyed it the most from all the other Young-Adult paranormal books I've read. It was a great first beginning to a series, and I can't wait to dig in the rest of the series.
 
As a finale - I had to also include this quote from the book:
 
''Humans are spiteful creatures. They destroy more than they create. That is why I do not associate with them.''
  
Nyctophobia: Vampire Encounter
Nyctophobia: Vampire Encounter
2018 | Horror
When it comes to board gaming, there are many tried and true mechanics that appear in most games. If it ain’t broke, don’t fix it, right? That being said, it’s always neat when a game creates an entirely new mechanic that has never been seen before. Nyctophobia is one of those games. When I heard about it, I knew I had to try it. It’s quite a clever idea and it makes for a unique and fun game!

DISCLAIMER: There are technically 2 versions of this game – the OG version and the Vampire version. Thematically, they may be different, but mechanically and gameplay-wise, they’re the same! For the purposes of this review, we will be playing the Vampire Encounter version. -L

A lighthearted trip to the woods has taken a startling turn when you and your friends come across a Vampire! And to make things worse, the Vampire has managed to lure one of your buddies deep into the woods with him! You can’t just turn tail and run – you’ve gotta save your friend! The sun has set, though, and the woods are way more ominous than you thought. You and your friends must cooperate to carefully and quietly navigate in total darkness to avoid disclosing your position to the Vampire while searching for your friend. Will you manage to not only find your buddy, but make it back to the car for your getaway? Or will the Vampire manage to pick you all off, one by one, as he creeps around in the darkness waiting for the opportunity to pounce?

Nyctophobia: Vampire Encounter is a semi-cooperative 1-vs-All memory game with a twist – all players (except for the Vampire player) must wear black-out glasses and cannot see the board. All turns and movement are taken based on feel. You ARE in the dark woods after all – it’s not like you can see your surroundings. Basically how it works is that the Vampire player kind of acts as a GM for the game. They can see the board, and help guide the players’ hands to their pieces and move the player pieces as requested. The players are blind and must rely on feeling their way around the board (avoiding trees and the Vampire!) and communicating the perceived layout to their comrades. The Vampire player then sneaks around the board, silently trying to corner the other players and abduct them. Each player gets a special ability to use on their turns, and there’s a small combat element involved if a player ever runs into the Vampire. The goal of the game, for regular players, is to work with your friends to find the kidnapped NPC (represented by a cardboard standee) and get back to the car to escape. The goal of the game for the Vampire player is to pick off all other players until none remain.

I think this is a super neat game. It’s pretty unique and it’s fun to play! You’re trying to cooperate with your friends to create a strategy for a board that you can’t see. It’s definitely a challenge, but it’s presented in such a novel way that makes it enjoyable. The overall atmosphere of the game is great. The nerves and pressure can really get to the players as they are (quite literally) flailing around in the dark. The Vampire player can have a lot of fun as the GM – do you taunt your players and make them second-guess every move, or do you lay low and stay quiet until juuuust the right moment? Nyctophobia feels like more than just a game while you’re playing, and that is what makes it so exciting.

The only real issue I’ve run into with this game has to do with the components themselves. The board is an 8×8 grid, with the layout set up in secret by the Vampire player. On a regular player turn, you can feel up to 1 space in each adjacent direction to your current location. The only issue is that sometimes, unless the player is diligent, they could accidentally (or purposefully?) feel too many spaces than are allowed – either diagonally or 2 or more spaces away, for example. The way I’ve come up with to alleviate this issue is to have players use only 1 finger when interacting with their piece/the board. That way there can be no extra feeling. And I also, as the Vampire player, will move player pieces for them – the player tells me in which direction to move and I move the piece before guiding their hand back. Maybe if the board were a little larger, this problem would be eliminated? I’m really not sure, but the method I’ve come up with to combat it has worked well so far!

