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Skulls of Sedlec
Skulls of Sedlec
2020 | Card Game, Medieval
When it comes to board gaming, bigger does not always necessarily mean better. And that is something that Button Shy Games has really embraced. With all of their wallet games comprising of only 18 cards, they always manage to pack a lot of game into one small space. I think they’ve got the right idea – engaging gameplay, multitude of themes and mechanics, and easy storage and transport! So how does their newest game hold up to their other successful wallet games? Keep reading to find out!

Let us travel back to the 16th Century AD. You are a monk working in the Sedlec Ossuary, a chapel in the Czech Republic. The coincidental timing of the Black Plague and the Hussite Wars has led to some serious overcrowding in the Sedlec graveyard. Working under a half-blind monk, you and your fellow underlings have been tasked with exhuming graves and artfully arranging the skulls in the crypt. Who can create the most unique and tasteful display of skulls? There’s only one way to find out.

Disclaimer: We were provided a prototype review copy of this game for the purposes of this preview. The final components may vary once the Kickstarter campaign has concluded, so the published game may look differently than the one presented in these pictures. -L

Skulls of Sedlec is a game of card drafting and hand management in which players are trying to amass the most points by the end of the game. Here’s how it works. To set up, shuffle all 18 cards. Create a 2×3 grid of 6 facedown piles consisting of 3 cards each. Pick any pile and flip one card face-up from the top. You are now ready to begin! The game is played over a series of turns in which players will draft and play cards into their personal Stack, an arrangement of cards in a pyramid shape. Each card has 2 skulls on it, and each skull earns a certain number of points based on its placement in your Stack. For example, Criminal skulls are vying for redemption in the afterlife, so they score 2 points if they are adjacent to any Priest skulls. At the end of the game, the player with the highest scoring Stack is the winner!

During the game, on your turn, you will take one of these three possible actions: Dig, Collect, or Stack. When you choose to Dig, you choose 2 facedown piles in the graveyard and flip their top cards face-up. Once you have done that, choose one of the two cards you flipped to take into your hand. If you choose to Collect, you simply choose any face-up card from the graveyard and take it into your hand. There is a hand limit of 2 cards per player, though, so if you already have 2 cards in your hand you may not take the Collect action. If you choose to Stack, you select one card from your hand and add it to your Stack, following the placement rules – Stacks are built from the bottom up. Your first card will be placed into the bottom row of your Stack. Depending on how many players are in the game, your Stack will require a different number of cards in each row. A card may only be played into a higher row if it is directly centered over two cards on the row beneath it. Logical enough! The game ends when each player has completed their Stack. Points are then added, and the highest score wins.

As I mentioned earlier, the size of the game does not always dictate the quality of the game, and Skulls of Sedlec is the perfect example of that. For only consisting of 18 cards, it takes a good deal of strategy to claim victory. There are 5 different types of skulls, and they earn points in different ways depending on their placement. You really have to be thinking in advance as to how you want to play the cards in your hand, and what other skulls you need to pick up to maximize your score. You can also see the Stacks of your opponents, so you know what you’re up against. You need an adaptive strategy for success based on the current cards available in the graveyard, as well as potentially anticipating your opponents’ moves. Be careful, though, because once a card has been played to your Stack, it cannot be moved.

Components. Again, this is just a preview copy of the game, but the card quality is already great. It might be something upgraded during the Kickstarter campaign, but if it’s not, you’re still getting a high quality game. Of course, the trademark wallet is on par with the rest of the wallet series, and it protects the cards well. The artwork of Skulls of Sedlec might not be awe-inspiring, but it is still colorful, thematic, and well-done. I appreciate the simplicity of the cards because it makes it easier to see the card types throughout the game and final scoring. You can clearly tell which skulls are which, so the game does not grind to a halt while trying to figure out what the scoring requirements are for a particular skull. And each skull type has a corresponding symbol, which can help our color-blind friends play the game – instead of relying solely on color, the symbols help differentiate the cards. So big kudos there!

As someone who does a fair amount of solo playing, I would like to mention the solo expansion of Skulls of Sedlec, Monstrance. Again, this is a preview of the solo expansion, so final rules and components may vary from those described here. When playing Skulls of Sedlec as a solo game, you will be creating a Stack like in a multiplayer game, as well as a Feature. The Feature you build will have a shape different to that of your normal Stack, and is determined by the Feature card you select at game setup. You will also select a second Feature card, which will be flipped over to reveal a new condition or effect for the game (for example, Romantics in the Stack do not score). Create a graveyard of 4 facedown piles of cards, evenly spread throughout the piles. You are then ready to play.

