Search
![40x40](/uploads/profile_image/065/f3aef920-a859-44ac-acf8-cb28a0c92065.jpg?m=1560959824)
Darren (1599 KP) rated The Spiderwick Chronicles (2008) in Movies
Oct 2, 2019
Characters – Jared is the out going of the twins, he is the one that reads the book and must convince the rest to fight back against goblins, his nature means people are less likely to believe him through any of his decisions though. Simon is the quieter and smarter brother that must look for the solution to the problems being caused. Helen is the mother that is dealing with raising the three children after her marriage has fallen apart and she needs to start a new life, one she isn’t prepared for. Mallory is the older sister that must be the warrior for the twins. Mulgarath is the goblin king that wants the book to kill any species in the surrounding area.
Performances – Freddie Highmore takes twin roles here and handles them both very well showing how he can be the smarter kid and the adventurous one too. Mary Louise Parker in the parental role works well as we need her to bring the serious side to the story now. Sarah Bolger is strong too needing to be the strongest member of the children.
Story – The story takes three siblings into a battle with goblins with fantasy creatures being used to guide the way in this battle. This will bring the broken family back together, well back to the level they are going to need to get used too. The scale of the book doesn’t give the story enough credit because it feels like this book has created a massive world only for us to get a snippet into everything. this story doesn’t re-invent the wheel because we can see the formula unfold without needing to guess to much on just how thing go on. We do deal with a big family change which should be the focal point through the film too.
Adventure/Fantasy – The adventure side of the film takes the family into battle against the creatures of the forest which are invisible to most of the world, this plays into the fantasy side too because of the creatures we see at war.
Settings – The film takes the family to a new house that is in the middle of the forest, which shows us the finical change the family must take, as well as the adventures waiting in the forest for people to experience.
Special Effects – The effects in the film are strong for the most part because we get to see the different creation looking like they would fit in the normal world.
Scene of the Movie – Come with me.
That Moment That Annoyed Me – Not getting a full grasp of the scale of the fantasy world.
Final Thoughts – This is a fun fantasy adventure that brings the characters into a world which will unite them as they deal with the biggest change of the children’s life.
Overall: Simple and enjoyable.
Performances – Freddie Highmore takes twin roles here and handles them both very well showing how he can be the smarter kid and the adventurous one too. Mary Louise Parker in the parental role works well as we need her to bring the serious side to the story now. Sarah Bolger is strong too needing to be the strongest member of the children.
Story – The story takes three siblings into a battle with goblins with fantasy creatures being used to guide the way in this battle. This will bring the broken family back together, well back to the level they are going to need to get used too. The scale of the book doesn’t give the story enough credit because it feels like this book has created a massive world only for us to get a snippet into everything. this story doesn’t re-invent the wheel because we can see the formula unfold without needing to guess to much on just how thing go on. We do deal with a big family change which should be the focal point through the film too.
Adventure/Fantasy – The adventure side of the film takes the family into battle against the creatures of the forest which are invisible to most of the world, this plays into the fantasy side too because of the creatures we see at war.
Settings – The film takes the family to a new house that is in the middle of the forest, which shows us the finical change the family must take, as well as the adventures waiting in the forest for people to experience.
Special Effects – The effects in the film are strong for the most part because we get to see the different creation looking like they would fit in the normal world.
Scene of the Movie – Come with me.
That Moment That Annoyed Me – Not getting a full grasp of the scale of the fantasy world.
Final Thoughts – This is a fun fantasy adventure that brings the characters into a world which will unite them as they deal with the biggest change of the children’s life.
Overall: Simple and enjoyable.
![MARVEL Spider-Man Unlimited](/uploads/profile_image/8be/f759876b-127b-46cf-93cc-4cddfeebc8be.jpg?m=1522359486)
MARVEL Spider-Man Unlimited
Games and Entertainment
App
*** OVER 200 CHARACTERS FROM THE SPIDER-VERSE TO PLAY! *** Collect and unite every Spider-Man and...
![40x40](/uploads/profile_image/a19/67cad57c-4ae8-4372-9511-0b2fd9167a19.jpg?m=1522325112)
Daniel Boyd (1066 KP) rated The Amazing Spider-Man 2 in Video Games
Jul 21, 2017
Poor Graphics (3 more)
Awkward Animation
Glitches Galore
Rushed Ending
Can He Swing From A Web? Yeah, But That’s About All He Can Do…
You may be thinking Dan, why the hell are you reviewing a low rated movie tie in game that came out three years ago? Well, I would say, that is a very valid question. I am reviewing this game because I actually believe it is one of the most relevant games I’ve played so far this year in terms of the wider gaming landscape, so yeah you have me rumbled, this won’t be so much a review of The Amazing Spiderman 2 for PS4 as it will be a commentary on bad games in general and their place in the modern gaming landscape.
