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Purple Phoenix Games (2266 KP) rated Dungeon Drop in Tabletop Games
Feb 15, 2022
Replayability is always something I consider when deciding whether or not to purchase a game. And as much as I like Unlock! puzzles or Exit games, the fact that they are a one-and-done play is a bummer. So when I was perusing the game store and saw a game that boasted essentially infinite possibilities, I was intrigued. The box was small, the artwork was cute, and the gameplay sounded unique, so I bought it. Is Dungeon Drop really infinitely replayable? Keep reading to decide for yourself.
Dungeon Drop is a game of set collection, area enclosure, and dexterity (to a degree) in which players take on the roles of dungeon-delving adventurers trying to gather treasure, defeat monsters, and complete quests. To setup for a game, each player is randomly dealt a Race card and a Class card – each with a special ability for use during the game. Turn Order tokens are distributed based on the Initiative on your Race card, starting with the lowest number. All players are dealt a Quest card that will dictate some end-game scoring for the player, and Quests are kept secret from opponents. Now it’s time to setup the dungeon. Separate all the Small cubes from the Larger ones – purely based on size, the color of the cube does not matter. All the Larger cubes are placed into the game box, for use later. The starting player will gather all of the Small cubes (plus the giant Dragon cube) and literally drop them onto the center of the table. The rulebook suggests dropping the cubes from a height of 6-12 inches, to ensure the cubes spread evenly across the table. And bam – there’s your dungeon.
The game is played over 3 rounds during which each player will take a turn. Turns are broken down into 3 steps: Explore, Act, and Loot. To Explore, the active player will take a set number of the Larger cubes from the game box (at random, without looking), and will add them to the dungeon by dropping them onto the table. The next step is to Act. Each Race and Class card has a special ability, and during this step you will choose to activate one of those abilities to use this turn. The final step is Loot, and this is where the crux of the gameplay is. The cubes of the dungeon consist of Treasure cubes, Monster cubes, and Pillar cubes. Pillar cubes are what form the ‘rooms’ of the dungeon. When it is your time to Loot, you will form a room by selecting 3 Pillar cubes. These cubes will essentially form a triangle, and the inside area of that triangle represents the room in which you are in. Once you form a room, you will collect all cubes from within that space – whether they be Treasure or Monster cubes. Treasure cubes go into your Stash and are saved for end-game scoring, and Monster cubes will deal Damage to your Hero. All Heroes have a finite amount of Health, and you can never collect a Monster cube that would cause you to lose your last Health point.
When you are done Looting, flip over your Turn Order token to indicate that your turn is done. When all players have completed their turns in the round, Turn Order tokens are redistributed based on Weight – the number of Treasure cubes each player possesses. The player with the least Treasure is considered the ‘lightest’ and receives the 1st Turn Order token for the new round, and the rest are distributed likewise. A new round will then begin, and the game continues until 3 complete rounds have been played. At that point, players will add up their points earned from Treasure cubes and their secret Quests. The player with the highest score is declared the winner!
In theory, this game is really awesome. Players can create unique rooms by selecting specific Pillars, and collect different combinations of cubes each turn. AND since each player drops more cubes into play each turn, the dungeon is constantly changing, with new cubes, and because the cubes may knock others around. In actual practice, though, this game is kind of frustrating to me. For starters, when dropping all the Small cubes to form the initial dungeon, be prepared for them to go everywhere. The rules say to drop from 6-12 inches, but that means that you’re going to get quite a huge play area going on. And for me, that means cubes flying off the table, knocking into player components, and just wreaking havoc in general. Phase Shift Games does sell a set of Dungeon Walls for use during this game – to help define the play area and keep the cubes from going rogue – but I just wonder why they aren’t included in every copy of the base game.
Another problem I have had in my plays of Dungeon Drop is that the layout of the dungeon is usually very limiting. For some reason, all my Pillar cubes will end up clumped together and severely affects what you can do on your turn. Yes, more cubes are being added by each player every turn, but the Pillars are what you use to create rooms – if they’re all too close together, you get small rooms, or basically all Treasure lays outside of any possible room configurations. The solution that I’ve come up with for this issue is to drop all Treasure and Monster cubes as described in the rules, but then ‘sprinkle’ the Pillar cubes across the play area. It just helps even things out and create a bigger playing field.
When it comes to components, I have to say that Dungeon Drop is pretty nice. The cards are oversized, sturdy, and easy to read. The artwork itself is cute and I just enjoy looking at it! The cubes are nice and chunky, and easily identifiable as to what type of cube they are. Again, I wish the Dungeon Walls were included in the base game, instead of being an up-sell, but overall the production quality of the game itself is pretty decent.
You can probably tell by my comments that I’m not really a huge fan of this game. The concept is cool, but in all actuality, it’s what makes this game frustrating for me. This game isn’t supposed to be a super serious game, and is supposed to be more lighthearted and silly. I think it hits the mark in that regard, but overall as a complete game, it falls a little flat for me. I might pull this one out if I need a filler/small party-type game during a game night, but it’s one that probably won’t be making it to my table too often. I wanted to like this game so badly, but it just doesn’t quite reach that level for me. Purple Phoenix Games gives this one a stagnant 3 / 6.
Dungeon Drop is a game of set collection, area enclosure, and dexterity (to a degree) in which players take on the roles of dungeon-delving adventurers trying to gather treasure, defeat monsters, and complete quests. To setup for a game, each player is randomly dealt a Race card and a Class card – each with a special ability for use during the game. Turn Order tokens are distributed based on the Initiative on your Race card, starting with the lowest number. All players are dealt a Quest card that will dictate some end-game scoring for the player, and Quests are kept secret from opponents. Now it’s time to setup the dungeon. Separate all the Small cubes from the Larger ones – purely based on size, the color of the cube does not matter. All the Larger cubes are placed into the game box, for use later. The starting player will gather all of the Small cubes (plus the giant Dragon cube) and literally drop them onto the center of the table. The rulebook suggests dropping the cubes from a height of 6-12 inches, to ensure the cubes spread evenly across the table. And bam – there’s your dungeon.
The game is played over 3 rounds during which each player will take a turn. Turns are broken down into 3 steps: Explore, Act, and Loot. To Explore, the active player will take a set number of the Larger cubes from the game box (at random, without looking), and will add them to the dungeon by dropping them onto the table. The next step is to Act. Each Race and Class card has a special ability, and during this step you will choose to activate one of those abilities to use this turn. The final step is Loot, and this is where the crux of the gameplay is. The cubes of the dungeon consist of Treasure cubes, Monster cubes, and Pillar cubes. Pillar cubes are what form the ‘rooms’ of the dungeon. When it is your time to Loot, you will form a room by selecting 3 Pillar cubes. These cubes will essentially form a triangle, and the inside area of that triangle represents the room in which you are in. Once you form a room, you will collect all cubes from within that space – whether they be Treasure or Monster cubes. Treasure cubes go into your Stash and are saved for end-game scoring, and Monster cubes will deal Damage to your Hero. All Heroes have a finite amount of Health, and you can never collect a Monster cube that would cause you to lose your last Health point.
When you are done Looting, flip over your Turn Order token to indicate that your turn is done. When all players have completed their turns in the round, Turn Order tokens are redistributed based on Weight – the number of Treasure cubes each player possesses. The player with the least Treasure is considered the ‘lightest’ and receives the 1st Turn Order token for the new round, and the rest are distributed likewise. A new round will then begin, and the game continues until 3 complete rounds have been played. At that point, players will add up their points earned from Treasure cubes and their secret Quests. The player with the highest score is declared the winner!
In theory, this game is really awesome. Players can create unique rooms by selecting specific Pillars, and collect different combinations of cubes each turn. AND since each player drops more cubes into play each turn, the dungeon is constantly changing, with new cubes, and because the cubes may knock others around. In actual practice, though, this game is kind of frustrating to me. For starters, when dropping all the Small cubes to form the initial dungeon, be prepared for them to go everywhere. The rules say to drop from 6-12 inches, but that means that you’re going to get quite a huge play area going on. And for me, that means cubes flying off the table, knocking into player components, and just wreaking havoc in general. Phase Shift Games does sell a set of Dungeon Walls for use during this game – to help define the play area and keep the cubes from going rogue – but I just wonder why they aren’t included in every copy of the base game.
Another problem I have had in my plays of Dungeon Drop is that the layout of the dungeon is usually very limiting. For some reason, all my Pillar cubes will end up clumped together and severely affects what you can do on your turn. Yes, more cubes are being added by each player every turn, but the Pillars are what you use to create rooms – if they’re all too close together, you get small rooms, or basically all Treasure lays outside of any possible room configurations. The solution that I’ve come up with for this issue is to drop all Treasure and Monster cubes as described in the rules, but then ‘sprinkle’ the Pillar cubes across the play area. It just helps even things out and create a bigger playing field.
When it comes to components, I have to say that Dungeon Drop is pretty nice. The cards are oversized, sturdy, and easy to read. The artwork itself is cute and I just enjoy looking at it! The cubes are nice and chunky, and easily identifiable as to what type of cube they are. Again, I wish the Dungeon Walls were included in the base game, instead of being an up-sell, but overall the production quality of the game itself is pretty decent.
You can probably tell by my comments that I’m not really a huge fan of this game. The concept is cool, but in all actuality, it’s what makes this game frustrating for me. This game isn’t supposed to be a super serious game, and is supposed to be more lighthearted and silly. I think it hits the mark in that regard, but overall as a complete game, it falls a little flat for me. I might pull this one out if I need a filler/small party-type game during a game night, but it’s one that probably won’t be making it to my table too often. I wanted to like this game so badly, but it just doesn’t quite reach that level for me. Purple Phoenix Games gives this one a stagnant 3 / 6.

Chris Sawin (602 KP) rated The Forever Purge (2021) in Movies
Dec 14, 2021
The Purger's costumes (1 more)
The film's genuinely bad ass female characters.
There's no character development. (1 more)
The film is just more of the same.
America, A Ho-Hum Dystopia
Searching for stability in the face of record high levels of illegal immigration resulting from a surge in refugees fleeing cartel violence in Mexico and a growing wave of White Supremacy and anti-hispanic racism in the United States, the New Founding Fathers of America have proposed the unthinkable in order to solve the nation’s problems: the reinstatement of the Purge.
Written by The Purge creator James DeMonaco and directed by Everardo Gout, The Forever Purge is the fifth film in the franchise and its first entry since The Purge TV series ended after only two seasons in 2019.
Taking place primarily in Los Felis Valley, Texas, The Forever Purge follows Mexican refugees Adela (Ana de la Reguera) and Juan (Tenoch Huerta), who despite having made a life in America after living in the country for just ten months, continue to find themselves the victims of racism.
A talented cowboy, Juan works for the financially successful Tucker family on their ranch alongside Dylan (Josh Lucas), a member of the Tucker family who isn’t as good of a cowboy as Juan and lets his “white man good, Mexican bad” mentality drive his actions way more often than he should.
With the announcement that the Purge will be reinstated, the two buckle down and prepare to survive their first ever experience with the country’s most gruesome tradition. While the two successfully find sanctuary and survive the initial 12 hours of the sanctioned Purge, they emerge to find that many US citizens have just outright refused to stop purging.
Amidst the chaos, Canada and Mexico open their borders for six hours, allowing anyone not interesting in partaking in the events and wants to survive to flee to one of respective countries. However, the two countries also announce that after these six hours pass, they will be closing their American borders forever, preventing any further escape.
As the entire nation falls into chaos, its citizens begin to realize that The Forever Purge has begun.
The fifth film in the franchise and the latest installment since The Purge tv series ended in 2019, The Forever Purge is pretty much of the same for the horror franchise – in other words, it’s not going to make or break the opinion you already have about these movies.
A definite improvement over The First Purge, which one could argue is the worst film in the series, the performances in The Forever Purge in particular are leaps and bounds better in comparison to those found in its predecessor
You know how there are some movies where, for some reason or another, you don’t watch every trailer it drops before release, and thus are end up surprised when the film turns out to be completely different from the one-note-concept you imagined it would have?
While the upside to this avoidance of marketing material is that you’re almost completely in the dark about a given film prior to seeing it, the downside is that what your own imagined concept of the film may have more more potential than the final product.
The Forever Purge was one such film for me. For some reason, I thought the movie took place in a not-too-distant future where the majority of the country had become a desolate wasteland, water was scarce, and tumbleweeds were the closest thing to a pet anyone had.
Not only that, but I imagined that The Purge, long-outlawed in this post-apocalyptic future, had been reinstated as a full-time event by a group of crazed desperadoes.