Gameplay is similar to that of a multiplayer game, but the solo player does not have a hand of cards. Instead, every card that you select will be immediately played into your Stack or your Feature. Placement rules are the same for the Stack, and cards in your Feature must be supported from below or adjacently. When both your Stack and Feature are complete, the game is over and you tally up your score. The solo expansion offers scoring milestones to compare with your score. See if you can best yourself and become a Legendary Artisan instead of remaining a Humble Monk.

Personally, I am not a huge fan of beat-your-own-score solo expansions. That being said, the gameplay of the Monstrance solo expansion still requires decent strategy and thought to maximize your final score. The addition of Features to solo play add another level of strategy because placement is just as important there as it is in your general Stack. Another neat twist is the addition of effects/conditions in solo play. They affect your strategy and make for a unique game every play.

Overall, I would say that Skulls of Sedlec is one of my favorite ButtonShy Games that I have played. It’s fast to play, simple to teach and learn, yet strategic enough that it keeps you engaged the entire time. Another thing I love about it is that it is only a 2-3 player game. We all know that getting together for game nights can be tricky, so I can see myself bringing Skulls of Sedlec to many game nights in which maybe only a few of us could attend. I’m glad I got the opportunity to preview this game, and I will be following the progress of the campaign for sure. If you’re looking for a small filler that still keeps your brain working, definitely consider backing the Skulls of Sedlec campaign!
  
The Lovely Bones
The Lovely Bones
Alice Sebold | 2002 | Fiction & Poetry
2
7.3 (66 Ratings)
Book Rating
**Spoiler Alert!**

First of all, let me say this. I really wanted to love The Lovely Bones. But I didn’t. I didn’t like it very much.

This comes as a surprise to me, because while I was reading it, I found it almost impossible to put down. It was cryptic and mysterious. The problem is that at the end, it still felt cryptic and mysterious—like I’d missed something. I felt throughout the book that I’d find a plot line, or a key, or something, and it would all fit together perfectly. But it didn’t. The writing was hard to read, and I had to really focus to understand the words. The plot was very original and creative, but there just seemed to be something missing through the whole book. When I got to the end, I was very disappointed.

I didn’t feel engaged in The Lovely Bones. I felt like an outsider looking in. I related to the characters on a certain level—but then again I felt totally disconnected and withdrawn while reading.

I didn’t at all like what happened to Mr. Harvey. He needed to be caught and put in jail, or killed by the father, or something a little more than getting an icicle in his back and falling into a ravine. His death was very unsatisfactory.

I didn’t like the end at all. As I said earlier, it felt like something was missing. I got to the end and said “Hu? Did I miss something? Maybe I skipped some pages, or missed a paragraph…” and literally flipped back through the past few pages. Nothing. It was like the end of a chapter, not the end of a book. There are unanswered questions sitting right in front of you, and there are blank endings for some of the characters. By blank I mean empty, like it’s not an ending at all. Like there is another few chapters to read and then maybe it will all make sense.

As I said above, find it very difficult to stop until I got about halfway through. When I got to the halfway point, it started to feel like it wasn’t going anywhere and I put it off for about a month. The book felt like it was boring, and dead like Susie. The mystery wasn’t going to be solved. It got old. Blech.

But some of it was very fast paced and exciting, and the characters are very well developed. The dialogue flows freely and comfortably.

Also, however painful Mrs. Salmon’s leaving was, and watching the family get torn apart, it was beautiful in the end when she came back. And I loved the interaction between the characters, and I loved the characters themselves. Lindsey and Samuel were wonderful, and her baby was wonderful, and the grandma was wonderful. Poor, sweet little Buckley who grows up too fast and too hard…

So I rest closer to the negative side than the positive side. This was a good (depending on your definition) book—I just wasn’t connected to it. There were some things that I liked about The Lovely Bones. However, most of it I didn’t like. If I’m not connected to a book, how can I read it? Will I read this one again? probably not. Will I read the sequel? Not unless I get it in the mail for review and I’m really really bored.

I wish I could say more good things about this book. I wanted to love it. My friends all loved it and my mom loved it. But it felt odd and foreign and uncomfortable to me, and the ending was awful. If you consider it an ending.

Audio Review: The audio-book was read by the author, who read incredibly slow and seemingly forced. Wouldn't an author take some joy in reading their book out loud, even if it was as depressing as this one? wouldn’t the author, of all people, read with a little more energy? Alice sounded tired. Tired of her book, tired of Susie and Lindsey and Mr. Salmon and everyone else. If you’re going to read The Lovely Bones, read The Lovely Bones.
  