I had just come off of finally getting around to playing Until Dawn at the start of January. A well made, well written, well acted, well executed teen horror story that had atmosphere and intrigue in spades. I then went on to play a game that I thought was mediocre by comparison, DMC Definitive Edition. When playing through the story I was so underwhelmed and disappointed in what they had turned this once great franchise into, an angsty, melodramatic, arcade slash ‘em up with as much depth as the shallow end of the kiddies swimming pool. I thought what a waste of cash and time. What a piece of garbage. Oh how naive I was, I had no idea how much worse it could get. After beating DMC and the attached story DLC that came with the Definitive Edition, I popped out the game and slid in The Amazing Spiderman 2. The first thing that I noticed was that the game graphically is at the same level if not worse than the first Amazing Spiderman game on PS3, but I thought hey, games with under par graphics can still be fun, UI’s and poly counts aren’t everything so I began working my way through the main story. Let’s start with the only positive that this game has going for it, the web slinging. Traversal feels and looks great in the game, zipping around NYC is a treat and when everything works correctly, you can pull off some truly spectacular acrobatics while shooting around in mid air. The shoulder buttons on the controller are matched to Spidey’s arms, left trigger for left swing, right trigger for right swing, and unlike the last game, in this one the web shooters have to be aimed at a building in order to perform a successful swing. The important phrase here, is ‘when it works.’ There were several times when I would be right next to a building and press the trigger to swing, only to hear Spidey say, ‘Hey, this just in, web slingers need something to stick to.’ No shit Spidey, that’s why I’m pressing the trigger on the side where the huge fucking skyscraper is. Also, there would be times when I had a decent amount of momentum going, swing left, right, left, right consecutively and as I pressed the left trigger again to attach to the building on my left, for some odd reason, Spidey would fire his right hand web shooter, attaching to a distant building on the right, turning me away from the direction I was swinging and totally ruining my momentum, this was particularly frustrating during boss fights and chase sequences or when swinging against the clock. Overall though traversal is fun, okay now that the positive is out of the way, let’s rip this thing apart. Animations are stiff, glitches are common and every cutscene in the game ends abruptly with an awkward animation that resembles the look of a news anchor when they run out of words to read off the teleprompter, but the camera is still rolling. Why they decided to add a dialogue system, I have no idea, it is so unnecessary and out of place and has absolutely no effect on the outcome of the game’s narrative, it’s simply there for the sake of having a dialogue option. The plot is fairly standard, but is bearable for the first two thirds of the game, however the point that the publishers told the development team to get a move on and meet the deadline to coincide with the release of the movie becomes instantly clear. The last 5 or so chapters in the game are so rushed it’s like going through a checklist. The first bossfight in the last third of the game is pretty mundane, but at least there is an attempt at a build up to it. However after that fight you are teleported to the top of a skyscraper to battle Electro in a boss fight with the least build up ever. So you do that and then you are corrected, this next boss fight with the Green Goblin is the least build up to a boss fight ever. You don’t see the transformation of either Electro or the Goblin and honestly, if I hadn’t seen the movie that goes with this game, I would not have had a clue about what was going on. Then it’s as if the game remembers that they made a half arsed attempt at introducing Carnage away back at the beginning of the story and so they throw in another out of the blue boss fight to end the game. Wow, this lack of story build up and context wouldn’t have been acceptable in a PS1 game, it certainly isn’t acceptable here. Also the game again (just like the first one,) tries to copy the Arkham games in terms of the stealth and combat systems and miserably fails.
In my opinion, games like this; lazy, half arsed cash grabs, just aren’t acceptable in today’s modern landscape of video games. I thought DMC was a slog, but after playing this piece of dogshit, DMC is game of the year material. So please, please stop. Until you have a dedicated team who genuinely want to make a good game for fans of a franchise, don’t bother. Signed by everyone.