Sadly, my idea of a western-slash-Mad Max-inspired Purge film ended up being way more interesting than The Forever Purge actually was, as most of the film’s creativity is found not in the Purge itself, but rather in the expansion to the franchise’s lore – specifically the state in which the USA is left in by the end of the film, as well as the end credits reveal of where Americans across the country are located
A Purger in The Forever Purge, directed by Everardo Valerio Gout.As a result, The Forever Purge ends with the franchise seemingly having lost whatever bite it may have once had. Kills are about as memorable as a bug splat on your windshield while driving on the highway, character development is minimal at best, and you aren’t invested in the outcome of what’s transpiring whatsoever.
You also don’t really know who the protagonists of the film are. Do you root for the successful family that doesn’t know how to cooperate outside of its own race, or the married couple that came to this country illegally?
Furthermore, why is it that each film’s unique masked purgers, who literally show up for only a handful of scenes in each of their respective appearances, are the best part of these films? It’s like really awesome DLC for a lifelessly dull video game.
While the action-horror film does at least introduce two strong female characters, Dylan Tucker’s wife, Cassidy (Cassidy Freeman), isn’t one of them. Her defining characteristics are that she’s pregnant and helpless.
However, Dylan’s younger sister, Harper (Leven Rambin), is awesome. She knows how to use a gun, is resourceful, intelligent, and breaks the ‘dumb blonde’ stereotype we’re all too familiar with.
Ana de la Reguera also rectifies her death in Army of the Dead with her performance as Adela, a former member of a group of women who fought against the cartel in Mexico who can fight, has knowledge of weapons, and knows how to navigate the city in the safest way possible. In other words, she’s a bad ass.
While The Forever Purge is meant to serve as a ‘final entry’ for the franchise, everything is left wide open at the end of the film, just in case another sequel gets greenlit. After all, we know how the general movie-going population just loves to keep mediocre franchises alive.
As such, nothing is resolved by the end of film, and the Forever Purge ends up being just what it sounds like: never ending.
The issue with this non-ending is that where the franchise could potentially go and where it’s actually going are two entirely different things, and thus the end result of the Forever Purge is way more disappointing because of this split.
A lackluster Purge entry at best that is only considered decent because the film that came before it is so awful, The Forever Purge does put some effort into attempting to put a different spin on how we view immigrants, but even that seems half-cocked at best.
With a concept this stagnant, The Forever Purge has successfully done what other horror movies have never been able to do; make deaths, murdering, and killing a total bore. Hopefully, with any luck, The Purge franchise will pillage and murder itself with this entry.
Written by The Purge creator James DeMonaco and directed by Everardo Gout, The Forever Purge is the fifth film in the franchise and its first entry since The Purge TV series ended after only two seasons in 2019.
Taking place primarily in Los Felis Valley, Texas, The Forever Purge follows Mexican refugees Adela (Ana de la Reguera) and Juan (Tenoch Huerta), who despite having made a life in America after living in the country for just ten months, continue to find themselves the victims of racism.
A talented cowboy, Juan works for the financially successful Tucker family on their ranch alongside Dylan (Josh Lucas), a member of the Tucker family who isn’t as good of a cowboy as Juan and lets his “white man good, Mexican bad” mentality drive his actions way more often than he should.
With the announcement that the Purge will be reinstated, the two buckle down and prepare to survive their first ever experience with the country’s most gruesome tradition. While the two successfully find sanctuary and survive the initial 12 hours of the sanctioned Purge, they emerge to find that many US citizens have just outright refused to stop purging.
Amidst the chaos, Canada and Mexico open their borders for six hours, allowing anyone not interesting in partaking in the events and wants to survive to flee to one of respective countries. However, the two countries also announce that after these six hours pass, they will be closing their American borders forever, preventing any further escape.
As the entire nation falls into chaos, its citizens begin to realize that The Forever Purge has begun.
The fifth film in the franchise and the latest installment since The Purge tv series ended in 2019, The Forever Purge is pretty much of the same for the horror franchise – in other words, it’s not going to make or break the opinion you already have about these movies.
A definite improvement over The First Purge, which one could argue is the worst film in the series, the performances in The Forever Purge in particular are leaps and bounds better in comparison to those found in its predecessor
You know how there are some movies where, for some reason or another, you don’t watch every trailer it drops before release, and thus are end up surprised when the film turns out to be completely different from the one-note-concept you imagined it would have?
While the upside to this avoidance of marketing material is that you’re almost completely in the dark about a given film prior to seeing it, the downside is that what your own imagined concept of the film may have more more potential than the final product.
The Forever Purge was one such film for me. For some reason, I thought the movie took place in a not-too-distant future where the majority of the country had become a desolate wasteland, water was scarce, and tumbleweeds were the closest thing to a pet anyone had.
Not only that, but I imagined that The Purge, long-outlawed in this post-apocalyptic future, had been reinstated as a full-time event by a group of crazed desperadoes.
Sadly, my idea of a western-slash-Mad Max-inspired Purge film ended up being way more interesting than The Forever Purge actually was, as most of the film’s creativity is found not in the Purge itself, but rather in the expansion to the franchise’s lore – specifically the state in which the USA is left in by the end of the film, as well as the end credits reveal of where Americans across the country are located
A Purger in The Forever Purge, directed by Everardo Valerio Gout.As a result, The Forever Purge ends with the franchise seemingly having lost whatever bite it may have once had. Kills are about as memorable as a bug splat on your windshield while driving on the highway, character development is minimal at best, and you aren’t invested in the outcome of what’s transpiring whatsoever.
You also don’t really know who the protagonists of the film are. Do you root for the successful family that doesn’t know how to cooperate outside of its own race, or the married couple that came to this country illegally?
Furthermore, why is it that each film’s unique masked purgers, who literally show up for only a handful of scenes in each of their respective appearances, are the best part of these films? It’s like really awesome DLC for a lifelessly dull video game.
While the action-horror film does at least introduce two strong female characters, Dylan Tucker’s wife, Cassidy (Cassidy Freeman), isn’t one of them. Her defining characteristics are that she’s pregnant and helpless.
However, Dylan’s younger sister, Harper (Leven Rambin), is awesome. She knows how to use a gun, is resourceful, intelligent, and breaks the ‘dumb blonde’ stereotype we’re all too familiar with.
Ana de la Reguera also rectifies her death in Army of the Dead with her performance as Adela, a former member of a group of women who fought against the cartel in Mexico who can fight, has knowledge of weapons, and knows how to navigate the city in the safest way possible. In other words, she’s a bad ass.
While The Forever Purge is meant to serve as a ‘final entry’ for the franchise, everything is left wide open at the end of the film, just in case another sequel gets greenlit. After all, we know how the general movie-going population just loves to keep mediocre franchises alive.
As such, nothing is resolved by the end of film, and the Forever Purge ends up being just what it sounds like: never ending.
The issue with this non-ending is that where the franchise could potentially go and where it’s actually going are two entirely different things, and thus the end result of the Forever Purge is way more disappointing because of this split.
A lackluster Purge entry at best that is only considered decent because the film that came before it is so awful, The Forever Purge does put some effort into attempting to put a different spin on how we view immigrants, but even that seems half-cocked at best.
With a concept this stagnant, The Forever Purge has successfully done what other horror movies have never been able to do; make deaths, murdering, and killing a total bore. Hopefully, with any luck, The Purge franchise will pillage and murder itself with this entry.

Daniel Boyd (1066 KP) rated Fantastic Beasts and Where to Find Them (2016) in Movies
Jul 19, 2017
Some of the lighting is well implemented (1 more)
Colin Farrell
Bad CGI (2 more)
The movies 3 leads are extremely annoying
Johnny 'oooh' Depp
Fantastic Beasts and Where To Find Them - Or JK Rowling and the Never Ending Quest for More Money
Contains spoilers, click to show
First off, full disclosure, I have never been a fan of the Harry Potter franchise. I’ve read a few of the books and seen a few of the movies and it just isn’t my thing. Honestly, I’m not even a fan of fantasy in general, I think Lord Of The Rings is nonsense and Game Of Thrones is vastly overrated and the last Harry Potter movie I saw was the fourth one. However, I was willing to go into this movie with a clean slate and hopefully have it win me over and unfortunately it didn’t. Also this review will contain spoilers if you care about that sort of thing.
This film is a prequel to the other Harry Potter movies, this time set in America rather than Britain and telling the story of the events that led to the great wizarding war between Dumbledore and Grindlewald. The film did have potential, to see what would have essentially been WWII fought with magic could be really cool but unfortunately all we get here is setup and that actual event we want to see will probably take place 4 or 5 movies down the line. The film opens with Eddie Redmayne’s character, Newt Scamander going to New York from London to set free one of the beasts that he keeps inside his Tardis-like brief case. Then he ends up in a bank and meets a ‘Nomaj,’ which is this film’s lazy version of a ‘muggle,’ who we learn is a simple lonely guy that just wants to open his own bakery and that’s another character cliché ticked off the list. We now have the double act of the nerdy, sniveling protagonist and the overweight sympathetic sidekick. Also, for the rest of this review I will be referring to the baker character as fat bloke and this isn’t to be derogatory, but is purely because the script relies on the, ‘fat, jolly, sympathetic, pathetic loner’ stereotype and passes it off as a character arc. If the script isn’t treating the character with any respect, then why should I? So fat bloke it is then.
So the two of them of course have the exact same briefcase and after some cartoony looking CGI animals escape from Redmayne’s case in the bank the suitcases predictably get mixed up and then the fat bloke gets his bakery loan declined and returns home with Redmayne’s suitcase, then more bad CGI animals open the case and attack the fat bloke. Redmayne’s character then gets arrested by some wizarding inspector for letting the, ‘Nomaj,’ (urgh) get away after seeing the animals in the case and is taken to the New York Wizards base, I guess? Then it’s revealed that the wizarding inspector that arrested Redmayne is a bit of a shit inspector and she is trying to redeem herself in the eyes of her superiors, so in front of this high wizard council, she confiscates the case from Redmayne and opens it only to reveal a bunch of cakes inside. Yes, really… Who writes this shit? Rowling is doing to Harry Potter what Lucas did to Star Wars during the prequels at this point.
So Redmayne gets set free and he goes to fat bloke’s house to find him lying on the floor, then some more bad CGI later the inspector turns up and they take him back to her house to meet her sister? Friend? Does it matter? She ends up becoming the love interest for fat bloke. Then for no apparent reason Redmayne and fat bloke enter the case and he shows fat bloke all this crazy shit that apparently humans aren’t supposed to see and then Redmayne does some more sniveling and decides they have to sneak out of the girls’ apartment and recapture the animals that escaped in the bank and from fat bloke’s apartment. They get a couple of the beasts back then they go to central park to find Redmayne’s horny rhino and they dress fat bloke up in a leather rhino costume and use him as rape bait then they ice skate for a bit and capture the rhino. Again, really… I am not making this shit up for satirical reasons.
Then we see a real life prick Ezra Miller playing some sort of weird emo child who is beat by his mother and we see he is working with Colin Farrell to find a big bad dark spirit that is killing people around New York. Colin Farrell is definitely the best thing about the film at this point. After this a bunch of other stupid shit happens, like Ron Perlman and John Voight coming into the movie, showing a ray of potential then being totally wasted. The movie drags in the middle, but eventually after some more fat jokes, bad CGI and sniveling, all of the creatures are captured and Ezra Miller turns into a black death cloud or some such nonsense. Then he is boosting around New York, fucking up shit as he goes and so Redmayne and Farrell follow him down to the subway to stop him. Redmayne seems to be talking him down and then Farrell shows up and essentially tells him to join the dark side. Then there is a CGI wand battle and the council from earlier show up out of nowhere and kill the black cloud of death. Then Colin Farrell gets pissed off and in the best scene in the movie murders half of the council members before he gets arrested by Eddie Redmayne with some magic handcuffs.
Then the worst part in the movie takes place. It is revealed that Colin Farrell is actually Johnny Depp in disguise. I mean he is Grindlewald in disguise but the important part for me is the replacement of Colin Farrell with Johnny Depp. Now I’m not the world’s biggest Colin Farrell fan, he is great in, ‘In Bruges,’ but other than that he is pretty meh, but he was definitely the best thing that this movie had going for it and they fucking swapped him out! With fucking Johnny-‘ooh’-Depp. As if this movie wasn’t shit enough they swapped out the best thing about it for Johnny Depp, the biggest joke in Hollywood. I’m done, fuck this movie, fuck Johnny Depp, fuck JK Rowling, fuck Harry Potter, I’m out.
Okay, let’s briefly talk about the technical side of the film before I score this thing. The whole cast of this movie is phoning it in, so the acting is fine but nothing to write home about, Farrell is the best thing in this movie, but I feel that in the sequels it will just be an ‘ooh,’ off between Depp and Redmayne. The direction is okay as the movie plods along sufficiently, but the writing is wildly inconsistent and the plot as stated above is all over the place. The lighting and cinematography in one scene are fantastic, when Farrell and Miller are conversing in a dark alleyway but other than that they are pretty mundane too. The score is suitably Harry Potter like and the CGI is also to a similar standard of the Harry Potter films. The problem with that is that the CGI was ropey and of a fairly poor standard in the Harry Potter movies 10 years ago and it doesn’t seem like it has improved much since then. This movie isn’t for me, but even from an objective standpoint, based solely from a moviemaking perspective this movie is poor.
