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Hacksaw Ridge (2016)
Hacksaw Ridge (2016)
2016 | Drama, History, War
World War II was an event that changed America’s standing globally and ensured the end of Hitler’s tyranny over Europe. It witnessed an isolated nation enter the war after being attacked by the Japanese at Pearl Harbor. The war forced men from all walks of life to step up in defense of their nation and for the freedom of those abroad. Desmond Dawes was one of these men, however, he sought to serve a different function in war. Instead of taking lives, he wanted to save them.

Hacksaw Ridge brings viewers a different perspective of war and the soldiers that were fighting it. Unlike previous films, this one discusses and displays the contributions made by a pacifist, a contentious objector, something that we look at as an anomaly and counter to the personalities and individuals that we are accustomed to seeing in a warfighting capacity. We don’t typically think about those who would resist fighting, other than those who dodged the draft or sought deferments. This film allows for a glimpse into how one man’s principles and faith allow him to resist actively fighting in order to serve as a combat medic in order for his fellow soldiers to return home. The story is harrowing and audiences will find themselves rooting for Private Dawes while questioning how his principles could remain so strong despite all of the obstacles that are put in his way. He wants to serve his country in the war, but does not want to kill in service to it. He is constantly referred to and treated as a coward for his stance. Despite this, he proves himself of heroism that cannot be measured.

The film is beautiful in displaying the various complexities in warfare and individual soldiers’ experiences. We get to see how Dawes is shaped into having the beliefs that guide him in his quest to become a soldier. We see the relationships that he develops in his hometown, his family, and the conflict that erupts between him and other members of his unit. We see that war is more complex than men fighting and killing. There is depth. There is character. These men are not simply numbers on a board or text. There is something about each one of them that played into the success of taking Okinawa as part of the Pacific campaign.

Hacksaw Ridge is not simply a film about one man’s journey to serve his principles and God while struggling against various agents seeking to break his spirit and demean who he is. The battle scenes and brutality rival that of Saving Private Ryan. Audiences seeking to see a traditional “rah rah” war film are going to be surprised with the way that this film will, hopefully, make them think more deeply about the calamity and horror of war. It will hopefully have them think about how far we have come as a people. More importantly, it will make us think differently about the men who served and helped to ensure democracy globally.

The film, overall, is strong with its presentation of information, action, sequences and storytelling. It may surpass previous WWII films with respect to significance and allowing itself to serve as a historical lens to the past. Audiences will be satisfied, shocked, and a bit disgusted with what is on display whether it is how war is conducted or in how we treat others with different beliefs or stances. Hacksaw Ridge may be an instant classic in not only its approach to the Pacific Theater, but in how we look at the soldiers and their contributions to this period.
  
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Paul Chesworth (3 KP) created a post

Feb 20, 2018  
OSTURA – THE ROOM

Six years is a long time between album releases. A lot can happen in that time, the biggest issue being the fan-base. In today's throwaway music era, where songs are disposed for having a 20 second intro by the ‘millennials’, but thankfully us rock fans are of a more discerning disposition and made of sterner stuff. Six years is nothing in the scale of rock bands, but I had to admit that even I was a bit worried that this album would never see the light of day. It was written immediately after the debut ‘Ashes Of The Reborn) from 2013 up and through to 2016…..and here it is (finally) in 2018! Top marks to Ostura for not losing faith and getting ‘The Room’ out there. I for one am bloody glad that they have persevered.


They probably feel like a cat with 10 lives, as it has been picked up by Universal Music MENA, when it could have literally gone south and not got released at all. There have been some Ostura casualties along the way. Gone are Tony Ghanem (vocals) and Chris Naimeh (drums), and in comes Alain Ibrahim (guitars), and Alexander Abi Chaker (drums – live, and additional percussions, and he wrote all the drum parts for The Room’). For the album, Thomas Lang is behind the kit and has quite an extensive CV; and I have to say, he IS ON FIRE here.

The 12 songs were written in chronological order and work as a score for an equally cinematic storyline about a social recluse girl who takes refuge in a room. Locked in with her thoughts, fears and ambitions, the girl’s imagination turns the room into an endless universe where she is the creator. Soon after, the creation gains the ability to create and ask the right questions. The story tackles the notions of fear, perfection, social anxiety, ambitions, rage, power, and the struggle between the creator and the creation.