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Kaysee Hood (83 KP) rated Attachments in Books

Nov 16, 2017  
Attachments
Attachments
Rainbow Rowell | 2011 | Fiction & Poetry
10
7.4 (10 Ratings)
Book Rating
Unconventional Romance (3 more)
Read Life Issues
Movie/Book References
Friendships
Love at First...E-mail?
I've seen some low scored reviews for this book on GR and I realized it may keep some people from reading it, but here are some points I think some should consider before not giving Attachments a chance:

1. This is Rainbow Rowell's first published novel, so of course for some it doesn't hold the magic like Eleanor & Park. Keep in mind many first books never hold against later published works, but are still good or why would the author be allowed to continue?
2. Even though it was published in 2011, it is based in 1999/2000 for plot reasons as to why Lincoln would have his job. This may offset some readers who might not realize how different 1999 is to 2017 Internet use wise for jobs.
3. The lack of reading into who and why the characters are as they are. In a way, it is the adult version of Fangirl, expect the roles are flipped a tad bit.

Anyway, I loved Attachments because it stayed true to Rowell's style, yet it felt raw compared to how she writes now. There is the unconventional love story of a man falling in love with a woman through the e-mails he reads as part of his job to ensure people are working and not nonsense while on the job. There's characters of all sorts with real world problems and real life flaws. There are topics covered of overbearing mothers and mothers who are too cruel both because of their own life. There is men who never want to be tied down, yet one does due to advice and the right woman. The book covers pieces life without taking from the plot whatsoever.

Lincoln O'Neil is a 28-year-old who could have been a successful man with a normal day shift job if a break up had not left him shattered nine years before. Maybe also if his mother had not coddled him, even though she clearly meant well as it is clear him and his sister, Eve, might have been her whole life. Yet we would not have the awkward, shy man working a the swing shift in the IT office as a "security officer" fixing computers in his spare time when he isn't reading through e-mails that come up flagged in the Webfence program. Apparently the security part was ensuring no one at the newspaper office was using the Internet to look at porn, gamble, or idle chit chat instead of working. Not quite was Lincoln had pictured and he doesn't enjoy reading people's exchanges, but the money is good and will grant him the chance to move out his mom's sooner rather than later.

His mundane routine and nothingness during his shift is filled with some enjoyment as Lincoln reads the e-mails flagged from Beth Fremont and Jennifer Scribner-Snyder. There is nothing harmful. Innocent discussions of water cooler talk, life, relationships, and gossip. As much as he knows it is wrong to continue to read their messages about their lives without flagging them as he would anyone else Lincoln cannot help but to get a kick out of the e-mails.

However it soon becomes apparent Lincoln has fallen for Beth despite the fact he has no idea what she looks like or who is she outside of work. Not to mention she has a boyfriend, Chris, who even though she may rant about to Jennifer, she obviously has not intent on breaking ties with. Not for someone like Lincoln anyway. So he spends his time in turmoil trying to decide if a new job is in order, going back to college, or finding a woman to focus his attention on (which are the very things he tries to do). He even tries to ignore the e-mails, yet can't. He cannot help, but feel for Jennifer's worry over having a baby even though her husband wants one. He cannot help, but captivated by their friendship. He cannot help his feelings for Beth for who she is.

It doesn't help Beth has spotted him labeling him as "A Cute Guy" when he never realized she was around. It is like a game of cat and mouse between them then. Beth still unaware he is reading her e-mails. Lincoln unaware of how often she is close to him even when she is going out of her way to find him.

Thus a budding romance is born. But how much of a romance can it be when Beth has Chris and Lincoln can barely look a woman in the eyes?
  
Sorrim
Sorrim
2020 | Card Game, Fantasy, Fighting
Head to head competitive games are great, especially during the current lockdown situation. My wife and I could play 1v1 games all the time and be quite happy. That’s why we really enjoy abstract games so much. However, head to head fighting card games are something that my wife and I can kinda get heated over. How did Sorrim do for us? Keep reading.

Sorrim is a competitive 1v1 (or 2v2 or 3v3) card game for two players. A player wins once all of their opponent’s fighters have been knocked out. Fighters are all of differing magic (element) types and therefore can only be equipped with sigils (spells and attacks) of matching type. Whittling the opposing fighters’ health to zero will award triumphant players victory!