This film is a prequel to the other Harry Potter movies, this time set in America rather than Britain and telling the story of the events that led to the great wizarding war between Dumbledore and Grindlewald. The film did have potential, to see what would have essentially been WWII fought with magic could be really cool but unfortunately all we get here is setup and that actual event we want to see will probably take place 4 or 5 movies down the line. The film opens with Eddie Redmayne’s character, Newt Scamander going to New York from London to set free one of the beasts that he keeps inside his Tardis-like brief case. Then he ends up in a bank and meets a ‘Nomaj,’ which is this film’s lazy version of a ‘muggle,’ who we learn is a simple lonely guy that just wants to open his own bakery and that’s another character cliché ticked off the list. We now have the double act of the nerdy, sniveling protagonist and the overweight sympathetic sidekick. Also, for the rest of this review I will be referring to the baker character as fat bloke and this isn’t to be derogatory, but is purely because the script relies on the, ‘fat, jolly, sympathetic, pathetic loner’ stereotype and passes it off as a character arc. If the script isn’t treating the character with any respect, then why should I? So fat bloke it is then.
So the two of them of course have the exact same briefcase and after some cartoony looking CGI animals escape from Redmayne’s case in the bank the suitcases predictably get mixed up and then the fat bloke gets his bakery loan declined and returns home with Redmayne’s suitcase, then more bad CGI animals open the case and attack the fat bloke. Redmayne’s character then gets arrested by some wizarding inspector for letting the, ‘Nomaj,’ (urgh) get away after seeing the animals in the case and is taken to the New York Wizards base, I guess? Then it’s revealed that the wizarding inspector that arrested Redmayne is a bit of a shit inspector and she is trying to redeem herself in the eyes of her superiors, so in front of this high wizard council, she confiscates the case from Redmayne and opens it only to reveal a bunch of cakes inside. Yes, really… Who writes this shit? Rowling is doing to Harry Potter what Lucas did to Star Wars during the prequels at this point.
So Redmayne gets set free and he goes to fat bloke’s house to find him lying on the floor, then some more bad CGI later the inspector turns up and they take him back to her house to meet her sister? Friend? Does it matter? She ends up becoming the love interest for fat bloke. Then for no apparent reason Redmayne and fat bloke enter the case and he shows fat bloke all this crazy shit that apparently humans aren’t supposed to see and then Redmayne does some more sniveling and decides they have to sneak out of the girls’ apartment and recapture the animals that escaped in the bank and from fat bloke’s apartment. They get a couple of the beasts back then they go to central park to find Redmayne’s horny rhino and they dress fat bloke up in a leather rhino costume and use him as rape bait then they ice skate for a bit and capture the rhino. Again, really… I am not making this shit up for satirical reasons.
Then we see a real life prick Ezra Miller playing some sort of weird emo child who is beat by his mother and we see he is working with Colin Farrell to find a big bad dark spirit that is killing people around New York. Colin Farrell is definitely the best thing about the film at this point. After this a bunch of other stupid shit happens, like Ron Perlman and John Voight coming into the movie, showing a ray of potential then being totally wasted. The movie drags in the middle, but eventually after some more fat jokes, bad CGI and sniveling, all of the creatures are captured and Ezra Miller turns into a black death cloud or some such nonsense. Then he is boosting around New York, fucking up shit as he goes and so Redmayne and Farrell follow him down to the subway to stop him. Redmayne seems to be talking him down and then Farrell shows up and essentially tells him to join the dark side. Then there is a CGI wand battle and the council from earlier show up out of nowhere and kill the black cloud of death. Then Colin Farrell gets pissed off and in the best scene in the movie murders half of the council members before he gets arrested by Eddie Redmayne with some magic handcuffs.
Then the worst part in the movie takes place. It is revealed that Colin Farrell is actually Johnny Depp in disguise. I mean he is Grindlewald in disguise but the important part for me is the replacement of Colin Farrell with Johnny Depp. Now I’m not the world’s biggest Colin Farrell fan, he is great in, ‘In Bruges,’ but other than that he is pretty meh, but he was definitely the best thing that this movie had going for it and they fucking swapped him out! With fucking Johnny-‘ooh’-Depp. As if this movie wasn’t shit enough they swapped out the best thing about it for Johnny Depp, the biggest joke in Hollywood. I’m done, fuck this movie, fuck Johnny Depp, fuck JK Rowling, fuck Harry Potter, I’m out.
Okay, let’s briefly talk about the technical side of the film before I score this thing. The whole cast of this movie is phoning it in, so the acting is fine but nothing to write home about, Farrell is the best thing in this movie, but I feel that in the sequels it will just be an ‘ooh,’ off between Depp and Redmayne. The direction is okay as the movie plods along sufficiently, but the writing is wildly inconsistent and the plot as stated above is all over the place. The lighting and cinematography in one scene are fantastic, when Farrell and Miller are conversing in a dark alleyway but other than that they are pretty mundane too. The score is suitably Harry Potter like and the CGI is also to a similar standard of the Harry Potter films. The problem with that is that the CGI was ropey and of a fairly poor standard in the Harry Potter movies 10 years ago and it doesn’t seem like it has improved much since then. This movie isn’t for me, but even from an objective standpoint, based solely from a moviemaking perspective this movie is poor.

Mandy and G.D. Burkhead (26 KP) rated The Book of Kings in Books
May 20, 2018
Shelf Life – The Book of Kings Has a Few Gems and a Few Warts
Contains spoilers, click to show
Unlike other short story anthologies I could mention, this one wasn’t mostly horrible. Instead, the stories inside run the gamut from stupid to brilliant and from annoying to nothing special to fun and memorable. A little something for everyone, then.
So since I can’t review it with one blanket sentiment, let’s instead take a quick look at a handful of the 20 all-original stories inside. The following are the tales that most stood out to me during my reading, for better or worse.
“The Kiss” by Alan Dean Foster – A woman walking through a snowy city finds a frog who says he’s a prince, so she kisses him. He turns into a guy and stabs her to death.
Oh boy, we’re not off to a great start here. This story could have been told in a page or so and been an interesting twist on the old tale, but instead the author drew it out over three pages by choosing the absolute most pretentious choice of words for every damn sentence. The guy doesn’t stab the woman, his “knife describes a Gothic arc.” She doesn’t shout or whisper or ask what’s going on, she “expels a querrelous trauma.” It’s not snowing on her face, “trifles of ice as beautiful as they were capricious tickled her exposed cheeks, only to be turned into simulacra of tears as they were instantly metamorphosed by the bundled furnace of her body.”
Yes, really.
The sheer purpleness of this prose might be excused for a deliberately lofty and overwrought tale, but it absolutely does not fit a story about a girl getting shanked by a frog on the street. If the contrast between what’s happening and how it’s presented is supposed to seem absolutely ridiculous, then it’s a success. This reads more like a writing exercise for seeing how unbearably melodramatic you can tell a simple story that the author went ahead and published anyway. I only read it last night as of the time of this particular bit of review, but I still have a headache.
“Divine Right” by Nancy Holder – A king grieving for his recently passed daughter and only heir tries to figure out how to keep his legacy from dying out and eventually decides on a way to choose a successor, sealing his decision by making a pact with God.
I really liked this one, partly for the great characterization of the king via his priorities. He’s not a bastion of righteousness or a tyrannical despot. He might be a pretty decent ruler, or he might not, depending on your priorities and the angle from which you view him. Mostly he’s written to be believable for his position and time period, pride and failings and all.
But what really sealed this story for me was the ironic bent of the plot that I can’t really discuss in any more depth without spoiling it except to say that it definitely fit with the tone and left an appropriate message. So let’s just give it a thumbs up and leave it at that.
“In the Name of the King” by Judith Tarr – If you know the story of Hatshepsut, an Egyptian queen who ruled as Pharaoh, then this is an extra interesting story. It follows both Hatshepsut and her lover in the afterlife and the legacy they’re leaving behind after their deaths, in which they take a surprisingly active interest for dead people.
If you know your history, though, you know where this is going, and it’s very touching as it gets there. It’s also character-centric in a way that makes its dead cast members seem very much alive. This one’s a good contender for my favorite story in the whole anthology.
“Please to See the King” by Debra Doyle and James D. Macdonald – A small glimpse of about one evening each into the lives of two seemingly unrelated, seemingly unimportant men against the backdrop of the battles being fought over a vague and distant rebellion against a vague and distant crown.
To say more would be to spoil the story, which is short, sweet, and interesting. It gives you just enough details, and no more, that you can piece together a much deeper story with room left for speculation about who certain characters really were and what exactly just happened. I’ve spent more time thinking about how the ending may be interpreted than it took me to read it, which is a good sign of nuance done right.
“The Name of a King” by Diana L. Paxson – This’n c’n rightf’ly b’ put in w’ th’ other st’ries I woul’n’t oth’rwise b’ther t’ mention ‘cept fer th’ o’erwrought dialectic style o’ nearly all o’ th’ dialogue, whut c’n git on yer nerves right quick-like whene’er any’ne op’ns their mouths. An’ while I’m ‘ere, th’ settin’ w’s rife wi’ plen’y o’ hints at deeper d’tails whut was ne’er sufficien’ly delved into or whut impact’d th’ actu’l plot much. Felt like part o’ a fant’sy series whut I was ‘spected t’ b’ f’miliar wit’ but wasn’t, an’ whut di’n’t give me ’nuff t’ git f’miliar wit’ just fr’m this st’ry.
Oth’rwise, t’w’sn’t t’ b’d, I s’pose. Bit borin’.
“Coda: Working Stiff” by Mike Resnick and Nicholas A. DiChario – This one was just fun. Again trying not to give away any twists or revelations, this one follows a journalist interviewing a bus driver who used to be a big, famous king back in his heyday but is now content (or so he says) with his obscure life of working a simple job in the day and drinking in his spartan home at night.
Who this ex-king really is probably isn’t who you think it’s gonna be at first, but the story does still technically, and cheekily, fit in with the premise of the book overall. It reminds me very much of something Neil Gaiman might have written, or maybe Terry Pratchett if he’d decided to tackle the kingly premise from a more modern and realistic approach.
There are still 14 stories left in here, many of which are also good reads, or at least decent. In fact, looking back through it again, the only real dud that stands out to me is “The Kiss.” The weakest of what’s left are either adaptations of stories that didn’t really do it for me (“The Tale of Lady Ashburn” by John Gregory Betancourt) or weird original works that weren’t really memorable in what they set out to do (“A Parker House Roll” by Dean Wesley Smith).
Overall, The Book of Kings is a fun and interesting romp through a number of royal worlds, themes, and tones. As such, anyone who gives it a look will probably have the same general sentiment I did at the end, with a few things to like and a few to point to as examples of what doesn’t work for them. Me, I got a bit of the inspiration I was looking for and a few memorable tales out of it, so I’ll forgive the warts.
So since I can’t review it with one blanket sentiment, let’s instead take a quick look at a handful of the 20 all-original stories inside. The following are the tales that most stood out to me during my reading, for better or worse.
“The Kiss” by Alan Dean Foster – A woman walking through a snowy city finds a frog who says he’s a prince, so she kisses him. He turns into a guy and stabs her to death.
Oh boy, we’re not off to a great start here. This story could have been told in a page or so and been an interesting twist on the old tale, but instead the author drew it out over three pages by choosing the absolute most pretentious choice of words for every damn sentence. The guy doesn’t stab the woman, his “knife describes a Gothic arc.” She doesn’t shout or whisper or ask what’s going on, she “expels a querrelous trauma.” It’s not snowing on her face, “trifles of ice as beautiful as they were capricious tickled her exposed cheeks, only to be turned into simulacra of tears as they were instantly metamorphosed by the bundled furnace of her body.”
Yes, really.
The sheer purpleness of this prose might be excused for a deliberately lofty and overwrought tale, but it absolutely does not fit a story about a girl getting shanked by a frog on the street. If the contrast between what’s happening and how it’s presented is supposed to seem absolutely ridiculous, then it’s a success. This reads more like a writing exercise for seeing how unbearably melodramatic you can tell a simple story that the author went ahead and published anyway. I only read it last night as of the time of this particular bit of review, but I still have a headache.
“Divine Right” by Nancy Holder – A king grieving for his recently passed daughter and only heir tries to figure out how to keep his legacy from dying out and eventually decides on a way to choose a successor, sealing his decision by making a pact with God.
I really liked this one, partly for the great characterization of the king via his priorities. He’s not a bastion of righteousness or a tyrannical despot. He might be a pretty decent ruler, or he might not, depending on your priorities and the angle from which you view him. Mostly he’s written to be believable for his position and time period, pride and failings and all.