'The Room' is a massive production with performers from 12 countries, alongside the City of Prague Philharmonic Orchestra and the core band. The premise has a lot to live up to. So, do Ostura live up to this high bar they have set for themselves?

Emphatically, yes! Where the debut was more ‘Metal’, and a mix between something like Avantasia and Kamelot, ‘The Room’ is a different experience entirely. The sound now is more cinematic and falls partly on the side of Ayreon. The sound (track) is like that of a film, it’s filled out and sounds huge, partly due to the involvement of The City of Prague Philharmonic Orchestra, a choir, string quartet, and an electric triangle (one of these isn't true). The whole concept has been so carefully constructed that the Orchestra and band are not overwhelming each other or jockeying for position. It’s a perfect balance of band and orchestra coming together for probably THE release of the year.

After a very long wait, I can wholeheartedly, 100% state that ‘The Room’ is worth it, and then some! Opening track ‘The Room’ starts with this pulsating and growing riff that explodes into action. The contrast in vocals between Erosion (Monsef) and The Girl (Jreissata) works a treat, you have the roughness/industrial vs. the angelic, its light vs. dark, and they also have the wonderfully melodic metal vocals of Utopia (Michael Mills, Toehider). ‘Escape’ has hall the hallmarks of symphonic metal that you could wish for. Mills proves to be the Ace in the pack as his vocals are ear-splittingly phenomenal. The Room is more than just Within Temptation with a couple of extra sets of balls, as Ostura throw everything into the mix, both vocally and musically, there is even the daddy of them all, a Hammond organ.

In case you are worried, the three-pronged (trident) vocal assault that was seen on the debut is still here. Only this time, Monsef and Jreissata have seriously upped their game, and have in Mills a singer of the highest quality. Mills is immense, his vocals are up there with early Queesnryche’s Geoff Tate. Its not just the Mills show - Monsef glides from low to high with ease, and Jreissati' vocals are just simply divine. The three together are pure perfection.

‘Beyond’ is where the cinematic soundtrack comes to the fore. Alan Ibrahim’s and Marco Sfogli’s guitar playing collides with the PSO – electric vs. an orchestra, industrial riffs dueling against violins (An orchestra is just the heavy metal of the 1600s to the present day, without a Marshall), all coming together for this huge soundscape of noise. ‘Erosion’ is one of those songs that I wish I could play through a PA. It’s a track that you just can’t play loud enough. It mixes the brutality of guitars that Dream Theater used to do so well, with a male baritone choir! Ostura have so much faith in what they are doing that the orchestra parts come to the fore and throw in a choir for good measure adding further to the already pomp-tastic sound.

‘Mourning Light’ is the first chance to catch your breath as its just The Girl, and a small accompaniment in comparison. We have just witnessed the beautiful calm and serenity of The Girl, you know there’s something sinister just around the corner. It doesn’t half deliver with ‘Deathless’. It’s the kind of intro that you would see on a film like Godzilla, or Cloverfield, dark and looming with a sense of impending danger. The final third of ‘The Room’ has two of the biggest songs in both ‘Darker Shape Of Black’ in which Ostura have roped in 'he who shall not be named!' The other being a 12-minute magnum opus ‘Duality’. 'The 'International Man of Mystery's' style is so distinctive that it is bound to draw comparisons. The song has everything – huge riffs, against a Middle Eastern backdrop, and with the orchestra adding an overall massive sound. The filling in the middle of these two monsters is ‘The Surge’ and is solely a vehicle for ‘Erosion’ and Monsef to take centre stage.

In fact I’m going to leave it right there. It would be a poor read if all I did was wax lyrical about every song in a similar manner. I blame Danny Bou-Maroun and Elia Monsef. Its their bloody fault that the ‘The Room’ is so damn good!