DISCLAIMER: We were provided a copy of this game for the purposes of this review. These are retail copy components, and all copies will have components matching 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 order from The Game Crafter directly, your FLGS, or purchase through any retailers stocking it after it is released. -T

To setup the game, separate and shuffle the fighter deck and sigil deck. Deal each player a set of colored chips to keep track of values for each fighter. Fighter cards will be flipped and revealed at the beginning of the conflict. Roll the die to determine starting player and the game can begin! Note: this preview will be using the introductory 1v1 setup, though games can also be played on 2v2 and 3v3 modes with slightly different rules.

Each fighter will have their own stats to track as shown on their cards: Might, Altruism, Trickery, Health. Fighters will also possess special abilities printed on their cards to be used during the game.

Sigil cards will show either the word “Passive,” which will be active throughout the game or triggered by a special event, or they will show a group of numbers to indicate the required rolls needed to launch a successful attack.

On a player’s turn they will consult the fighter’s passive abilities to see if they will trigger. Next, the player will roll the die and compare with their cards to cast a sigil (spell). If the rolled result matches a sigil it may be cast. Opponents will check any passive abilities and adjust Health by amount of the fighter’s Might. Play continues in this fashion until one player’s fighters are all reduced to zero Health. That player loses and the winner must then mock the loser until the next game played.

Components. This game consists of some cards, a die, and some translucent chips. Each copy will be provided a link to the designer’s document to print off the rulebook and the stat sheets to track fighter stats as they change throughout the game. The cards are acceptable quality, the die is just an entry-level normal d6 (we were sent green with white ink), and the chips are TiddlyWink style. Everything is… fine. The art leaves some to be desired, especially in this era of gaming where art can elevate a good game to great, and a great game to amazing. This art does not help Sorrim. It’s not terrible, but it’s not wonderful either. Not my style.

All in all, the game is actually pretty decent. It is very quick-playing, especially the 1v1 mode, and after playing one game you kinda want to try some of the other fighter and sigil combinations. Any time a game makes you want to play more, that’s a great thing.

With Sorrim, my final thoughts are that it is a good game. I wouldn’t call it great, but there are several interesting mechanics and the variability/replayability built in is quite good. There are lots of two player battle card games, and Sorrim brings something a little different. The theme is enjoyable, and the gameplay is fast. There isn’t a ton of strategy involved as turns are dependent on rolling a number that matches your sigil cards, but it does deliver an easy-feeling, low-stress battle game for two. For some reason you just don’t feel annoyed when you lose, as can be the case with other PvP games. If you are looking for something in your collection that gives you this quick gameplay and is relatively rules-light, head over to The Game Crafter and give Sorrim a try.
  
C&
Coral & Bone
2
2.0 (1 Ratings)
Book Rating
Coral & Bone was a waste of my time. An absolute waste, because I could have spent 2 days reading other books that are so much more amazing (and obviously, worth my attention).

When reading the synopsis and first starting out the book, I thought Coral & Bone would be promising – Sirens! Mermaids are the bad guys! How cool is that!

Problem? Early on in the book, I could already tell – like I can with most books – this would not go very well. The writing feels a bit choppy.
<blockquote>She was going through bookstore withdrawals and losing her sanity at the same time. She would have to try and persuade her mom to take her to Portland— soon. If she could just nestle between the aisles of books, get lost for few hours, she might be able to harness some of these crazy new feelings she had been experiencing.</blockquote>
Think of a river, or any type of water source. If the water is choppy, it doesn't really bear a good sign. But if the water flows, it's pretty calm. It's precisely how I felt with Duane's writing. It just didn't seem to go really well and I felt as though I were reading a sample from a grammar book. "Sophia did this. Sophia did that. Sophia flipped. Sophia pouted. Sophia expressed her dislike."
<img src="http://4.bp.blogspot.com/-O2UQC1S43r4/VCDMO-p0xiI/AAAAAAAAD3I/_ZPjiz-LnPs/s1600/Throw%2BOut%2Ba%2BWindow.gif"; border="0">
BORING. Thing is, I'm not exactly one to give up on a book when it's just 4%. In fact, I personally thought I was a bit drained out... especially from Puritan readings (it's quite the brain exercise if you ask me). Except... it gets worse.