But what really sealed this story for me was the ironic bent of the plot that I can’t really discuss in any more depth without spoiling it except to say that it definitely fit with the tone and left an appropriate message. So let’s just give it a thumbs up and leave it at that.
“In the Name of the King” by Judith Tarr – If you know the story of Hatshepsut, an Egyptian queen who ruled as Pharaoh, then this is an extra interesting story. It follows both Hatshepsut and her lover in the afterlife and the legacy they’re leaving behind after their deaths, in which they take a surprisingly active interest for dead people.
If you know your history, though, you know where this is going, and it’s very touching as it gets there. It’s also character-centric in a way that makes its dead cast members seem very much alive. This one’s a good contender for my favorite story in the whole anthology.
“Please to See the King” by Debra Doyle and James D. Macdonald – A small glimpse of about one evening each into the lives of two seemingly unrelated, seemingly unimportant men against the backdrop of the battles being fought over a vague and distant rebellion against a vague and distant crown.
To say more would be to spoil the story, which is short, sweet, and interesting. It gives you just enough details, and no more, that you can piece together a much deeper story with room left for speculation about who certain characters really were and what exactly just happened. I’ve spent more time thinking about how the ending may be interpreted than it took me to read it, which is a good sign of nuance done right.
“The Name of a King” by Diana L. Paxson – This’n c’n rightf’ly b’ put in w’ th’ other st’ries I woul’n’t oth’rwise b’ther t’ mention ‘cept fer th’ o’erwrought dialectic style o’ nearly all o’ th’ dialogue, whut c’n git on yer nerves right quick-like whene’er any’ne op’ns their mouths. An’ while I’m ‘ere, th’ settin’ w’s rife wi’ plen’y o’ hints at deeper d’tails whut was ne’er sufficien’ly delved into or whut impact’d th’ actu’l plot much. Felt like part o’ a fant’sy series whut I was ‘spected t’ b’ f’miliar wit’ but wasn’t, an’ whut di’n’t give me ’nuff t’ git f’miliar wit’ just fr’m this st’ry.
Oth’rwise, t’w’sn’t t’ b’d, I s’pose. Bit borin’.
“Coda: Working Stiff” by Mike Resnick and Nicholas A. DiChario – This one was just fun. Again trying not to give away any twists or revelations, this one follows a journalist interviewing a bus driver who used to be a big, famous king back in his heyday but is now content (or so he says) with his obscure life of working a simple job in the day and drinking in his spartan home at night.
Who this ex-king really is probably isn’t who you think it’s gonna be at first, but the story does still technically, and cheekily, fit in with the premise of the book overall. It reminds me very much of something Neil Gaiman might have written, or maybe Terry Pratchett if he’d decided to tackle the kingly premise from a more modern and realistic approach.
There are still 14 stories left in here, many of which are also good reads, or at least decent. In fact, looking back through it again, the only real dud that stands out to me is “The Kiss.” The weakest of what’s left are either adaptations of stories that didn’t really do it for me (“The Tale of Lady Ashburn” by John Gregory Betancourt) or weird original works that weren’t really memorable in what they set out to do (“A Parker House Roll” by Dean Wesley Smith).
Overall, The Book of Kings is a fun and interesting romp through a number of royal worlds, themes, and tones. As such, anyone who gives it a look will probably have the same general sentiment I did at the end, with a few things to like and a few to point to as examples of what doesn’t work for them. Me, I got a bit of the inspiration I was looking for and a few memorable tales out of it, so I’ll forgive the warts.

Gareth von Kallenbach (980 KP) rated Warhammer: Chaosbane in Video Games
Jul 8, 2019
There have been a lot of Warhammer games released over the past year or so. Everything from managing spaceships, to Real-Time Strategy, to Tactical Combat based games have been represented between the Warhammer and the Warhammer 40,000 universe. EKO Software and Bigben decided to add the action-RPG to the mix with their fun to play Diablo clone Warhammer: Chaosbane.
Much like the games that it takes inspiration from, you have the opportunity to pick one of four characters to battle the Lords of Chaos and bring order to the land. Your standard archetype characters are all here in standard Warhammer Fantasy. The Dwarven “Slayer” class, for those who like a barbarian class to rage havoc upon his foes, The High-Elf Mage who utilizes his magic to bring down the forces of chaos, the ho-hum Imperial Soldier who can take and deal out a huge amount of damage, and the Wood Elf who uses her bow and dagger to deal damage at a frighteningly fast pace.
Each of the characters have their own unique secondary ability that allows them to gain a strategic advantage on their foes. The Slayer can vault himself into enemies (much like the Barbarian class in Diablo), The Mage can control magical projectiles towards his targets, the Imperial soldier can shield bash targets and the Wood Elf can tumble in and out of danger. I played through the vast majority of the game as the Wood Elf and learning to use her tumble ability and stay mobile is some of the best ways to beat the bosses that you will come across.
One area where Warhammer: Chaosbane improves on the standard Diablo formula is how it handles health and energy/mana. Various items you equip can provide health regeneration on their own or you also possess the ability to use a “health Potion” that refills slowly each time you use it. Thankfully this means you don’t have individual health potions cluttering up your inventory. Mana/Energy is used for special attacks and actions…each time you use a skill some of your Mana/Energy is used. There are a few ways you can recoup your energy. The first is to use your general attacks on creatures, as you successfully hit each one your energy fills a little until it tops the meter off. The other way is to reach out to your familiar who follows you around the screen. My familiar was a butterfly that I could run over to when I’d run low on energy and it would fill my meter about half way. When you utilize your familiar in this way they must also recharge, so use them wisely.
One of the more unique items that you acquire as you slice your way through the hordes of demons and undead are Blood Orbs. Blood Orbs appear on the battlefield seemingly at random (although the more enemies you cut down the more likely they are to appear). As you acquire these orbs it fills a Blood lust meter and when full imbues your character with incredible power and near invincibility until the meter runs out. The Orbs don’t stay on the battlefield forever however, and they slowly lose power the longer you wait to gather them, so it encourages you to step out of the battle (or in my case roll out of the battle) to gather them as quickly as you can. As you progress your character you’ll be given the chance to upgrade these as well which essentially allows you to fill multiple meters and grants you this special power for longer lengths of time.
Skills are broken down into various types which allow you to outfit your character to best suit your play style. There are literally dozens of both active and passive skills to choose from, and each of these skills can be upgraded as well for improved effects or damage. As the Wood Elf Elessa, I was able to summon dryads to my side to help me deal with the hordes of enemies. In edition there are also God Skills that you acquire as you level up and complete missions. These special skills unlock more powerful abilities but also unlock traits as you apply the points. Traits such as health regeneration or critical hit chances are only some of the ones that you can unlock along the God Skill tree that give you a sense that your character is becoming more unstoppable with every skill acquired.
Unfortunately, the inconsistent voice acting is what relegates Chaosbane to being good instead of great. I made the mistake of choosing the character with the worst voice acting in the bunch and if I had played through with another character I may not have noticed how truly terrible it was. Elessa delivers her lines in an almost wooden (pun intended) manner, almost as if reading directly from a script. This gets even more noticeable when on occasion her voice changes to that of a man. The developers and testers did a good job of catching most of them, but there were at least five or six dialog trees where Elessa’s voice changed completely. I have two theories on this, my first theory (although I hadn’t confirmed this) is that the character was originally meant to be portrayed as a man and was changed to add a bit more diversity to the line-up. Not that there is anything wrong with having the main characters all be male, but it certainly could have limited the appeal of the audience. My second theory is that some of the dialog was simply place holders while they were sourcing out the right voice actors and simply missed replacing the audio bytes.
Either way, Elessa isn’t the only place where the voice acting takes a turn for the worst, other characters suffer from this fate as well. While the Warhammer games have always used bravado to deliver their dialog, it is simply too over the top in most cases. The first boss I encountered sounded like Cobra Commander who had just walked off the set of the latest GI Joe Cartoon to lead the forces of Chaos…Yo Joe! The fact that the game is voice acted entirely is something that I do applaud the developers for insisting on, it’s just disappointing that you find yourself reading through the dialog as quickly as possible and skipping the voices whenever you can.
Even with its flaws Warhammer: Chaosbane is a fun Diablo clone and an absolute blast to play. The story is forgettable, the voices laughable, but the combat scratches the same itch that any other action roleplaying game provides. There’s plenty of loot to acquire, that ranges from common to rare, and your ability to “bless” items to make them more powerful is an added bonus. There are a whopping ten levels of difficulty, each level provides for a more difficult adventure with the promise of even better loot. With both couch co-op and online multiplayer, it even harkened me back to the days of playing the original Gauntlet in the arcades. If you like the Warhammer universe and are looking for a game you can pick up and play with relative ease, then Warhammer: Chaosbane is just the game you are looking for.
What I liked: Fun combat, Amazing selection of skills, Plays equally well with keyboard/mouse or controller
What I liked less: Terrible voice acting, Repetitive loot drops, Forgettable story
Much like the games that it takes inspiration from, you have the opportunity to pick one of four characters to battle the Lords of Chaos and bring order to the land. Your standard archetype characters are all here in standard Warhammer Fantasy. The Dwarven “Slayer” class, for those who like a barbarian class to rage havoc upon his foes, The High-Elf Mage who utilizes his magic to bring down the forces of chaos, the ho-hum Imperial Soldier who can take and deal out a huge amount of damage, and the Wood Elf who uses her bow and dagger to deal damage at a frighteningly fast pace.
Each of the characters have their own unique secondary ability that allows them to gain a strategic advantage on their foes. The Slayer can vault himself into enemies (much like the Barbarian class in Diablo), The Mage can control magical projectiles towards his targets, the Imperial soldier can shield bash targets and the Wood Elf can tumble in and out of danger. I played through the vast majority of the game as the Wood Elf and learning to use her tumble ability and stay mobile is some of the best ways to beat the bosses that you will come across.
One area where Warhammer: Chaosbane improves on the standard Diablo formula is how it handles health and energy/mana. Various items you equip can provide health regeneration on their own or you also possess the ability to use a “health Potion” that refills slowly each time you use it. Thankfully this means you don’t have individual health potions cluttering up your inventory. Mana/Energy is used for special attacks and actions…each time you use a skill some of your Mana/Energy is used. There are a few ways you can recoup your energy. The first is to use your general attacks on creatures, as you successfully hit each one your energy fills a little until it tops the meter off. The other way is to reach out to your familiar who follows you around the screen. My familiar was a butterfly that I could run over to when I’d run low on energy and it would fill my meter about half way. When you utilize your familiar in this way they must also recharge, so use them wisely.
One of the more unique items that you acquire as you slice your way through the hordes of demons and undead are Blood Orbs. Blood Orbs appear on the battlefield seemingly at random (although the more enemies you cut down the more likely they are to appear). As you acquire these orbs it fills a Blood lust meter and when full imbues your character with incredible power and near invincibility until the meter runs out. The Orbs don’t stay on the battlefield forever however, and they slowly lose power the longer you wait to gather them, so it encourages you to step out of the battle (or in my case roll out of the battle) to gather them as quickly as you can. As you progress your character you’ll be given the chance to upgrade these as well which essentially allows you to fill multiple meters and grants you this special power for longer lengths of time.
Skills are broken down into various types which allow you to outfit your character to best suit your play style. There are literally dozens of both active and passive skills to choose from, and each of these skills can be upgraded as well for improved effects or damage. As the Wood Elf Elessa, I was able to summon dryads to my side to help me deal with the hordes of enemies. In edition there are also God Skills that you acquire as you level up and complete missions. These special skills unlock more powerful abilities but also unlock traits as you apply the points. Traits such as health regeneration or critical hit chances are only some of the ones that you can unlock along the God Skill tree that give you a sense that your character is becoming more unstoppable with every skill acquired.
Unfortunately, the inconsistent voice acting is what relegates Chaosbane to being good instead of great. I made the mistake of choosing the character with the worst voice acting in the bunch and if I had played through with another character I may not have noticed how truly terrible it was. Elessa delivers her lines in an almost wooden (pun intended) manner, almost as if reading directly from a script. This gets even more noticeable when on occasion her voice changes to that of a man. The developers and testers did a good job of catching most of them, but there were at least five or six dialog trees where Elessa’s voice changed completely. I have two theories on this, my first theory (although I hadn’t confirmed this) is that the character was originally meant to be portrayed as a man and was changed to add a bit more diversity to the line-up. Not that there is anything wrong with having the main characters all be male, but it certainly could have limited the appeal of the audience. My second theory is that some of the dialog was simply place holders while they were sourcing out the right voice actors and simply missed replacing the audio bytes.
Either way, Elessa isn’t the only place where the voice acting takes a turn for the worst, other characters suffer from this fate as well. While the Warhammer games have always used bravado to deliver their dialog, it is simply too over the top in most cases. The first boss I encountered sounded like Cobra Commander who had just walked off the set of the latest GI Joe Cartoon to lead the forces of Chaos…Yo Joe! The fact that the game is voice acted entirely is something that I do applaud the developers for insisting on, it’s just disappointing that you find yourself reading through the dialog as quickly as possible and skipping the voices whenever you can.