I simply cannot fully express in words how good ‘The Room’ is. If you’re a fan of Ayreon, and I know there are quite a few of you out there, you absolutely positively need this in your collection. There’s a lot to absorb here, as ‘The Room’ will require several listens as its like being bombarded with a wall of sound. You will pick up on things you didn't hear the first time, and so on. The end result though is seriously worth the wait. In the world of cinematic rock, Ostura stand-alone, no one can touch them. Purely as an album it is up there with Ayreon’s ‘01011001’ and possibly Dream Theater’s ‘Metropolis Pt. 2: Scenes From A Memory’. I'm not kidding.

Credit also needs to go to Jens Bogren. Ostura have a hell of a lot going on here, and to get the production so ‘right’ has taken one huge effort. To mix the sound and multiple layers are not an easy task to make it sound as good as this, and he has done a superb job, where others could easily have failed.

Honestly, very few albums hit my inbox that are this good. If anything peaks this in 2018 whether it be metal, prog, AOR and everything in between, I will be very surprised indeed. This is without doubt, awesome!

NOTE – Universal are not releasing this on CD as it’s a dying format. This is a shocking decision considering they have a potential ‘Ostura’ of an album in their possession. Criminal. Here’s hoping the band can offer up something via a Pledge campaign.

Score – Awesome!

Tracklisting –
The Room
Escape
Beyond (The New World)
Let There Be
Erosion
Mourning Light
Deathless
Darker Shade Of Black
The Surge
Duality
Exit The Room

Ostura
Youmna Jreissati – Vocals as ‘The Girl’
Elia Monsef – Vocals as ‘Erosion’ Charango, Additional Acoustic Guitar, Programming, Engineering, Media
Danny Bou-Maroun – Piano, Keyboards, Orchestration, Programming, Cubase Operation, Additional Percussions
Alain Ibrahim – Acoustic guitar, Rhythm Guitars, Guitar Co-arrangements
Alexander Abi Chaker –Additional percussions, Drums Co-arrangements on tracks (1,2,4,5,8)

Guest Musicians

Michael Mills – Vocals as ‘Utopia’
Thomas Lang – Drums
Dan Veall – Bass
Marco Sfogli – Lead Guitar on tracks (1.2.3.5.8.11)
He who shall not be named, yet!! – Lead Guitar on Track 9
Ōzgūr Abbak – Lead Guitar on Track 6
The City Of Prague Philharmonic Orchestra Conducted by Danny Bou-Maroun
The Lebanese Filmscoring Ensemble – Choirs, String Quartet
Yamane Al Hage – Violin Solo on Tracks (3,8,9)
Jokine Solban – Violin Solo on Track 2
Nobuko Miyazaki – Flutes on Tracks (9,11)
Mohannad Nassar - Oud on Tracks (5,10)
Roger Smith – Cello on Tracks (1,10,12)

Mixed, mastered and re-amped by Jens Bogren at fascination Street Studio, Sweden
Alexandre Moreira – Editing
All vocals, piano, violins, percussions, recorded at the Citadel, Dlebta, Lebanon

Twitter - @Ostruraband
Facebook - https://www.facebook.com/osturaband/
     
Cosmic Run: Regeneration
Cosmic Run: Regeneration
2018 | Dice Game, Racing, Space
One of the best parts of the board gaming experience is finding a fun group of people with whom to play! Sometimes, though, coordinating a game night is easier said than done. We all must occasionally forego the group experience and face the world as the Lonely Only. But fear not! The world of solo-play is a vast and exciting realm! What follows is a chronicle of my journey into the solo-playing world – notes on gameplay, mechanics, rules, difficulty, and overall experience with solo variations of commonly multiplayer games! I hope this will provide some insight as you continue to grow your collection, or explore your already owned games!

Space – the Final Frontier. Well, not anymore. You’re living in the year 2123, and space travel is not a novel idea. In fact, Earth has become uninhabitable, and the human race must find a new planet to call home! You and your team of explorers have taken to the galaxies to find a suitable replacement for the future of mankind. By befriending aliens and outmaneuvering rival explorers, your team will be credited with the discovery of new colonies on these distant planets. It’s a literal Space Race, so kick on that hyper-drive and take to the stars!