It's CONFUSING. If there's one thing I really dislike, it's people not giving me clarification. Please. If a math teacher doesn't teach you clearly how to do a problem, how do you pass a math class with a passable grade? But goody gumdrops, does Duane confuse me.
<blockquote>She discovered, through meditation, that she was able to speak to her mom. “Are you still there? Mom?”</blockquote>
If her mom's throat got slit and she's dead, how is Tage able to speak to her mom, even if it's through meditation? Is her mom a ghost? Is Tage just thinking about what her mother would say if she were still alive?
<blockquote>"They took the bait."</blockquote>
What bait? You would think that as Tage and Daspar are working together toward a common goal, Daspar would reveal what the bait would be. He doesn't. What the heck?
<blockquote>"After he consumed Pura’s soul he was different."</blockquote>
Eh? Whoa whoa whoa. When did we enter sucking your soul out zone? How does one do that exactly, and why did Daspar do it? Protection? Did Pura sacrifice herself?
<blockquote>“Remember I told you the Elosians didn’t like sirens?”</blockquote>
Wait a minute. Wait a minute. If Etlis is for shifters and humans stay on Earth, yet Elosians don't like Sirens, where do Sirens live? Are they immigrants? Migrants? The world building has a good start, but it's too confusing to be a fully developed world.
<blockquote>"When Natalie died…”
    “Went missing,” Pepper chimed in.
    “Died,” Catch said.
    Halen looked to Dax. “Is she dead or alive?”
    “We don’t know for sure. We haven’t found her body, but that doesn’t mean the hunters didn’t destroy it.”</blockquote>
Goodness, even the characters are confused. "Where's Natalie? Where's Natalie? Where's Natalie?" "Oh, let's just throw Halen in and see how she does and go from there because we're not sure if Natalie's alive or not!" What happens if Natalie really is alive? Ping, pong, let's have a sister fight!
<img src="http://3.bp.blogspot.com/-rFkaK8GKFOE/VCDMTJnhFsI/AAAAAAAAD3Q/1Xq3NVQhCXM/s1600/i%2Bcan't.gif"; border="0" height="179" width="320">
And speaking of Halen, our main character, I have quite the complaint about her as a character.

For fun, I pretty much thought her name was Haden. Funny, because I actually read The Shadow Prince and what do you know? Haden's the main character (well, one of them).

It's probably even a coincidence they have similar personalities and are all mopey. "I can't do this! I give up! Blah blah blah!" It's all acceptable for the first book... usually. It becomes quite the problem if the character cries wolf quite loudly. Ahem... their bark is apparently bigger than their bite.

But here's one positive aspect: Halen isn't a quitter. Despite the fact she's completely frustrated all the time, she continues.

Unfortunately, it was pretty much the only thing about Coral & Bone I liked. When that happens, especially at around 60%, it pretty much means all hope is lost and I should move on.

With all that said, you don't really want to waste your time with Coral & Bone unless you're looking for a book that confuses you. Perhaps with major tweaks, Duane's latest work would certainly be one you wouldn't want to simply pass by. But no, that's not the case.
-----------------
Review copy provided by the author originally for the blog tour
Original Rating: 1.5 out of 5
Original review posted at <a href="http://bookwyrming-thoughts.blogspot.com/2014/10/dnf-review-coral-and-bone-by-tiffany-duane.html">Bookwyrming Thoughts</a>
  
Kleptokittens!
Kleptokittens!
2021 | Kids Game, Memory
Growing up, I didn’t really have pets. We had a couple hamsters, fish, and even a turtle for a bit, but nothing that lived outside of a cage/tank. My cousins had cats, and I remember I loved going to visit them and play with the kitties! Many a time, a small item (be it a sock, shoe, Beanie Baby, you name it) would be ‘misplaced’ by its human owner, only to later be found in one of the cat beds. So when I heard about Kleptokittens!, it was a hilariously real theme that I knew I had to try out. Keep reading to see if this game has been missing from your life!

Disclaimer: We were provided with a Tabletop Simulator version of this game for the purposes of this preview. The images below are screenshots from my plays. The components may not be finalized and could change after a successful Kickstarter campaign. -L

Kleptokittens! is a memory game of push your luck in which players are trying to amass the most points over the course of 5 rounds. Setup is simple – shuffle the deck of cards, and then lay them out face-down in a grid. Each player receives a Stash player mat, and the point tokens are set off to the side. Grab a timer, choose a starting player, and you are good to go!

On your turn, you will have 30 seconds to flip over cards and match as many pairs as possible. If you turn over a match, leave them face-up, and continue flipping cards. If the 2 cards you revealed do not match, flip them back face-down and keep looking for a pair. At the end of the 30 seconds, count up the number of matches you found, and take as many treasure tokens to your Stash. The game then moves to the next player, the cards are reset (either flipped back facedown, or shuffled and placed anew for an added challenge) and the game continues until all players have had a turn. That signifies the end of the first round. A new round commences as before, and the game keeps going until 5 rounds have been completed. The player who has amassed the most treasure tokens is named the winner!