Even with its flaws Warhammer: Chaosbane is a fun Diablo clone and an absolute blast to play. The story is forgettable, the voices laughable, but the combat scratches the same itch that any other action roleplaying game provides. There’s plenty of loot to acquire, that ranges from common to rare, and your ability to “bless” items to make them more powerful is an added bonus. There are a whopping ten levels of difficulty, each level provides for a more difficult adventure with the promise of even better loot. With both couch co-op and online multiplayer, it even harkened me back to the days of playing the original Gauntlet in the arcades. If you like the Warhammer universe and are looking for a game you can pick up and play with relative ease, then Warhammer: Chaosbane is just the game you are looking for.
What I liked: Fun combat, Amazing selection of skills, Plays equally well with keyboard/mouse or controller
What I liked less: Terrible voice acting, Repetitive loot drops, Forgettable story

The Bandersnatch (199 KP) rated Goodnight Mister Tom in Books
Nov 7, 2019
In September 1939, as Britain stands on the brink of the war, many young children from the cities are evacuated tot he countryside to escape an imminent German bombardment. Willie Beech, a boy from Deptford who is physically and emotionally abused by his mother, arrives at the home of Tom Oakley, a widower in his sixties who lives in the village of Little Weirwold. The boy is thinly clad, underfed and covered with painful bruises, and believes he is full of sin, a result of his upbringing by his mother, a domineering, insane, God-fearing widow.
"Mister Tom", as William christens his new guardian, is reclusive and bad-tempered, and as such is avoided by the community. Willie lives with him as his Mother wants him to live with someone who is either religious or lives next to a church. Though initially distant, he is touched after discovering William's home-life and treats him with kindness and understanding, helping to educate him. Under his care, William begins to thrive, forming a small circle of friends at school among his classmates including fellow-evacuee Zach. He also becomes proficient in drawing and dramatics. As William is changed by Tom, so is Tom transformed by William's presence in his home. It is revealed that Tom lost his wife and baby son to Scarlatina some 40 years previously, and he has become reclusive because of this.
The growing bond between William and Tom is threatened when William's mother requests that the boy returns to her in the city, telling him she is sick. At first, William thinks this will be a good thing, as he can be helpful to his mother. However, his mother is not pleased to learn the details of his time with Tom, feeling that he has not been disciplined properly. While William has been away, she has become pregnant and had a girl, but is neglecting the baby. After a bad reunion, where his mother becomes furious upon learning the details of her son's life with Tom, abhorring his association with the Jewish Zach among other things, she hits William and puts him in the under-stairs cupboard, chains him to the piping. William regains consciousness briefly to find himself in the cupboard – he has been stripped of his clothes, minus his underwear, and his ankle is twisted. He quietly sobs for Tom, before he falls asleep.
Back in Little Weirwold, Tom has a premonition that something is not right with William. Although he has never travelled beyond his immediate locality, he ventures into London and eventually locates William's neighbourhood of Deptford and his home. He persuades a local policeman to break down the door of the apparently empty home, to be greeted with a vile stench. They find William in the closet with the baby, who had also been locked under the stairs by William's mother and has now died. William is malnourished and badly bruised as he had been locked under the stairs for a number of days. William is hospitalised, but whilst there suffers horrific nightmares and is drugged simply to prevent his screams from disturbing other children. Tom is warned that it is likely that William will be taken to a children's home, and, unable to observe William's distress any longer, kidnaps him from the hospital and takes him back to Little Weirwold.
Back with Mister Tom, William is much damaged by his ordeal and is also blaming himself for the death of his sister as he had not been able to provide enough milk to feed her whilst locked away, and becomes very depressed. Later, when his favourite teacher Annie Hartridge has a baby, William is shocked to learn from Zach that a woman cannot conceive a child on her own, and realises that his mother was having a relationship with a man, even though she had previously told him that it was wrong for unmarried couples to live together or have children together (something which society in general had regarded as unacceptable at this time). Tom is traced by the authorities, who have come to tell William that his mother is dead, having committed suicide. They also offer him a place in a children's home, as they've been unable to trace any other relatives who may have been able to take care of him. Luckily the authorities realise that William has already found a good home and allow Tom to adopt him.
Tom, William and Zach then enjoy a holiday at the seaside village of Salmouth, where they stay in the house of a widow whose sons have been sent out to war. Zach then receives news that his father has been injured by a German bomb in London and he hurries home on the next train saying farewell to all his friends. Unfortunately this is the last time they see him. William later learns that Zach has been killed and is grief-stricken for some time, but his grief is later healed by another recluse, Geoffery Sanderton. Geoffery, a young man who had lost a leg during the war and takes William for private art lessons,recognises the signs of grief and gives William a pipe to paint along with a picture of two smiling young men. One of the men is Geoffery and he tells William about the loss of his own best friend, the other man in the picture and the owner of the pipe. This is when William starts to come to terms with Zach's death. Adding to this, Doctor Little, the village doctor, who was Zach's guardian while he was evacuated, is surprised but pleased when William asks to have Zach's bike. Through learning to ride it, William realises that Zach lives on inside him and he will never forget his wonderful companion that Zach was.
In the months following, William grows closer to Carrie, one of his friends. One night, on returning home to Tom (whom he now calls "Dad"), he thinks back on how much he has changed since arriving in Little Weirwold and realises that he is growing.
Goodnight Mr Tom Wiki.
Goodnight Mr Tom was published by Kestrel in 1981 and later on in that same year in the US by Harper and Row. The book won Author Michelle Magorian the annual Guardian Children's fiction prize. Magorian was also a runner up for the Carnegie Medal. The book has been adapted as a Movie, a play and a musical. The most recent theatrical adaption won the Laurence Olivier award for Best Entertainment.
I came across the book when I was 10/11 years old. I needed the book for English at primary school, since we needed to read the book and complete a series of assignments for our teacher. I have in the subsequent years read and re-read the book. The book is rather good and I recommand it for children from the ages of 9/10 upwards. The book is a good representation of what happened during WW2 in a fictional setting. And William and Mr Tom healing each other from what they both experienced (Tom loosing family to Scarlatina and William being abused by his mother). I give the book an 8/10.
"Mister Tom", as William christens his new guardian, is reclusive and bad-tempered, and as such is avoided by the community. Willie lives with him as his Mother wants him to live with someone who is either religious or lives next to a church. Though initially distant, he is touched after discovering William's home-life and treats him with kindness and understanding, helping to educate him. Under his care, William begins to thrive, forming a small circle of friends at school among his classmates including fellow-evacuee Zach. He also becomes proficient in drawing and dramatics. As William is changed by Tom, so is Tom transformed by William's presence in his home. It is revealed that Tom lost his wife and baby son to Scarlatina some 40 years previously, and he has become reclusive because of this.
The growing bond between William and Tom is threatened when William's mother requests that the boy returns to her in the city, telling him she is sick. At first, William thinks this will be a good thing, as he can be helpful to his mother. However, his mother is not pleased to learn the details of his time with Tom, feeling that he has not been disciplined properly. While William has been away, she has become pregnant and had a girl, but is neglecting the baby. After a bad reunion, where his mother becomes furious upon learning the details of her son's life with Tom, abhorring his association with the Jewish Zach among other things, she hits William and puts him in the under-stairs cupboard, chains him to the piping. William regains consciousness briefly to find himself in the cupboard – he has been stripped of his clothes, minus his underwear, and his ankle is twisted. He quietly sobs for Tom, before he falls asleep.
Back in Little Weirwold, Tom has a premonition that something is not right with William. Although he has never travelled beyond his immediate locality, he ventures into London and eventually locates William's neighbourhood of Deptford and his home. He persuades a local policeman to break down the door of the apparently empty home, to be greeted with a vile stench. They find William in the closet with the baby, who had also been locked under the stairs by William's mother and has now died. William is malnourished and badly bruised as he had been locked under the stairs for a number of days. William is hospitalised, but whilst there suffers horrific nightmares and is drugged simply to prevent his screams from disturbing other children. Tom is warned that it is likely that William will be taken to a children's home, and, unable to observe William's distress any longer, kidnaps him from the hospital and takes him back to Little Weirwold.
Back with Mister Tom, William is much damaged by his ordeal and is also blaming himself for the death of his sister as he had not been able to provide enough milk to feed her whilst locked away, and becomes very depressed. Later, when his favourite teacher Annie Hartridge has a baby, William is shocked to learn from Zach that a woman cannot conceive a child on her own, and realises that his mother was having a relationship with a man, even though she had previously told him that it was wrong for unmarried couples to live together or have children together (something which society in general had regarded as unacceptable at this time). Tom is traced by the authorities, who have come to tell William that his mother is dead, having committed suicide. They also offer him a place in a children's home, as they've been unable to trace any other relatives who may have been able to take care of him. Luckily the authorities realise that William has already found a good home and allow Tom to adopt him.
Tom, William and Zach then enjoy a holiday at the seaside village of Salmouth, where they stay in the house of a widow whose sons have been sent out to war. Zach then receives news that his father has been injured by a German bomb in London and he hurries home on the next train saying farewell to all his friends. Unfortunately this is the last time they see him. William later learns that Zach has been killed and is grief-stricken for some time, but his grief is later healed by another recluse, Geoffery Sanderton. Geoffery, a young man who had lost a leg during the war and takes William for private art lessons,recognises the signs of grief and gives William a pipe to paint along with a picture of two smiling young men. One of the men is Geoffery and he tells William about the loss of his own best friend, the other man in the picture and the owner of the pipe. This is when William starts to come to terms with Zach's death. Adding to this, Doctor Little, the village doctor, who was Zach's guardian while he was evacuated, is surprised but pleased when William asks to have Zach's bike. Through learning to ride it, William realises that Zach lives on inside him and he will never forget his wonderful companion that Zach was.
In the months following, William grows closer to Carrie, one of his friends. One night, on returning home to Tom (whom he now calls "Dad"), he thinks back on how much he has changed since arriving in Little Weirwold and realises that he is growing.
Goodnight Mr Tom Wiki.
Goodnight Mr Tom was published by Kestrel in 1981 and later on in that same year in the US by Harper and Row. The book won Author Michelle Magorian the annual Guardian Children's fiction prize. Magorian was also a runner up for the Carnegie Medal. The book has been adapted as a Movie, a play and a musical. The most recent theatrical adaption won the Laurence Olivier award for Best Entertainment.
I came across the book when I was 10/11 years old. I needed the book for English at primary school, since we needed to read the book and complete a series of assignments for our teacher. I have in the subsequent years read and re-read the book. The book is rather good and I recommand it for children from the ages of 9/10 upwards. The book is a good representation of what happened during WW2 in a fictional setting. And William and Mr Tom healing each other from what they both experienced (Tom loosing family to Scarlatina and William being abused by his mother). I give the book an 8/10.

Purple Phoenix Games (2266 KP) rated Peak Oil Profiteer in Tabletop Games
Jun 11, 2021
One of the most important energy resources in the world is oil. We have a finite amount, it is used in our everyday lives, and it is always in demand. So imagine if a country found a new supply of oil – everyone would be fighting for a piece! Enter Peak Oil Profiteer, a game that puts you in charge of an oil corporation vying for money and oil in this new-found oil vein. Sound like something you might be interested in? Keep reading and see what it’s all about!
Disclaimer: For this preview, we played the Tabletopia version of the game. The pictures you will see below are screenshots from my plays online. Also, I do not intend to rehash the entire rulebook, but rather provide a general overview of the rules and gameplay. For a more in-depth look, check it out when it hits Kickstarter! -L
Peak Oil Profiteer is an economic game of area majority/movement, network building, and simultaneous action selection in which players take on the roles of oil corporations competing to make the most money in an oil-rich country before corruption overtakes the land. There is a power struggle between 3 Factions, so play your cards right (literally) to come out ahead. To setup for a game, set the board in the middle of the table, populate the 3 Faction Tracks with their corresponding cubes, place the Corruption cube on 93%, create the Contingency deck (as described in the rules), shuffle the Blackmail deck, and give each player their 5 Action cards, starting Money, and 3 Pawns in their color. Flip all 9 Leader tokens face-down, shuffle them, and randomly give one to each player, placing the remaining Leader tokens face-up near the board.
The game is played over a series of rounds. At the start of every round, one card from the Contingency deck will be revealed/resolved. Contingency cards will either be Events (that will most likely alter the rules for the current round), or Consultants (to be ‘hired’ by an individual player for special abilities). Once the Contingency card has been dealt with, the round moves to the next phase: Action Selection. All players have the same 5 Action cards, numbered 1-5, available to them every round. Players will select one of their 5 Action cards and place it face-down in front of them. Then, in numerical order, all Action cards will be resolved. When your Action number has been called, you will reveal your Action card, perform the corresponding action, and take the card back into your hand. Once all players have performed their Action for the round, check the Corruption track – if it has reached 100% then the game ends, and if not then the game moves to a new round.