I had just come off of finally getting around to playing Until Dawn at the start of January. A well made, well written, well acted, well executed teen horror story that had atmosphere and intrigue in spades. I then went on to play a game that I thought was mediocre by comparison, DMC Definitive Edition. When playing through the story I was so underwhelmed and disappointed in what they had turned this once great franchise into, an angsty, melodramatic, arcade slash ‘em up with as much depth as the shallow end of the kiddies swimming pool. I thought what a waste of cash and time. What a piece of garbage. Oh how naive I was, I had no idea how much worse it could get. After beating DMC and the attached story DLC that came with the Definitive Edition, I popped out the game and slid in The Amazing Spiderman 2. The first thing that I noticed was that the game graphically is at the same level if not worse than the first Amazing Spiderman game on PS3, but I thought hey, games with under par graphics can still be fun, UI’s and poly counts aren’t everything so I began working my way through the main story. Let’s start with the only positive that this game has going for it, the web slinging. Traversal feels and looks great in the game, zipping around NYC is a treat and when everything works correctly, you can pull off some truly spectacular acrobatics while shooting around in mid air. The shoulder buttons on the controller are matched to Spidey’s arms, left trigger for left swing, right trigger for right swing, and unlike the last game, in this one the web shooters have to be aimed at a building in order to perform a successful swing. The important phrase here, is ‘when it works.’ There were several times when I would be right next to a building and press the trigger to swing, only to hear Spidey say, ‘Hey, this just in, web slingers need something to stick to.’ No shit Spidey, that’s why I’m pressing the trigger on the side where the huge fucking skyscraper is. Also, there would be times when I had a decent amount of momentum going, swing left, right, left, right consecutively and as I pressed the left trigger again to attach to the building on my left, for some odd reason, Spidey would fire his right hand web shooter, attaching to a distant building on the right, turning me away from the direction I was swinging and totally ruining my momentum, this was particularly frustrating during boss fights and chase sequences or when swinging against the clock. Overall though traversal is fun, okay now that the positive is out of the way, let’s rip this thing apart. Animations are stiff, glitches are common and every cutscene in the game ends abruptly with an awkward animation that resembles the look of a news anchor when they run out of words to read off the teleprompter, but the camera is still rolling. Why they decided to add a dialogue system, I have no idea, it is so unnecessary and out of place and has absolutely no effect on the outcome of the game’s narrative, it’s simply there for the sake of having a dialogue option. The plot is fairly standard, but is bearable for the first two thirds of the game, however the point that the publishers told the development team to get a move on and meet the deadline to coincide with the release of the movie becomes instantly clear. The last 5 or so chapters in the game are so rushed it’s like going through a checklist. The first bossfight in the last third of the game is pretty mundane, but at least there is an attempt at a build up to it. However after that fight you are teleported to the top of a skyscraper to battle Electro in a boss fight with the least build up ever. So you do that and then you are corrected, this next boss fight with the Green Goblin is the least build up to a boss fight ever. You don’t see the transformation of either Electro or the Goblin and honestly, if I hadn’t seen the movie that goes with this game, I would not have had a clue about what was going on. Then it’s as if the game remembers that they made a half arsed attempt at introducing Carnage away back at the beginning of the story and so they throw in another out of the blue boss fight to end the game. Wow, this lack of story build up and context wouldn’t have been acceptable in a PS1 game, it certainly isn’t acceptable here. Also the game again (just like the first one,) tries to copy the Arkham games in terms of the stealth and combat systems and miserably fails.
In my opinion, games like this; lazy, half arsed cash grabs, just aren’t acceptable in today’s modern landscape of video games. I thought DMC was a slog, but after playing this piece of dogshit, DMC is game of the year material. So please, please stop. Until you have a dedicated team who genuinely want to make a good game for fans of a franchise, don’t bother. Signed by everyone.
![40x40](/uploads/profile_image/4cd/290cc8cd-a669-4b16-bfe4-bac393a674cd.jpg?m=1524371519)
Haley Mathiot (9 KP) rated Lips Touch: Three Times in Books
Apr 27, 2018
Lips Touch: Three Times by Laini Taylor
Genre: Young Adult, paranormal/fantasy, romance
ISBN: 9780545055857
Published: October 1st 2009 by Arthur A. Levine Books
Rating: 5
Three stories. Three kisses, all with horrible—or wonderful?—consequences. Goblins hunt girls who long for what they don't have. The most beautiful voice can't be heard, even by a lover, or all who hear it will die. A young girl has been thrown into something she never chose, for a reason she doesn't know, with memories that aren't her own. Welcome to paranormal love.
These stories were fantastic. There were three things that stuck out about them:
1. None of them had happyland syndrome (description of Happyland Syndrome here: http://haleymathiot.blogspot.com/2010/06/unique-phrases-call-for-definitions.html) endings where everything wraps up perfectly. In fact only one of them ends at the end of the story: the others solve the main conflict and wrap up nicely. Taylor didn't have to write all the way to the end because I knew what was going to happen and was satisfied exploring the rest in my mind.