Cosmic Run: Regeneration is a competitive or cooperative dice-rolling game in which players are racing to earn the most victory points by being the first to discover new planets. It’s a Yahtzee-style push-your-luck game where you must roll certain sets of identical dice to advance your ships on the individual planet tracks. Dice can also be used to ‘hire’ aliens or find crystals, which can give you special abilities once per game. The planets must be discovered in a timely manner, though, because passing meteors could cause damage to, or even completely destroy, these planets – this is space, after all. Players earn victory points in three ways – by being the first to discover a planet, based on their position on a planet’s track if they are not the first to discover it, or by retiring sets of aliens. The player with the most victory points once all 6 planets are discovered is the winner! When playing solo, the game is played essentially the same way, with some minor differences. If the solo player discovers all 6 planets before any one is destroyed or before the meteor deck runs out, they win! However, if even a single planet is destroyed or they are not all discovered before the meteor deck runs out, the solo player loses.

I enjoy playing Cosmic Run: Regeneration as a solo game because it’s simple, but not easy. You’re just rolling dice, but you need a strategy. Do you try to advance quickly on the easiest tracks, or do you commit dice to more difficult tracks and hope that the dice rolls will be on your side? Be careful – once you commit a die to a certain track, it cannot be moved. I’ve played so many games where I commit dice to Planet 2 (2-of-a-kind) and end up rolling 3 more of the same number that could’ve been used on Planet 5 (5-of-a-kind) if I’d just committed them there in the first place! A lot of the game is dependent on the luck of the roll, but I feel like you still need a solid strategy to be successful. There’s a good balance between the two – I still feel like I’m in control of the game even though I can’t control how the dice will roll.

The one main difference between solo and group play is that the solo player is allowed to spend VPs to create ‘forcefields’ around planets. This is because in group play if a planet is destroyed, players score points for their track progress, and the game continues. For the solo player, however, if a planet is destroyed, the game is over. When playing solo, I can choose to spend either 5 or 10 VPs to create a forcefield around either 1 or all planets to protect them from meteors for one turn. Without this option in solo play, it would be impossible to win. The first 4 cards of the meteor deck are guaranteed to hit 4 different planets, so right off the bat you are starting at kind of a disadvantage. Each planet only takes 3 hits to be destroyed, so depending on how well the meteor deck is shuffled, the game would be over quickly if I weren’t able to create forcefields. It all comes back to strategy – you have to decide when to spend those VPs and what planets need protecting at any given point in the game.

That being said, scoring VPs is not really easy in solo play. To score points for a planet, you have to physically reach the planet surface – and that can take a while depending on how well you are rolling. You can hire/retire aliens for VPs, but alien cards have a die cost, so if you are hiring aliens all the time, those are dice you are not using to advance on planet tracks. And each turn, planets get closer to destruction if you don’t advance on their tracks fast enough. You can earn VPs when you land on a VP token space – you do not pick up the token if you pass it, you must land exactly on it. So all in all, you can’t afford to protect every planet every turn. You have to strategize carefully about how to risk your hard-earned VPs. The most frustrating thing is when I pay VPs to protect a planet that isn’t even the one that gets hit! 5 VPs gone that I usually can’t get back in a single turn. But that’s all part of the push-your-luck isn’t it? There’s no reward without risk, and sometimes it’s better to be safe than sorry. I’m usually not a very risky game player, but in this game I have to be. Playing it safe is not an option when I’m racing against the meteor deck.

Cosmic Run: Regeneration is a game of strategy with some healthy helpings of luck and risk-taking. You need a solid strategy, but one that is flexible enough to adapt to your dice rolls on any given turn. No game is a guaranteed win – if I win it’s usually at the last possible second. This game is easy to play, but not necessarily easy to win and that’s what keeps me coming back to play. Even as a solo game, it’s engaging and I think it’s pretty fun too!

https://purplephoenixgames.wordpress.com/2019/01/25/solo-chronicles-cosmic-run-regeneration/
  
Mountain Goats
Mountain Goats
2020 | Animals, Dice Game
Fun fact about me: I thoroughly enjoy watching nature documentaries. I just think they’re so fascinating and I love getting to see all different kinds of animals from across the world. Some of my favorites have definitely been mountain goats. You know, those goats that somehow end up way up high on mountainsides that are basically sheer cliffs? How do they get up there? How do they not fall?? Maybe it’s just me, but those goats are extra intriguing to me. Along comes a game called Mountain Goats, so obviously, I had to try it.