The 5 Actions available to all player are: 1. Networking, 2. Sell Weapons, 3. Buy Drilling Rights, 4. Sell Oil, and 5. Contingency. Networking allows you to collect Blackmail in order to win control of Faction Leaders. You may only Sell Weapons to a Faction if you control at least one of its Leaders. You will earn a set amount of Money, and a new Troop cube will be added to the game board. To Buy Drilling Rights from a Faction, you again need to control at least one of its Leaders. Pay for the rights, and then add one of your Pawns to that region of the board. Once you’ve got Drilling Rights, you can Sell Oil. Remove your Pawn from the corresponding region, and collect the appropriate amount of Money. And lastly, Contingency allows you to either ‘hire’ a Consultant, or perform an extra action as a result of an Event.
The amount of Money that you pay/earn for each of the actions is dictated by the Faction Tracks. For example, the price of Weapons decreases as Factions get more Troops on the board, which means you won’t earn as much selling to a Faction with lots of Troops in play. You have to time your Actions wisely in order to maximize your profit! If, at the end of a round, the Corruption track has reached 100%, the game ends. Players count up their Money, and the player with the highest earnings is declared the winner.
Although the theme isn’t something that would normally appeal to me, I have to say that Peak Oil
Profiteer is a solid game. The gameplay is straightforward, the player interaction is competitive but not combative, and the strategy keeps you engaged all game. The ultimate goal is to earn the most Money, and the Faction Track creates sort of a “commodity speculation” type mechanic to the gameplay. The costs vary depending on the Faction Track, and it can be manipulated by all players. That in and of itself creates some fun player interaction because the Faction Track affects all players. Doing something to block an opponent now may come back to bite you next round. Another neat element about Peak Oil Profiteer is that players select their Actions simultaneously, and they are then resolved in numerical order. Depending on where your turn falls in the round, you might be able to do just what you had planned, unless an opponent went before you and changed the game layout. There is an amount of uncertainty that forces players to adjust their strategy on the fly and adapt to the current situation.
I will say that resolving Actions in numerical order does kind of add an element of Action Programming, if you will. Once you have selected your Action this round, you are locked in. No matter what happens before your turn, you must perform your selected Action if at all possible. It creates some neat strategic opportunities, but at the same time, can feel like you’ve been blocked out. Just something to consider! Normally, I would touch on components, but as this was a Tabletopia version of the game, I can’t really do so. I will say that the art style and card/board layouts online are thematic and immersive. If the physical version of the game looks anything like this digital version, it’ll be a good looking game! One component that I especially appreciated was that each player gets a Player Reference/Round Reference card. It gives you the information you need without being too wordy, and it stops you from having to refer back to the rule book every turn. So big thanks from me for that!
Having never played the original Peak Oil game, I have to say that Peak Oil Profiteer made a good impression on me. It’s fast to teach and learn, engaging, and strategic enough to keep you thinking. The fluctuation of the Faction Track, and the order of Action resolution add elements of uncertainty and ‘luck’ (if you will) that keep the game from having a clear run-away winner. Everyone is in it until the very end, and the race for the most Money is a nail-biter for sure. If you’re looking for something interactive but not too confrontational, while also putting your strategic chops to the test, consider backing Peak Oil Profiteer on Kickstarter!
Disclaimer: For this preview, we played the Tabletopia version of the game. The pictures you will see below are screenshots from my plays online. Also, I do not intend to rehash the entire rulebook, but rather provide a general overview of the rules and gameplay. For a more in-depth look, check it out when it hits Kickstarter! -L
Peak Oil Profiteer is an economic game of area majority/movement, network building, and simultaneous action selection in which players take on the roles of oil corporations competing to make the most money in an oil-rich country before corruption overtakes the land. There is a power struggle between 3 Factions, so play your cards right (literally) to come out ahead. To setup for a game, set the board in the middle of the table, populate the 3 Faction Tracks with their corresponding cubes, place the Corruption cube on 93%, create the Contingency deck (as described in the rules), shuffle the Blackmail deck, and give each player their 5 Action cards, starting Money, and 3 Pawns in their color. Flip all 9 Leader tokens face-down, shuffle them, and randomly give one to each player, placing the remaining Leader tokens face-up near the board.
The game is played over a series of rounds. At the start of every round, one card from the Contingency deck will be revealed/resolved. Contingency cards will either be Events (that will most likely alter the rules for the current round), or Consultants (to be ‘hired’ by an individual player for special abilities). Once the Contingency card has been dealt with, the round moves to the next phase: Action Selection. All players have the same 5 Action cards, numbered 1-5, available to them every round. Players will select one of their 5 Action cards and place it face-down in front of them. Then, in numerical order, all Action cards will be resolved. When your Action number has been called, you will reveal your Action card, perform the corresponding action, and take the card back into your hand. Once all players have performed their Action for the round, check the Corruption track – if it has reached 100% then the game ends, and if not then the game moves to a new round.
The 5 Actions available to all player are: 1. Networking, 2. Sell Weapons, 3. Buy Drilling Rights, 4. Sell Oil, and 5. Contingency. Networking allows you to collect Blackmail in order to win control of Faction Leaders. You may only Sell Weapons to a Faction if you control at least one of its Leaders. You will earn a set amount of Money, and a new Troop cube will be added to the game board. To Buy Drilling Rights from a Faction, you again need to control at least one of its Leaders. Pay for the rights, and then add one of your Pawns to that region of the board. Once you’ve got Drilling Rights, you can Sell Oil. Remove your Pawn from the corresponding region, and collect the appropriate amount of Money. And lastly, Contingency allows you to either ‘hire’ a Consultant, or perform an extra action as a result of an Event.
The amount of Money that you pay/earn for each of the actions is dictated by the Faction Tracks. For example, the price of Weapons decreases as Factions get more Troops on the board, which means you won’t earn as much selling to a Faction with lots of Troops in play. You have to time your Actions wisely in order to maximize your profit! If, at the end of a round, the Corruption track has reached 100%, the game ends. Players count up their Money, and the player with the highest earnings is declared the winner.
Although the theme isn’t something that would normally appeal to me, I have to say that Peak Oil
Profiteer is a solid game. The gameplay is straightforward, the player interaction is competitive but not combative, and the strategy keeps you engaged all game. The ultimate goal is to earn the most Money, and the Faction Track creates sort of a “commodity speculation” type mechanic to the gameplay. The costs vary depending on the Faction Track, and it can be manipulated by all players. That in and of itself creates some fun player interaction because the Faction Track affects all players. Doing something to block an opponent now may come back to bite you next round. Another neat element about Peak Oil Profiteer is that players select their Actions simultaneously, and they are then resolved in numerical order. Depending on where your turn falls in the round, you might be able to do just what you had planned, unless an opponent went before you and changed the game layout. There is an amount of uncertainty that forces players to adjust their strategy on the fly and adapt to the current situation.
I will say that resolving Actions in numerical order does kind of add an element of Action Programming, if you will. Once you have selected your Action this round, you are locked in. No matter what happens before your turn, you must perform your selected Action if at all possible. It creates some neat strategic opportunities, but at the same time, can feel like you’ve been blocked out. Just something to consider! Normally, I would touch on components, but as this was a Tabletopia version of the game, I can’t really do so. I will say that the art style and card/board layouts online are thematic and immersive. If the physical version of the game looks anything like this digital version, it’ll be a good looking game! One component that I especially appreciated was that each player gets a Player Reference/Round Reference card. It gives you the information you need without being too wordy, and it stops you from having to refer back to the rule book every turn. So big thanks from me for that!
Having never played the original Peak Oil game, I have to say that Peak Oil Profiteer made a good impression on me. It’s fast to teach and learn, engaging, and strategic enough to keep you thinking. The fluctuation of the Faction Track, and the order of Action resolution add elements of uncertainty and ‘luck’ (if you will) that keep the game from having a clear run-away winner. Everyone is in it until the very end, and the race for the most Money is a nail-biter for sure. If you’re looking for something interactive but not too confrontational, while also putting your strategic chops to the test, consider backing Peak Oil Profiteer on Kickstarter!

Purple Phoenix Games (2266 KP) rated Tiny Epic Mechs in Tabletop Games
Jun 30, 2021
I am someone who loves strategy. It is fun for me to create elaborate plans and see them through to either success or failure. Ok, it’s fun to see them succeed, not so much fail. BUT either way – I like to have a plan. So when Tiny Epic Mechs launched on Kickstarter, I was a little wary. Action programming? Can’t that effectively negate any strategy you have set up? I was on the fence. But I backed it anyway. So was my investment a good one, or did my programmed action of picking up this game backfire and leave me KO’d?
Disclaimer: I do not intend to rehash the entire rulebook in this review, but give a general overview of turns and gameplay. For a more in-depth look at the rules, pick up a copy of the game from the publisher or your FLGS! -L
Tiny Epic Mechs is a game of action programming in which players take on the roles of Mech pilots competing in an arena-style battle royale event. Through the purchase of new weapons, powering up into Mech suits, combat with opponents (either face-to-face, or through the deployment of mines and turrets), and controlling different zones of the arena, players are trying to earn the most Victory Points by the end of 6 rounds of play. To begin, follow the setup instructions for the arena, based on the player count. Each player receives a player card (to track resources, and also acts as a reference card), a Pilot card, components in their chosen player color, and 1 Basic Weapon card to equip on their Pilot. Set the Round Tracker to round 1, create a market row of Advanced Weapons, place the Mighty Mech suit on it’s corresponding zone card, and the game is ready to begin!
Each round consists of 3 phases: Program, Execution, and Scoring. During the Program phase, players will secretly choose 4 Program Cards from their hand to represent their 4 moves/actions for this round. The chosen Program Cards will be laid out in order above the player card, and will immediately be covered by a face-down unused Program Card. (There are 8 Program Cards total, only 4 of which are used each round). It is important to note that the orientation of the Program Cards matters – Program Cards must be played parallel to the zone cards of the arena. Since they dictate the directions in which you move, you must place them exactly as you want to move. During the second phase, Execution, players will take turns revealing their Program Cards, one at a time and in order, and resolving the actions. To Execute a Program Card, you will first move your Pilot in the direction of the card’s arrow, and then resolve the action listed on the card. Movement is a must and cannot be skipped.
After Movement, you may perform the action on your card – Collect Resources, Purchase a Weapon, Deploy a Mine or a Turret, or Power Up. The first three of these are pretty self-explanatory. The Power Up action allows your Pilot to either heal themselves or upgrade into a Mech suit. Now to discuss crux of the game – combat. During the Execution phase, if you enter into the same zone as another player, you must immediately begin Combat. You will use your equipped weapons to battle your opponent, in hopes of knocking them out or forcing them to retreat. Weapons will deal base damage, or Power Attack damage, based on the circumstances of the combat. To attack with a weapon, you will deal the base damage immediately to your opponent. After your attack, the weapon you used is Exhausted and cannot be used again this combat. Your opponent then has the chance to attack back – either regularly or via Power Attack (I’ll leave that for you to discover on your own). Combat continues, alternating between players, until either a player is KO’d, or is forced to retreat because all of their weapons have been Exhausted. Initiating combat, dealing damage, and defeating your opponent all earn you VP, so combat is a vital part of the game!
After all players have revealed and performed their final Program Card, the round ends. At the end of the 2nd, 4th, and 6th round, players will perform a Scoring phase, earning points for any zones occupied by their own mines, turrets, or Pilot. At the end of the 6th and final round, scoring takes place as stated above, but players will also earn VP for all weapons they have purchased throughout the game. The player with the highest VP is the winner!
I have to admit that I am not a person who generally enjoys the mechanic of action programming. I like to really think through my strategy, and execute it exactly as I want. Action programming makes strategizing more difficult because your success or failure depends on the actions selected in advance by your opponents. You can’t really adapt mid-round, you kind of just have to deal with what’s happening. That being said, Tiny Epic Mechs, in my opinion, has a good balance of combat and actions/resource management. Your entire strategy can’t be based on combat – you need to upgrade weapons, climb into your Mech suit, etc. – and the ability to vary combat with individual upgrades makes the gameplay feel more strategic. Yes, your opponents might still mess up some of your best-laid plans, but you have to be prepared for any situation.
The overall gameplay can feel calculated or chaotic simply based on the player count. In a 2-player game, obviously there are only 2 people, and you have more opportunities to really focus on your individual Pilot before necessarily traipsing into combat. In a game with 3 or 4 players, interactions between players are inevitable and can really make the action programming mechanic stand out/feel more random/etc. Especially with a small play arena, Pilots will be crossing paths at probably every turn, and you may be forced into more combats that you anticipated. With only 2 players, there are interactions between players, but it feels a little more calm overall, and you can really work with a strategy instead of having to adapt to sudden changes in the arena.