2. They pulled me into the story with the first sentence. There was no "I'm going to give this a try and maybe it'll be worth reading." No, it was enchanting and enticing from the first word, and it was because of the creativity in the prose and the language.
3. Great writing. Beautiful intricate descriptions that stuck with me and gave me the feelings Taylor wanted me to have—whether they be enticing and sensual, or terrifying and upsetting.
Here are my thoughts on the individual short stories:
Goblin Fruit
Really?… Wow… why was that so good even though it had a horrible ending?… and was it really that horrible? Yes, it really was. I had to double check and make sure that it really was the end! I'd been wondering for a while 'can an author write a good book with a good ending that isn't happy?' answer, Yes. Laini Taylor can.
Spicy Little Curses Such As These
This story was horrid and sweet at the same time. I had a thought of how the story would end, but the ending turned out to be much different. It wasn't perfect, but it was perfect enough to leave me smiling and feeling satisfied for the characters.
The Hatchling
I could not visualize how this story would have a happy ending, and it certainly wasn't perfect—there is one character whom I still fear for her sanity. But I was so amazed an the unwinding of the mysteries and secrets of the plot and was more pleased than I thought I would be with the conclusion.
For wonderful writing, creativity, and fantastic characters, I give this one five stars and two thumbs up—get it, first chance you can.
Content/recommendation: Ages 15+ for some language, little sensuality. No explicit violence or language, no sex.
This review is copyright Haley Mathiot and Night Owl Reviews 2010. Original Review: http://haleymathiot.blogspot.com/2010/10/review-lips-touch-three-times.html
Genre: Young Adult, paranormal/fantasy, romance
ISBN: 9780545055857
Published: October 1st 2009 by Arthur A. Levine Books
Rating: 5
Three stories. Three kisses, all with horrible—or wonderful?—consequences. Goblins hunt girls who long for what they don't have. The most beautiful voice can't be heard, even by a lover, or all who hear it will die. A young girl has been thrown into something she never chose, for a reason she doesn't know, with memories that aren't her own. Welcome to paranormal love.
These stories were fantastic. There were three things that stuck out about them:
1. None of them had happyland syndrome (description of Happyland Syndrome here: http://haleymathiot.blogspot.com/2010/06/unique-phrases-call-for-definitions.html) endings where everything wraps up perfectly. In fact only one of them ends at the end of the story: the others solve the main conflict and wrap up nicely. Taylor didn't have to write all the way to the end because I knew what was going to happen and was satisfied exploring the rest in my mind.
2. They pulled me into the story with the first sentence. There was no "I'm going to give this a try and maybe it'll be worth reading." No, it was enchanting and enticing from the first word, and it was because of the creativity in the prose and the language.
3. Great writing. Beautiful intricate descriptions that stuck with me and gave me the feelings Taylor wanted me to have—whether they be enticing and sensual, or terrifying and upsetting.
Here are my thoughts on the individual short stories:
Goblin Fruit
Really?… Wow… why was that so good even though it had a horrible ending?… and was it really that horrible? Yes, it really was. I had to double check and make sure that it really was the end! I'd been wondering for a while 'can an author write a good book with a good ending that isn't happy?' answer, Yes. Laini Taylor can.
Spicy Little Curses Such As These
This story was horrid and sweet at the same time. I had a thought of how the story would end, but the ending turned out to be much different. It wasn't perfect, but it was perfect enough to leave me smiling and feeling satisfied for the characters.
The Hatchling
I could not visualize how this story would have a happy ending, and it certainly wasn't perfect—there is one character whom I still fear for her sanity. But I was so amazed an the unwinding of the mysteries and secrets of the plot and was more pleased than I thought I would be with the conclusion.
For wonderful writing, creativity, and fantastic characters, I give this one five stars and two thumbs up—get it, first chance you can.
Content/recommendation: Ages 15+ for some language, little sensuality. No explicit violence or language, no sex.
This review is copyright Haley Mathiot and Night Owl Reviews 2010. Original Review: http://haleymathiot.blogspot.com/2010/10/review-lips-touch-three-times.html
![Star Wars: Rebellion](/uploads/profile_image/492/18889277-d5fb-4243-a06b-94ac1fa62492.jpg?m=1522335687)
Star Wars: Rebellion
Tabletop Game
Star Wars: Rebellion is a board game of epic conflict between the Galactic Empire and Rebel Alliance...
Boardgames StarwarsGames MiniaturesGames
![Terraforming Mars](/uploads/profile_image/01e/a30da9da-559b-4c8e-8a25-a0f3c65e501e.jpg?m=1522323688)
Terraforming Mars
Tabletop Game
In the 2400s, mankind begins to terraform the planet Mars. Giant corporations, sponsored by the...