Seems simple enough, right? Well, there are a couple of twists. If, at any point in your turn, you reveal a Spray Bottle, your turn immediately ends, regardless of how much time is remaining on your timer. You will then only score your last match made, and any previous matches this turn are lost! How much are you willing to push your luck to make matches? Or should you play it safe and quit while you’re ahead? It’s ultimately up to you! Conversely, you could also flip over a Catnip card. Catnip cards are collected to your Stash and are score multipliers at the end of the game! Put your memory to the test, and see how far you are willing to push your luck in hopes of coming out victorious.
At its core, Kleptokittens! is a matching/memory game, and the gameplay is pretty straightforward. The Spray Bottle and Catnip cards add that small element of push your luck that really helps elevate it beyond a simple matching game. You’ve got 3 matches – should you risk going for a 4th, and thus take the lead? Or should you play it safe, since you can’t remember exactly where you last saw that Spray Bottle card? There are some real stakes in this game, and that keeps the gameplay engaging for everyone. Another great thing about Kleptokittens? It’s really accessible for younger gamers! Matching and memory games are great for development in children. And it’s not every day that you find a game fun for adults that can also be played by the littles. The gameplay can be tailored to the group as well. Got a bunch of junior gamers? Maybe take out the Spray Bottle and Catnip cards for now and extend that timer to 1 full minute. Playing with a bunch of adult friends? Try re-shuffling the deck after every player so nobody can rely on the previous player’s grid for their memory of card placements. You can play this game with just about anyone, and that is the sign of a good game to me.


As mentioned earlier, this was a Tabletop Simulator version of the game, so I can’t really talk too much about component quality. I will say however that the art style is cute and fun, and matches the lighthearted feel of the game. The digital version of the game looks great, and I can’t wait to see how the physical version turns out!
Overall, I think that Kleptokittens! is a fun little filler game. A memory/matching game isn’t that novel these days, but the addition of the push your luck element makes for a unique gameplay that feels fun and fresh. The theme is cute, the gameplay is straightforward and simple to understand, and it can be played with gamers of all ages – so what’s not to love? If you’re in the market for something light and fun, I would recommend checking out Kleptokittens! It hits Kickstarter on June 23, 2021, so be sure to snatch it up like kittens snatch up little treasures in this game!
  
Relic Runners
Relic Runners
2013 | Exploration
YES! More adventuring games! I do love adventure games. Relic Runners has players, well, running all over the board searching for, well, relics to add to their collections to bring back to their homelands and become renowned elite adventuristas! One of my wife’s favorite games, a Days of Wonder title, and one for which I have lukewarm feelings. But why?


Relic Runners is a route-building, pick-up-and-deliver, set collection game that puts players in a central camp and has them exploring outward and around the jungle building familiar pathways and exploiting riches from temples and ruins searching for those sweet sweet relics. The winner is the player who collects the most amount of VP from coins, temple pieces, and relics. So let’s get exploring!
To setup, populate the board with toolboxes, shrines, and ruins per the rulebook. Give each player a playmat and all components of matching color. The explorer bust will begin the game in the camp in the middle of the board along with two rations per player. On each playmat place the pathways and rations in their spots, and the toolbox tokens in their spot with one (or more depending on player special power) at the bottom of the Progression Table. The game can now begin!

The game ends when, depending on player count, a specific number of relics have been claimed by the players. Relics are claimed by completing Relic Expeditions, though we always call them Relic Runs, because that’s kinda the title of the game. In order to make a Relic Run players will need to have explored ruins and removed layers of shrines in order to reveal the relics. Movement is unique in Relic Runners because players may move from one location to the next for free if it is a “familiar” path marked with a pathway token in their color plus one space either before or after the familiar pathways. So a player can effectively run through five or six spots on the board if they had previously been able to place pathway tokens on the paths between the spots. This is how effective Relic Runs are accomplished.

When players pass along water trails they may encounter toolboxes. When these toolboxes are flipped to their inactive side the player will be able to move one of their toolbox tokens up the Progression Table to add effectiveness to their player. These tech tree increments could include increased ability to explore and find additional supplies, improve movement, or even give players more actions and bonuses.


Players will be running all around the board trying to uncover shrine tiles for points and abilities, upgrading their characters for efficiency, and attempting multiple Relic Runs as often as possible to bring the game’s end. The player with the most coin, combinations of relics, and temple layers is the winner!
Components. I mentioned in my opener that this is a Days of Wonder game. So? Well, Days of Wonder only produce ONE new title every year, and they seem to put all their eggs into that one big game (not including expansions for other titles throughout the year). Relic Runners is no different. The components are truly wonderful. The board and cardboard bits are great. The temples are unique and interesting. The plastic bits that begin on playmats and the base camp are quite fine. The relics, however, are simply spectacular. There are four types of relics in the game and 20 relics are included in the box. It’s all very impressive and I have had no issues with the components here nor with any Days of Wonder game. They really know what they’re doing.