Let’s touch on components for a minute. As always, this Tiny Epic delivers on quality components. The cards are colorful and sturdy, the text easy to read. The wooden components for tracking health/resources are good, but maybe just a little too small, even for my regularly-sized hands. The ITEMeeples, Mech suits, and weapons are always fun to play with, and sturdy enough to hold up to lots of plays. All in all, great work from Gamelyn Games once again.
For being a game of action programming, I have to admit that I enjoyed Tiny Epic Mechs more than I thought I would. At least at a 2-player count. Anything more feels too chaotic and random to me. The elements of programming and combat are engaging and elevate the gameplay, but it’s just not my favorite mechanic. Will I keep this game? Definitely. For what it is, I think it does a good job. Will I get more action programming games in the future? Probably not. I’d say Tiny Epic Mechs fills that spot for me, and that is all good in my book. Check this one out if you’re looking for something fun and relatively simple that utilizes this mechanic. Purple Phoenix Games gives it a mechanical 7 / 12.
Disclaimer: I do not intend to rehash the entire rulebook in this review, but give a general overview of turns and gameplay. For a more in-depth look at the rules, pick up a copy of the game from the publisher or your FLGS! -L
Tiny Epic Mechs is a game of action programming in which players take on the roles of Mech pilots competing in an arena-style battle royale event. Through the purchase of new weapons, powering up into Mech suits, combat with opponents (either face-to-face, or through the deployment of mines and turrets), and controlling different zones of the arena, players are trying to earn the most Victory Points by the end of 6 rounds of play. To begin, follow the setup instructions for the arena, based on the player count. Each player receives a player card (to track resources, and also acts as a reference card), a Pilot card, components in their chosen player color, and 1 Basic Weapon card to equip on their Pilot. Set the Round Tracker to round 1, create a market row of Advanced Weapons, place the Mighty Mech suit on it’s corresponding zone card, and the game is ready to begin!
Each round consists of 3 phases: Program, Execution, and Scoring. During the Program phase, players will secretly choose 4 Program Cards from their hand to represent their 4 moves/actions for this round. The chosen Program Cards will be laid out in order above the player card, and will immediately be covered by a face-down unused Program Card. (There are 8 Program Cards total, only 4 of which are used each round). It is important to note that the orientation of the Program Cards matters – Program Cards must be played parallel to the zone cards of the arena. Since they dictate the directions in which you move, you must place them exactly as you want to move. During the second phase, Execution, players will take turns revealing their Program Cards, one at a time and in order, and resolving the actions. To Execute a Program Card, you will first move your Pilot in the direction of the card’s arrow, and then resolve the action listed on the card. Movement is a must and cannot be skipped.
After Movement, you may perform the action on your card – Collect Resources, Purchase a Weapon, Deploy a Mine or a Turret, or Power Up. The first three of these are pretty self-explanatory. The Power Up action allows your Pilot to either heal themselves or upgrade into a Mech suit. Now to discuss crux of the game – combat. During the Execution phase, if you enter into the same zone as another player, you must immediately begin Combat. You will use your equipped weapons to battle your opponent, in hopes of knocking them out or forcing them to retreat. Weapons will deal base damage, or Power Attack damage, based on the circumstances of the combat. To attack with a weapon, you will deal the base damage immediately to your opponent. After your attack, the weapon you used is Exhausted and cannot be used again this combat. Your opponent then has the chance to attack back – either regularly or via Power Attack (I’ll leave that for you to discover on your own). Combat continues, alternating between players, until either a player is KO’d, or is forced to retreat because all of their weapons have been Exhausted. Initiating combat, dealing damage, and defeating your opponent all earn you VP, so combat is a vital part of the game!
After all players have revealed and performed their final Program Card, the round ends. At the end of the 2nd, 4th, and 6th round, players will perform a Scoring phase, earning points for any zones occupied by their own mines, turrets, or Pilot. At the end of the 6th and final round, scoring takes place as stated above, but players will also earn VP for all weapons they have purchased throughout the game. The player with the highest VP is the winner!
I have to admit that I am not a person who generally enjoys the mechanic of action programming. I like to really think through my strategy, and execute it exactly as I want. Action programming makes strategizing more difficult because your success or failure depends on the actions selected in advance by your opponents. You can’t really adapt mid-round, you kind of just have to deal with what’s happening. That being said, Tiny Epic Mechs, in my opinion, has a good balance of combat and actions/resource management. Your entire strategy can’t be based on combat – you need to upgrade weapons, climb into your Mech suit, etc. – and the ability to vary combat with individual upgrades makes the gameplay feel more strategic. Yes, your opponents might still mess up some of your best-laid plans, but you have to be prepared for any situation.
The overall gameplay can feel calculated or chaotic simply based on the player count. In a 2-player game, obviously there are only 2 people, and you have more opportunities to really focus on your individual Pilot before necessarily traipsing into combat. In a game with 3 or 4 players, interactions between players are inevitable and can really make the action programming mechanic stand out/feel more random/etc. Especially with a small play arena, Pilots will be crossing paths at probably every turn, and you may be forced into more combats that you anticipated. With only 2 players, there are interactions between players, but it feels a little more calm overall, and you can really work with a strategy instead of having to adapt to sudden changes in the arena.
Let’s touch on components for a minute. As always, this Tiny Epic delivers on quality components. The cards are colorful and sturdy, the text easy to read. The wooden components for tracking health/resources are good, but maybe just a little too small, even for my regularly-sized hands. The ITEMeeples, Mech suits, and weapons are always fun to play with, and sturdy enough to hold up to lots of plays. All in all, great work from Gamelyn Games once again.
For being a game of action programming, I have to admit that I enjoyed Tiny Epic Mechs more than I thought I would. At least at a 2-player count. Anything more feels too chaotic and random to me. The elements of programming and combat are engaging and elevate the gameplay, but it’s just not my favorite mechanic. Will I keep this game? Definitely. For what it is, I think it does a good job. Will I get more action programming games in the future? Probably not. I’d say Tiny Epic Mechs fills that spot for me, and that is all good in my book. Check this one out if you’re looking for something fun and relatively simple that utilizes this mechanic. Purple Phoenix Games gives it a mechanical 7 / 12.

Purple Phoenix Games (2266 KP) rated The Imposter Kings in Tabletop Games
May 1, 2021
If there is one thing that I love about board gaming, it’s strategy. Planning out and executing a long-term plan, only to have your opponents throw a wrench in it, thus forcing you to re-strategize on the spot? That’s my JAM. So when I heard about The Imposter Kings, I knew it was right up my alley. After getting to play it, did it live up to my expectations? Or is it an imposter that doesn’t hold up? Keep reading to find out!
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. -L
The Imposter Kings is a card game for 2-4 players in which players are attempting to gain and maintain control of the throne, accumulating a total of 7 points to win the game. There are some slight rules variations between 2-, 3-, and 4-player games, but the overall gameplay is the same. This review will focus on the 2-player rules. To setup for the game, assemble the deck as described in the rules for your chosen player count. In a 2-player game, the deck is comprised of 18 cards. Each player is given a King card, and one player’s will be the True King. The True King merely determines the first player for the round. Shuffle the deck and deal 8 cards to each player. There will be 2 cards leftover, and those will go into the center of the play area, one face-up and one face-down. This lets the players know which card is not in either players hand, as well as a random unknown card in neither players’ hand. Each player will select a card from their hand to be their Successor, and will place it face-down next to their King, and they will also select one card from their hand to discard face-down. The game is now ready to begin!
On your turn, you will play any card from your hand to the Court (play area) that is of an equal or higher value than the card played previously. The last-played card to the Court is considered to be on the Throne. All cards in Imposter Kings are numbered 1-9, and each card has an associated special ability. Once you play a card to the Court, you may/must use the ability (if optional/mandatory). These special abilities can alter the Court and gameplay by Disgracing cards (flipping them face-down to ‘reset’ the number line), swapping cards with other players, playing a lower-numbered card on top of a higher number etc. The round continues in this fashion, with players alternating, until one player is no longer able to play a card to the Court. That player loses the round, and the winning player receives a number of points, depending on certain aspects. The deck is reshuffled, the True King is passed to the loser of the round, and a new round commences. The first player to reach 7 points is the ultimate winner!
That details the basics of the gameplay, but there are a few special things to keep in mind. Certain cards will force players to play a card to their Antechamber – face-up in front of them. If ever you have a card in your Antechamber at the beginning of a turn, you must play it to the Court, regardless of its value. This can be a good strategic way to trap your opponent into playing a specific card on their next turn! Sometimes a card will need to be Condemned – it is then placed face-down in front of you, and then removed from play on your next turn. Another good way to eat up an opponent’s turn! If you ever get to a point in the round when you are unable to play a card to the Court, you may choose to use your King power – it allows you to flip your King over to Disgrace the card currently on the Throne, and take your Successor into your hand (hopefully giving you a chance to keep playing in the round!). However, there is an Assassin card in the game!! If you have the Assassin, you can reveal it when your opponent decides to use their King – thus assassinating them and immediately winning the round. Lots of tricksy ways to make sure you end up on the Throne!
So all in all, how does The Imposter Kings hold up? Fairly well, actually. For being a simple and relatively fast card game, there is a lot of strategy required for success. You have to decide which cards/powers to use when, while also trying to deduce what your opponent has in their hand. Can you trap them and force the round to end? Or have they kept a dark horse in hand for just this situation? There is a lot more to The Imposter Kings than meets the eye, and that makes it a fun challenge. The first time I played this game, it reminded me of a similar game by ButtonShy titled Hierarchy. The concept and gameplay are similar, but the biggest difference is that The Imposter Kings can be played with 3 and 4 players. That adds another element of strategy/chaos to the game, as there are more cards to deduce, more opportunities for the Court to change between your turns, and just more strategy in general. Hierarchy is strictly a 2-player game, but The Imposter Kings allows you to play with more people. With higher player counts, new and unique cards are added to the starting deck, offering even more abilities and strategic options for play. The gameplay scales with player count, and that keeps it engaging.
Let me touch on components for a minute. This is a retail version of the game, and the production quality is very nice! The game comes in a nice small box, and the deck of cards is sturdy in hand. The artwork is interesting, the text is clear, and the cards are color-coded based on their value. The coloring really helps with quick visual identification of what cards are in play. The game also comes with some reference cards for the various abilities, and those were much appreciated. The rulebook had a couple of areas of ambiguity, but watching the videos on the BGG page for The Imposter Kings helped answer any questions I might have had. All in all, good production quality!
So as you can probably tell from this review, I generally like The Imposter Kings. The gameplay is strategic, engaging, and its 3-4 player variants offer some unique twists that the 2-player just cannot handle. This is a game that I can see myself bringing out when I have newer gamers at my table. The gameplay is simple, yet strategic, and it is not overwhelming to learn or play. It definitely makes players think, and even now I’m thinking about what strategy I might try next game. If you are looking for something relatively simple, yet surprisingly strategic, consider checking out The Imposter Kings. Purple Phoenix Games gives it a royal 8 / 12.
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. -L
The Imposter Kings is a card game for 2-4 players in which players are attempting to gain and maintain control of the throne, accumulating a total of 7 points to win the game. There are some slight rules variations between 2-, 3-, and 4-player games, but the overall gameplay is the same. This review will focus on the 2-player rules. To setup for the game, assemble the deck as described in the rules for your chosen player count. In a 2-player game, the deck is comprised of 18 cards. Each player is given a King card, and one player’s will be the True King. The True King merely determines the first player for the round. Shuffle the deck and deal 8 cards to each player. There will be 2 cards leftover, and those will go into the center of the play area, one face-up and one face-down. This lets the players know which card is not in either players hand, as well as a random unknown card in neither players’ hand. Each player will select a card from their hand to be their Successor, and will place it face-down next to their King, and they will also select one card from their hand to discard face-down. The game is now ready to begin!
On your turn, you will play any card from your hand to the Court (play area) that is of an equal or higher value than the card played previously. The last-played card to the Court is considered to be on the Throne. All cards in Imposter Kings are numbered 1-9, and each card has an associated special ability. Once you play a card to the Court, you may/must use the ability (if optional/mandatory). These special abilities can alter the Court and gameplay by Disgracing cards (flipping them face-down to ‘reset’ the number line), swapping cards with other players, playing a lower-numbered card on top of a higher number etc. The round continues in this fashion, with players alternating, until one player is no longer able to play a card to the Court. That player loses the round, and the winning player receives a number of points, depending on certain aspects. The deck is reshuffled, the True King is passed to the loser of the round, and a new round commences. The first player to reach 7 points is the ultimate winner!