Overall, I enjoy Nyctophobia. It’s a neat game with a unique mechanical aspect and fun player interactions. Is it my favorite game to play? No. But it’s one that I like breaking out for newer gamers and for some lighthearted fun! If you haven’t done so already, give Nyctophobia a try because it’s a refreshingly new take on the modern board game. Purple Phoenix Games gives it a haunting 15 / 18.

https://purplephoenixgames.wordpress.com/2019/05/14/nyctophobia-review/
  
40x40

Purple Phoenix Games (2266 KP) rated Libertalia in Tabletop Games

Sep 5, 2019 (Updated Dec 2, 2019)  
Libertalia
Libertalia
2012 | Card Game, Pirates
(Sung to the tune of “Rainbow Connection”) Why are there so many games about pirates? Why do I love them so much? (end music) Well I will tell you. Libertalia is one of the first pirate games I ever collected and played. I was finally able to introduce it to Laura recently and you can see by the ratings graphic that she really enjoyed it too. But why? It’s just another pirate game, right?

Libertalia pits the players against each other to become the wealthiest pirate captain by manipulating crew members and using their strengths to secure the almighty booty. The game takes place over three weeks, and each round of play is equal to one week. There are six playable days where captains will be selecting crew members to contribute their special abilities for gain and treachery to other captains.

DISCLAIMER: 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 lay out all boards in the center of the table, choose which color pirate you would like to represent and take all corresponding color components, fill the booty spaces on the bottom of the ship board with enough booty tokens for one per player per box, and give each player ten doubloons worth of starting money. The youngest player now shuffles their deck thoroughly and deals themselves nine random cards. They player then reads out the numbers of cards they have drawn so that all players will have a matching hand of cards of the same numbers. Example: the youngest player draws 9 – 12 – 16 – 19 – 20 – 21 – 22 – 25 – 29. Each player will remove those exact cards from their decks to form the matching starting hand. You are now ready to play!

All captains will simultaneously choose one card from their hand to play for the “day.” The youngest player collects all played cards and arranges them numerically from lowest to highest (with numbers in the gray box area breaking ties). The Day now begins with any Day time specific abilities triggering on cards that show the matching Day symbol beginning with the lowest numbered card and ending with the highest (we will call it “initiative” for the purposes of this review). It could be taking doubloons, or otherwise affecting other cards. Once complete, the booty tokens for that Day are claimed in reverse initiative order (highest to lowest) and Dusk abilities are triggered. When all captains are satisfied with their booty (or oftentimes NOT satisfied) any Night special abilities are triggered and performed as well as the Cutlass and Spanish General token abilities. Those that have been discarded (slain) are placed under the play mat on the left side (where one can find the graveyard), and all surviving pirates retire to the “Den” where they may still be of service at the end of the week or even end of the game. At the end of the sixth Day/Night any pirates alive in the Den with a Day of Rest anchor icon will trigger their special abilities. The youngest player then draws and relays the next six cards to setup the next round and you are off for week #2. Play continues in this way for six Days over three Weeks.

Components. The game has a fair amount of different components, but they are all quite good. The punchboard components (boards, booty tokens, doubloons) are all a good thickness and quality. They look so good that my 3-year-old son wanted to play with them and add them to his gold doubloon collection. Yes, he has a gold doubloon collection in a treasure box. The cards and play mats are of good quality too. The art on this game is absolutely stellar. It is so realistic and wonderful that you actually get caught up in the piratey theme and wanting to score that sweet booty. (I’m done with the booty jokes I think)

So this was my first pirate board game I ever purchased, and I obviously still have it in my collection, so it’s good right? Absolutely! This is one of the best pirate-themed games I have ever played and I am certainly not alone. As of today Libertalia is ranked #2 in pirate themed games on BGG by rank (I believe Friday is disqualified because that’s not really a pirate game to me). The interplay between the pirates you can choose in your limited hand each round, but captains may choose different combinations of pirates to use each hand and each round that you sometimes forget that they had not yet used their Surgeon, and this is such a great time for them to use it. Bloody sneaky powder monkey!

Libertalia is that rare game that you instantly fall in love with, and when you try to share your love of it with others, you can see their eyes light up over the brilliance of design and deep appreciation of the art and components. If I ever get into seriously blinging out my games, you better believe Libertalia will be one of the first I treat. Purple Phoenix Games gives Libertalia a buccaneer’s loot of 21 / 24.