The gameplay, to me, is just not my thing. Like I mentioned earlier, my wife absolutely adores this game. I can see why she does, but I feel there are other adventure style games that I would prefer to play. Now, Relic Runners is a good game. Josh rated it a six, so he loves it too. For me some of the movement mechanics are weird in that you have to move every turn so that you can’t just travel to a shrine and dismantle it over three turns. I get it. I do, but I just don’t like it. It doesn’t make thematic sense that an explorer would run to a shrine, begin work, then leave it unattended for other explorers to finish the job. So there’s a disconnect for me.

Also, I would have loved to have seen more variation in the player Progression Table. Make each character truly unique to appeal to replayability and different players’ play styles. Obviously I’m no designer, but that would have made a difference for me.

I love the components, am just okay with the art style, and am okay or less with the gameplay. But, Josh and Kristin both love it, and it will certainly appeal to many gamers. I won’t be getting rid of it, but I also won’t be suggesting we play it very often at all. However, if your collection needs a unique adventure style game featuring some interesting movement mechanics and superb components, pick up a copy of Relic Runners. Purple Phoenix Games gives it a 14 / 18. I was hoping for more Indiana Jones but I got cross-country Dora the Explorer.
  
Cloud Control
Cloud Control
2020 | Party Game
We see so often on TV and movies characters looking up at the sky and picking out figures in the clouds. Maybe they see elephants, or airplanes, or ice cream cones. Usually when I look up into the clouds I see impending rain showers, or snowflakes pelting my face, or merely barricades to the sun. I almost never get the fun shapes that I expect, sadly. But now, with Cloud Control in my arsenal, I can make any shape I wish. For victory points!

Cloud Control is a 3-10 player party game of building unique cloud shapes from cues on cards. By manipulating basic cloud shapes players must get their opponents to guess what they are building to score VP kites.

DISCLAIMER: We were provided a copy of this game for the purposes of this review. This is a retail copy of the game, so what you see in these photos is exactly what would be received in your box. I do not intend to cover every single rule included in the rulebook, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy online or from your FLGS. -T


To setup shuffle the cards into one gigantic pile or into smaller stacks, as shown below. Separate the square cloud shape cards by shape and place them into stacks by shape. Place the VP kites and sand timer nearby and determine the starting player. The game may now begin with the first cloud artist!
On a turn the active player will draw a Shape Card, choose one of the shapes and then have someone start the timer. Within the 90 seconds provided the player will need to grab Cloud Cards from the stacks to create their versions of the shapes prompted. Once the timer runs out, or other players correctly guesses what is being built, both the artist and guessers will receive point kites equal to the difficulty of the shapes identified. Easier creations will score 1VP while more difficult ones will score 3VP. Play then proceeds to the next player in table order to take their turn.

Once every player has had a turn to build, a lightning round will commence. The starting player will choose a Shape Card and then announce to all players the shape to be built. The players will have 90 seconds to each build the shape announced by taking only ONE Cloud Card at a time to add to their creation. Once the timer is out of sand, it is flipped once again for players to explain their creations. At the end of this arguing period all players will vote and the shape with the most votes will earn 5VP.


Players will each have one more turn to earn points for Shape Cards, and the winner is the player with the most VPs.
Components. This game is a bunch of Cloud Cards, 300 Shape Cards (plus extra blanks if you received the promos), VP kites, and a sand timer. The timer is normal sand timer quality, the cards used throughout the game are all fine quality, and the kites are cute red and gold tokens. The art style in the game is very light and airy and fits very well with the theme. Again, I have no problems with the components from 25th Century Games.

The gameplay is really fun, and turns (though 90 seconds long) seem like they go by so quickly that one could easily lose track of time playing. Having to work super fast because you are trying to score all the shapes on the card is harrying and stressful, or just a little less so if you decide to go big and detailed for just 3VP on one shape. Finding interesting uses for the basic shapes keeps all players active and on the edge of their seats. This truly is a wonderful party game (for when you can have game nights again).

Why didn’t I rate it higher then if I seem to like it so much? Well, for my typical game group, we tend to gravitate toward games with more meat on their bones. So I really do not see this getting played a ton on a regular rotation. That said, I am basing this on our game nights we had pre-COVID so things may certainly change once we are able to get together as a large group again. While I have played this with different player counts, I haven’t been able to get more than four to play. So I am keeping my rating open for now. I could see it improving down the road when I am able to play this with more people. I just really want to test its limit of 10 players and see how it goes. If it can handle 8+ and still be just as fun as with three or four, I will update this review and the graphic up top.