That details the basics of the gameplay, but there are a few special things to keep in mind. Certain cards will force players to play a card to their Antechamber – face-up in front of them. If ever you have a card in your Antechamber at the beginning of a turn, you must play it to the Court, regardless of its value. This can be a good strategic way to trap your opponent into playing a specific card on their next turn! Sometimes a card will need to be Condemned – it is then placed face-down in front of you, and then removed from play on your next turn. Another good way to eat up an opponent’s turn! If you ever get to a point in the round when you are unable to play a card to the Court, you may choose to use your King power – it allows you to flip your King over to Disgrace the card currently on the Throne, and take your Successor into your hand (hopefully giving you a chance to keep playing in the round!). However, there is an Assassin card in the game!! If you have the Assassin, you can reveal it when your opponent decides to use their King – thus assassinating them and immediately winning the round. Lots of tricksy ways to make sure you end up on the Throne!
So all in all, how does The Imposter Kings hold up? Fairly well, actually. For being a simple and relatively fast card game, there is a lot of strategy required for success. You have to decide which cards/powers to use when, while also trying to deduce what your opponent has in their hand. Can you trap them and force the round to end? Or have they kept a dark horse in hand for just this situation? There is a lot more to The Imposter Kings than meets the eye, and that makes it a fun challenge. The first time I played this game, it reminded me of a similar game by ButtonShy titled Hierarchy. The concept and gameplay are similar, but the biggest difference is that The Imposter Kings can be played with 3 and 4 players. That adds another element of strategy/chaos to the game, as there are more cards to deduce, more opportunities for the Court to change between your turns, and just more strategy in general. Hierarchy is strictly a 2-player game, but The Imposter Kings allows you to play with more people. With higher player counts, new and unique cards are added to the starting deck, offering even more abilities and strategic options for play. The gameplay scales with player count, and that keeps it engaging.
Let me touch on components for a minute. This is a retail version of the game, and the production quality is very nice! The game comes in a nice small box, and the deck of cards is sturdy in hand. The artwork is interesting, the text is clear, and the cards are color-coded based on their value. The coloring really helps with quick visual identification of what cards are in play. The game also comes with some reference cards for the various abilities, and those were much appreciated. The rulebook had a couple of areas of ambiguity, but watching the videos on the BGG page for The Imposter Kings helped answer any questions I might have had. All in all, good production quality!
So as you can probably tell from this review, I generally like The Imposter Kings. The gameplay is strategic, engaging, and its 3-4 player variants offer some unique twists that the 2-player just cannot handle. This is a game that I can see myself bringing out when I have newer gamers at my table. The gameplay is simple, yet strategic, and it is not overwhelming to learn or play. It definitely makes players think, and even now I’m thinking about what strategy I might try next game. If you are looking for something relatively simple, yet surprisingly strategic, consider checking out The Imposter Kings. Purple Phoenix Games gives it a royal 8 / 12.

Purple Phoenix Games (2266 KP) rated Asator in Tabletop Games
Oct 20, 2020
Vikings. Raiding and pillaging and dragon riding. That’s about the extent of my knowledge of the ancient(?) civilization that so many people go bonkers romanticizing. Okay, so they didn’t REALLY ride dragons, but How To Train Your Dragon is great and the game I am previewing today also includes dragons, so I’m rolling with it. But how does this Viking game play and compare to its inspirations?
Asator is a head to head (or teams) game of troop maneuvering and attacking using 30 identical miniatures on each side. Each mini acts as a platoon of three different kinds of armies, plus a Chieftan, Master, Wizard, and Dragon that all have different special abilities. The winner of Asator is the player who can eliminate their opponent’s leadership (Chieftan, Master, and Wizard).
DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and I know that the final components will be slightly different from these shown. Also, it is not my intention to detail every rule in the game, as there are just too many. You are invited to download the rulebook, back the game through the Kickstarter campaign, or through any retailers stocking it after fulfillment. -T
To setup, place the battle mat on the table, and then players will place groups of minis on the field within the closest three rows of hexes in alternating turn fashion. Players will also take the two large Battle Sheets and a dry-erase marker to keep track of every one of their minis’ stats throughout the game. Each player will also choose five of the given 10 Wizard spell cards to use for the game, and each spell may only be used once during the game. Once all army minis are placed, the first player will move up to 20 units on the battlefield and attack opponent armies if possible. The game is now on and decimation is the goal.
Each mini type corresponds to a different group of armies, plus the dragon and three leader pieces. All armies of the same type have the same stats for movement, hit points (HP), armor rating (AR), and attack weapons. Also each mini is labeled on the bottom so keeping track of each unit is made a little easier. Obviously the leader pieces are more powerful and each has a special style of combat. The Master wields an axe and shield (which is broken after one hit) to increase AR and dole out the damage. The Chieftan wields a spear, twin axes, a bow, and a shield. Similar to the Master, the Chieftan’s shield is broken after an attack against him, and his spear is broken after a missed attack. The Wizard is not at all strong in melee, but has powerful spells at his disposal to be used for the disposal of enemy units.
Besides the leadership trio each side also brings a Dragon to the battle. Dragons can move slowly by land, but quite quickly by air. Once in the air he or she may deliver a Fire Blast that causes huge damage, but then the Dragon must ground themselves to regain stamina for flight. In addition, each player will have access to Cavalry, Infantry, and Bowmen, each with their own stat blocks and abilities.
This is all well and good, and is somewhat similar to the strategy one would use in Chess. Combat, however, is much more involved than that of simply moving into an enemy’s space and automatically overtaking it. In Asator combat victory is decided via a VERY pared down version of D&D combat. It uses a simplified d20-based attack versus the enemy Armor Rating (AR). Rolls over the AR of the enemy is a success and damage is dealt. Done. Some attacks require a roll of 2d6 for damage amount, like spells and Dragon attacks. That said, combat is decided using 1d20 and 2d6. That’s it.
The game continues in turns where the first player will move their pieces and attack, and then the next player will do the same until one player has defeated all three enemy leaders and earned the title of Asator – Master of War.
Components. Again, we were provided a prototype copy of the game, but most of the components are what will be received when the game is backed or purchased. That said, the game utilizes a cloth battle mat that folds into the box, four dry-erase Battle Sheets, two dry-erase markers, dice for both players, Wizard spell cards for both players, and 60 miniatures. The battle mat is great fabric quality with minimal art that doesn’t get in the way of play (much appreciated). The dry-erase components are good. The card quality is fine. The dice are black and white dice to correspond with players using the black or white minis, and are of normal quality. The minis are great and I enjoyed playing with them.
Now for the negatives of what is included in the box. First, the art. Now, there is very minimal art used throughout the game. It’s just not a focal point, and it shows in the game’s production. I found the sketch on the cover of the rule book (which is the same as the watermark on the Battle Mat) to be very cool, but the box cover art leaves some to be desired. Similarly, the Wizard spell cards use very generic-looking art icons with text for explanation. I am most certainly being hyper-critical here because flashy art on these components are certainly not needed to play or highly enjoy the game. For my tastes, though, I would like to see more polished art on these pieces as the art is so sparse throughout.
But how does the game feel? It’s truly quite good. I don’t play many wargames or 1v1 skirmish style games, so to present me with something like this and for me to enjoy it as much as I have has to be a sign of something good. Again, I am no strategic war general, but being able to employ different strategies every game is exciting. Testing out the different combinations of Wizard spell cards is fun for a tinkerer. And, of course, playing with a bunch of minis is always good fun.
There is a good game here, and I absolutely love the combination of Chess maneuverability with the simplified RPG d20 battle system. It works well in a game like this where each piece owns a stat block of which players will need to be mindful. I didn’t quite mention my favorite part of the rules yet either: natural 20 on a combat roll equals insta-death. Yes, even to the Dragon, which happened in my very first game. THAT is a cool rule that tripped up tactics quite often in my plays.
All in all this game is a great example of combining a couple sets of mechanics that wouldn’t be expected and creating a great gaming experience from them. I invite you to back the game on Kickstarter when it goes live if you are looking for that special game that is unlike many others you currently own. If the art were spruced up a bit I would be fawning all over it, but even without impressive art I still find I have the twitch in my brain to play it again and again. I wonder how many natural 20s I can roll in a game. Great, now I want to set it up and see…
Asator is a head to head (or teams) game of troop maneuvering and attacking using 30 identical miniatures on each side. Each mini acts as a platoon of three different kinds of armies, plus a Chieftan, Master, Wizard, and Dragon that all have different special abilities. The winner of Asator is the player who can eliminate their opponent’s leadership (Chieftan, Master, and Wizard).
DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and I know that the final components will be slightly different from these shown. Also, it is not my intention to detail every rule in the game, as there are just too many. You are invited to download the rulebook, back the game through the Kickstarter campaign, or through any retailers stocking it after fulfillment. -T
To setup, place the battle mat on the table, and then players will place groups of minis on the field within the closest three rows of hexes in alternating turn fashion. Players will also take the two large Battle Sheets and a dry-erase marker to keep track of every one of their minis’ stats throughout the game. Each player will also choose five of the given 10 Wizard spell cards to use for the game, and each spell may only be used once during the game. Once all army minis are placed, the first player will move up to 20 units on the battlefield and attack opponent armies if possible. The game is now on and decimation is the goal.
Each mini type corresponds to a different group of armies, plus the dragon and three leader pieces. All armies of the same type have the same stats for movement, hit points (HP), armor rating (AR), and attack weapons. Also each mini is labeled on the bottom so keeping track of each unit is made a little easier. Obviously the leader pieces are more powerful and each has a special style of combat. The Master wields an axe and shield (which is broken after one hit) to increase AR and dole out the damage. The Chieftan wields a spear, twin axes, a bow, and a shield. Similar to the Master, the Chieftan’s shield is broken after an attack against him, and his spear is broken after a missed attack. The Wizard is not at all strong in melee, but has powerful spells at his disposal to be used for the disposal of enemy units.
Besides the leadership trio each side also brings a Dragon to the battle. Dragons can move slowly by land, but quite quickly by air. Once in the air he or she may deliver a Fire Blast that causes huge damage, but then the Dragon must ground themselves to regain stamina for flight. In addition, each player will have access to Cavalry, Infantry, and Bowmen, each with their own stat blocks and abilities.
This is all well and good, and is somewhat similar to the strategy one would use in Chess. Combat, however, is much more involved than that of simply moving into an enemy’s space and automatically overtaking it. In Asator combat victory is decided via a VERY pared down version of D&D combat. It uses a simplified d20-based attack versus the enemy Armor Rating (AR). Rolls over the AR of the enemy is a success and damage is dealt. Done. Some attacks require a roll of 2d6 for damage amount, like spells and Dragon attacks. That said, combat is decided using 1d20 and 2d6. That’s it.
The game continues in turns where the first player will move their pieces and attack, and then the next player will do the same until one player has defeated all three enemy leaders and earned the title of Asator – Master of War.
Components. Again, we were provided a prototype copy of the game, but most of the components are what will be received when the game is backed or purchased. That said, the game utilizes a cloth battle mat that folds into the box, four dry-erase Battle Sheets, two dry-erase markers, dice for both players, Wizard spell cards for both players, and 60 miniatures. The battle mat is great fabric quality with minimal art that doesn’t get in the way of play (much appreciated). The dry-erase components are good. The card quality is fine. The dice are black and white dice to correspond with players using the black or white minis, and are of normal quality. The minis are great and I enjoyed playing with them.
Now for the negatives of what is included in the box. First, the art. Now, there is very minimal art used throughout the game. It’s just not a focal point, and it shows in the game’s production. I found the sketch on the cover of the rule book (which is the same as the watermark on the Battle Mat) to be very cool, but the box cover art leaves some to be desired. Similarly, the Wizard spell cards use very generic-looking art icons with text for explanation. I am most certainly being hyper-critical here because flashy art on these components are certainly not needed to play or highly enjoy the game. For my tastes, though, I would like to see more polished art on these pieces as the art is so sparse throughout.
But how does the game feel? It’s truly quite good. I don’t play many wargames or 1v1 skirmish style games, so to present me with something like this and for me to enjoy it as much as I have has to be a sign of something good. Again, I am no strategic war general, but being able to employ different strategies every game is exciting. Testing out the different combinations of Wizard spell cards is fun for a tinkerer. And, of course, playing with a bunch of minis is always good fun.
There is a good game here, and I absolutely love the combination of Chess maneuverability with the simplified RPG d20 battle system. It works well in a game like this where each piece owns a stat block of which players will need to be mindful. I didn’t quite mention my favorite part of the rules yet either: natural 20 on a combat roll equals insta-death. Yes, even to the Dragon, which happened in my very first game. THAT is a cool rule that tripped up tactics quite often in my plays.
All in all this game is a great example of combining a couple sets of mechanics that wouldn’t be expected and creating a great gaming experience from them. I invite you to back the game on Kickstarter when it goes live if you are looking for that special game that is unlike many others you currently own. If the art were spruced up a bit I would be fawning all over it, but even without impressive art I still find I have the twitch in my brain to play it again and again. I wonder how many natural 20s I can roll in a game. Great, now I want to set it up and see…