Mountain Goats is a game in which players are racing to the top of 6 different mountains with their goats, in a bid to be the ‘king of the hill,’ if you will. To setup the game, lay out the Mountain cards into a grid, as described in the rules. Place the point tokens at the top of their corresponding Mountain cards, set the Bonus point tokens to the side, and all players place one Goat meeple at the bottom of each set of Mountain cards. The game is now ready to start.

On your turn, you will roll the 4 dice of the game. Using those results, you will create groups of dice, in which the dice total dictates which of your Goats is moved. Once you have created your groups, you will move your Goat up one space on the corresponding Mountain. (For example, if one of my dice groups is a 3 and a 2, then I will move my Goat on Mountain 5 up one space). After moving all of your affected Goats, pass the dice to the next player. Simple, right? Yep! Now here’s where it gets interesting. If you get a Goat to the top of a Mountain, you will collect a Point token from the corresponding pile. If an opponent is already at the top of a Mountain and you are able to move there, then you kick your opponent back to the bottom of that mountain, and claim the top spot for yourself, collecting a Point token as normal! AND if you create a dice set for a Mountain on which you are already at the top, you get to collect an additional Point token and keep your Goat at the top. How long can you hang onto that top spot? I guess you’ll find out. If/when you collect at least 1 Point token from each of the 6 Mountains, you get to claim the highest-value Bonus point token still available.


Play continues in this manner until either all of the Bonus point tokens have been claimed, or when 3 Mountains have no more Point tokens remaining. Players count up all of their collected points, and the player with the highest score is the winner.
The thing I like about Mountain Goats the most is that it is so fast and easy to play/teach. The concept is easy to grasp, the mechanics are simple, and the gameplay is engaging. So right off the bat, this is a solid game for me. The next thing I like is that even though it is such a small, light game, you’ve still got to have a strategy to succeed. With the Mountains numbered 5-10, you really have to think about how you want to group your dice. If your total falls below 5 or over 10, it won’t move any Goats! So if you’ve got a 6, 6, 5, and 2, how can you best maximize your movement? Are you willing to sacrifice a die because it doesn’t necessarily work with your strategy this turn? Or do you want to move as many Goats as possible every turn? It’s really up to you, and that strategic flexibility heightens the gameplay for me.

The other thing I really like about Mountain Goats is the amount of player interaction, in a sort of take-that way. When you reach the top of a Mountain, if an opponent is already there, they get kicked back to the bottom! So not only do they have to start the climb over again, but they can’t just sit pretty collecting Point tokens when possible. For me, the slight take-that element in this game is more friendly than cutthroat, and that really makes the overall gameplay experience more positive. Starting over from the bottom is, at most, only 4 cards from the top, so getting kicked down isn’t totally detrimental to the game atmosphere.


Components. They’re great! The cards are nice and sturdy, the artwork colorful and numbering clear. The Point tokens are nice thick cardboard, the dice are big and clear, and the Goat meeples are chunky and fun to manipulate. I have yet to see a game from BoardGameTables.com that has poor production quality, and Mountain Goats is no exception.
All in all, I think this is a great and fun little game. The concept is cute, the gameplay itself is fun and engaging, and the small footprint and short playtime make it an enjoyable little game. And since the gist of the game is just counting/numbers, it can be played with relatively young gamers, which makes it a good family-friendly filler game. Purple Phoenix Games gives Mountain Goats an ascending 9 / 12. Give it a shot and see if you’ve got what it takes to come out on top!
  
Don't You Cry
Don't You Cry
Mary Kubica | 2016 | Fiction & Poetry
6
7.0 (4 Ratings)
Book Rating
Quinn wakes up on Sunday morning to discover that her roommate, Esther, is gone. Quinn isn't sure what she should do. The window to the fire escape was left open, but there is no note or sign of where Esther could be. Should she go to the police or wait for Esther to return? When Quinn starts to find things that make her question the integrity of her roommate, she's not sure if she wants her to be found.