For now, Purple Phoenix Games gives this one a floaty 8 / 12. I do love being able to bust out my creative side and think more in geometric shapes. Every player I have played with seems to also enjoy it quite a bit. It is simple to teach and learn, plays quickly, and offers so many opportunities to laugh hysterically as players attempt to create common items or concepts from uncommon basic cloud shapes. If you are looking for something a little different to bring to game night or offer your friends and family, check out Cloud Control. And post some photos of your better creations. I want to see them!
  
Pocket Paragons
Pocket Paragons
2020 | Card Game, Fantasy, Fighting
It’s a duel then? Fine. Choose your paragon and let’s see who can outwit whom. The ol’ “Battle of Wits” from “Princess Bride” now comes in card format with many planned IPs to skin over it. No, this isn’t a “Princess Bride” game, nor does it have any affiliation to the story, but once you play Pocket Paragons, you will immediately see why I made the connection.

Pocket Paragons is a two player dueling card game where the winner is the player to knock out their opponent’s character(s). This game employs a lot of card play with minimal amounts of cards and tremendous amounts of double-think and flat out guessing as to what your opponent might be thinking.

DISCLAIMER: We were provided a copy of this game for the purposes of this review. These are prototype media set components, and all complete copies will have extra components including 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 it on Kickstarter, order from your FLGS, or purchase through any retailers stocking it after it is released. -T


To setup a game of Pocket Paragons, players will choose one character (or three in a Tournament Mode), all associated cards, and an HP/Energy dial (I am using dice for my game). Players will display in front of them their character’s main Character card as well as the Ultimate card. All other cards related to their character will begin the game in hand and will be ready to be played immediately.
A game of Pocket Paragons could range from one card played to several rounds and upwards of 10 minutes. Tournament play can be longer still. For this preview I will be describing game play for single games.

On a turn each player will choose one of the cards in hand to be played, lay it face-down on the table, and flip it once both players are ready. When the cards are flipped, the players will compare and check for Counters. Each card may counter other card types and will have text stating so (Example: the Malice card from above shows that it counters Agility cards). If a player can play a card to counter their opponent’s card then the countering player sends the opponent’s card back to their hand and will gain one Energy. If the card played had damage printed on it, the countered player will reduce their HP by the printed damage amount. However, if no cards were countered, then both cards will activate and assign any damage. The next round may now begin with players choosing cards to be played one by one until a player is knocked out of the game.


After a card is played and used the player will be discarding into a discard pile. The only way to regain these cards into hand is by playing a rest card (yellow sun). Using the rest cards at just the right time will certainly reflect the strategy of the player. Players may use a rest card at any time, but some red Weapon cards can immediately Execute an opponent if played while they are resting (think coup de grace in RPGs). Therefore, while waiting until all cards in hand are used before playing a rest card makes logical sense, smart players may be saving their Execute cards for that exact instance.
Components. Again, this is a prototype copy that cobbles six characters from multiple sets to create the Media Set we were sent. We have been informed that retail (or Kickstarter) boxes will contain six related characters and dials to track HP and Energy. The cards we were sent are of okay quality, and I do not believe this is the stock that will be used on the final game. The art and art style on the game is quite nice. Icons and placement are logical, and cards are easy to read and understand. The artwork is very colorful and one thing I VERY MUCH appreciate on this (because I almost was lost after taking the messy components shot below) is that each card belonging to specific characters show the same artwork in fade in the background. I had a hot flash (weird for a guy right?) when I was sorting the deck back together after playing it and not knowing exactly which cards belonged with which characters. So, thanks for that Solis Game Studio!

I truly enjoyed my plays of Pocket Paragons. The games are super quick, but certainly test your ability to out-think your opponent and try to guess when they might be using their rest card so you can bust out the Execute. And each character plays so differently from others that it’s truly a joy to try out each and every character you can to see which one resonates with your style of play. The art is fabulous with bright colors (a definite plus for me), and the learning curve is nice and smooth – anyone can play this in about three to five minutes of learning. If your collection is screaming for a super quick card game that can be played in under 10 minutes and you can get some brain cells moving around, then Pocket Paragons is for you. It’s certainly for me and my collection. I love everything about it and can see myself diving down the rabbit hole once more and more IPs are released. Oh boy, this is gonna hurt the wallet…

Back it on Kickstarter launching October 6, 2020!