A few hours away on the shores of Lake Michigan, Alex, an 18 year old boy is on his way to work at the local diner. He's cleaning dishes, when the most beautiful girl he has ever seen walks in. It's all he can do to concentrate on his work and not watch her watching whatever it is she is looking at outside the window. Who is she and where did she come from? Alex is determined to find the answers to those questions.

This is the first book I have read by Mary Kubica. I have heard nothing but great things about all of her books. Recently, I won a copy of her most recent book, [b:Every Last Lie|32735394|Every Last Lie|Mary Kubica|https://images.gr-assets.com/books/1486762991s/32735394.jpg|53325365], and wanted to read something else of hers to get a feel for her writing style. When I first started the book, I dove in head first, I was very intrigued from the start and wanted to know what was going to happen.

I will say, that I found out what was going to happen about a third of the way through the book, although I was surprised at the end that I wasn't completely right. That is why I gave the book 3 stars.

What would you do if you found your roommate missing? A girl who you thought was one of the sweetest people you had ever known. Then you found evidence that maybe she wasn't so sweet after all, and maybe it was a good thing she was now gone. Quinn enlists the help of her friend and co-worker, Ben, who also knows Esther to help her get to the bottom of the mystery. When stranger and stranger details start to emerge, Quinn has no choice, but to go to the police for help. But will they help, or will they just assume, Esther has gone of her own free will and doesn't want to be found.

For Alex his motive is quite different. His life is not filled with much excitement, so when a new face appears in town and can shake up his boring world a bit, he's all for taking a chance on getting to know this girl. She is quite a change from dealing with his alcoholic father and the agoraphobic woman, Ingrid, who he frequently brings food to from the diner. But this girl won't tell him her name(he calls her Pearl because of her bracelet) or where she came from or why she is here. So he makes assumptions and tries his best to get to know her and find out who she is.

Are Esther and Pearl the same person? That is the question that plagues us through the whole book. You will have to read it to find out!
  
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Red Sky in Morning
Paul Lynch | 2013
6
6.0 (1 Ratings)
Book Rating
Check out the review on my blog, Lily Loves Indie, here http://lilylovesindie.co.uk/?p=27

I received this book through NetGalley in return for an honest review, and that I am very grateful for this opportunity to broaden my reading experience. This is a very different book to what I would usually read, with a different style of writing and plot development. Nevertheless, I did find it somewhat enjoyable, even if it was lacking in a couple of places.

The story follows the harsh life of Coll Coyle, a young Irish man struggling to keep his home for his family from a vile landlord. It seems things can only get worse as the saga progresses, with John Faller, a formidable gentleman, following him all the way around the world. Although he meets a good friend, his heart never truly leaves the loved ones left behind in Ireland.

Initially, this story is rather tough to get into, and that isn't something that changes much over the course of the book. Written in a strong Irish brogue, at times it can be quite difficult to read, however this becomes easier as you go further through the book. It does help you feel more immersed in the story though as it strangely flows quite naturally when you're reading.

The plot is something that, if I'm totally honest, needs a little work. It's just rather plodding and slow at times, and even after finishing it, I don't feel like the story really went anywhere and was never aiming for a conclusion. In addition, at times it was very depressing to read, and I had to put it down in favour of something a little more light-hearted.

All that as it was, there is one major redeeming feature in this book that had me reading to the end. The imagery is truly exquisite - Lynch really does have great skill at weaving the description through the story. This was a delight to read as the images just appeared with minimal effort from myself straight into my head.

Overall, I enjoyed this book, but it probably wouldn't be one I'd read over and over again. The description is by far it's greatest feature but it is, on the whole, something I'm glad I've read.
  
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Purple Phoenix Games (2266 KP) rated Tiny Epic Quest in Tabletop Games

Jul 29, 2019 (Updated Jul 9, 2020)  
Tiny Epic Quest
Tiny Epic Quest
2017 | Adventure, Dice Game, Fantasy, Video Game Theme
Our next review in the Tiny Epic series is Tiny Epic Quest! I know that we have not been reviewing them in chronological order of release – we are kind of just reviewing them in the order we have discovered and played them. Every Tiny Epic game has its own place in the family, so how does Tiny Epic Quest fit in? Keep reading to find out!

A world at peace has been thrust into chaos once more as mysterious portals have opened across the lands, spewing forth treacherous Goblins! The citizens need heroes – and that is your specialty! Traverse the lands to fight Goblins, learn magic spells, and delve into ancient temples to find powerful artifacts to aid in your battle for good.

Disclaimer: I do not intend to rehash the entire rulebook in this review, but give a general overview of the rules and the gameplay. If you want to read the rules more specifically, pick up a copy of the game at your FLGS or directly from the publisher. – L

Tiny Epic Quest is a game of area movement, dice rolling, and push your luck, in which players are trying to amass the most end-game victory points. How do you earn VPs? By completing quests, fighting Goblins, and learning spells! A game of Tiny Epic Quest is played over 5 rounds, and each round is broken into 2 phases – the Day Phase and the Night Phase. The Day Phase consists of 4 turns where you will can move your heroes. A turn plays out like this: the starting player selects one of the 5 available movement cards and moves 1 hero according to those restrictions. Following clockwise, each other player may move 1 hero in the same manner, or choose to Idle and not move. Once everyone has moved or idled, the next turn starts and play continues as before. After 4 movement cards have been performed, the Day Phase ends.

Moving on to the Night Phase, players have the opportunity to perform the actions associated with the card regions onto which they moved during the Day Phase. If you moved to a Goblin Portal, for example, you now have the chance to fight. On your turn in the Night Phase, you will roll the Adventure Dice and resolve them in an attempt to complete your goals – defeating goblins, completing temples, or learning spells. Quests can be completed in either the Day or Night Phase, depending on the requirements. When you complete a quest, collect the card and hang onto it for end-game scoring. The Night Phase ends when all players have opted to Rest (either by choice or by becoming exhausted), and the round is over. Perform the round resolutions (refill goblin portals, etc.), and then continue on to the next round. After 5 rounds, tally up your VPs, and the player with the most is the winner!

For such a ‘tiny’ game, Tiny Epic Quest definitely has a lot going on. The amount of strategy required for this game is pretty intense. You not only have to decide where to move your heroes, you also have to think about what you want to do and how you want to earn your VPs. Do you want to take a combative approach and try to kill as many goblins as possible? Do you want to try your luck at learning high-level spells? Or is your strategy dictated by the current quest cards in play? Not only do you have to figure out your own strategy, you are also trying to figure out how your opponents are playing as well. Will you try to beat them to a temple first or will you let them do their own thing as long as they don’t interfere with your plans? There is no single right way to play this game, and that’s what makes it so engaging and fun with every play.

That being said, this game also has a fair amount of push your luck in the form of the Adventure Dice. Not all of the die faces are beneficial to you, and they are resolved in a specific order. Damage always is dealt to you first, and if you take too much damage, you immediately become exhausted. When that happens, all of your heroes are returned to your starting castle, and any progress you had made on goblin fights, temple tracks, or spell-learning is lost. You really have to be thinking about how far you are willing to go, and if it is worth one more roll of the dice to risk success or complete failure.

Tiny Epic Quest is kind of a double-edged sword for me. I enjoy games that require decent strategy, but I also am not too fond of push your luck games. This game can sometimes feel like it’s working against you – all of your strategic setup in the Day Phase could be undone with some unfortunate dice rolls in the Night Phase. No matter how solid your strategy is, the dice will ultimately seal your fate. Don’t get me wrong, part of the fun of Tiny Epic Quest is figuring out how to bounce back after a poor Night Phase. But dice can be brutal sometimes and that can take away from your enjoyment.

So where does Tiny Epic Quest fit into the family? I would say it’s a cousin that you like, but don’t see too often. I enjoy playing this game from time to time, but it is definitely not my go-to Tiny Epic game. The rulebook could use some simplification, and for being a Tiny Epic game, it is kind of a table hog. Some of the strategy for me is negated by the dice-rolling mechanic, but it could also be because I am a notoriously bad dice roller… Would I recommend Tiny Epic Quest? Ultimately, yes I would. I may not personally like some of the aspects of play, but the game itself is engaging and entertaining. If you haven’t checked this one out yet, give it a shot! Purple Phoenix Games gives Tiny Epic Quest a valiant 9 / 12.