Boardgame TerraformThis MeeplesChoice
![40x40](/uploads/profile_image/66b/f31425ec-713b-433c-bd97-d4b6b416c66b.jpg?m=1603222928)
Purple Phoenix Games (2266 KP) rated Questeros in Tabletop Games
Jan 21, 2021
You know that messed up deal when you are just chillin’ in the forest doing goblin-y things when you are caught and forced into a life of servitude by the king of the realm, and then when he needs someone to go on a dangerous quest he calls upon you, the now court jester, to fulfill said quest? Doesn’t that just chap your hide? Such is exactly the setting in which our hero(?) finds themselves in Questeros, or more fitting, Ero’s Quest (the solo adventure variant).
Ero is the goblin court jester from the open who has been “chosen” to quest about the land to rid it of the ne’er-do-wells of the realm. In this solo adventure mode of Questeros the player will be donning the visage and character of Ero as they travel about developing their skills and having encounters with powerful beings. It is up to the player to guide Ero through the kingdom and rid it of the foul that is plaguing it.
DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and I do not know for sure if the final components will be any 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 the solo game, fondly and ingeniously-named “Ero’s Quest,” follow the rulebook to divide the tarot cards into their specific stacks and splays so that it roughly imitates the photo below. Draw a hand of five cards from the deck and the game may begin.
On a turn the player has a choice of seven actions that may be performed in any order. Each action may only be performed once per turn and when the turn is over the final action is Rest. To use the Develop action the player will place a card from their hand onto the Blades, Staves, or Orbs stacks in next-numerical order. This increases Ero’s attack and spending power. To Puchase cards Ero will spend Orb cards to look at the spent Orb value worth of cards from the draw deck, add one to their hand, and place the others at the bottom of the draw deck. At times Ero will need to Forget cards from hand in order to make room for more cards to enter it via the Learn action. Forgetting simply discards cards from hand while learning draws cards into hand from the draw deck. Recover is used to stand any kneeling/turned/rotated cards into an unused state by destroying cards of higher value from hand. As stated previously, to Rest is to end the turn by discarding the top card of the draw deck to setup the next turn.
I purposely left out the final action choice, Encounter, for a specific reason. Ero’s Quest is won when the entire deck of 21 Encounter cards is defeated. Each of these cards depicts a person or persons that Ero meets in his travels. Some require Ero to give them cards in order to pass. Some require Ero to succeed in battle against them in order to progress. In either case, Ero will need to get through the entire deck before his draw deck runs out in order to win the game.
Battle in Ero’s Quest is turn-based, where the Encounter persona attacks first, thus handing Ero wounds immediately. Wounds are suffered by spending Cups cards in value of the wound taken. For example, the Assassin is a value of 12, so they immediately wound Ero for 12 damage at the start of the encounter. Ero will spend a value of 12 Cups cards to simulate damage taken. Ero may then attack with a combination of available Blades, Staves, and any Ally cards obtained – one of each per attack turn. If the Encounter is defeated, Ero lives on. If the Encounter is not yet defeated, the battle continues with the Encounter card dealing damage and Ero responding with damage until one is defeated.
As mentioned earlier, the Encounter deck contains 21 cards with six of these being combat encounters. Ero has a ton of work to do and when each turn requires a card to be discarded before a new round may begin, they also have an in-game clock ticking and ticking each turn. However, if Ero is able to Develop their skills and overcome all the Encounters, the game is won and Ero becomes a Hero.
Components. Again, this is a prototype copy of the game, and many items are not fully completed in this version. That said, what we were provided is a large stack of tarot-sized cards, a first player Ero token (for multiplayer games), and a large pad of scoring sheets (also for multiplayer use). The cards are great quality and feature some really excellent artwork (on the cards that have the completed artwork on them). I do like the art style employed here, as I am a fan of fantasy themes, and I know that the game will probably ship with similar iconography, but may also be color-coded for ease of reference. All in all I believe Questeros is headed in the right direction for components, and a successful Kickstarter campaign may improve that even further.
The gameplay for the solo adventure of Ero’s Quest is really decent and engaging. So often I have found myself crunching numbers in my head and attempting to utilize my horrible card-counting “skills” to determine my next actions to take. Turns can be very intense and fruitful, or very frustrating and minimal, especially when you are waiting to draw that 3 of Blades so you can place it on the 2 of Blades sitting there, but it just won’t come up. And here you are sitting with the 4, 5, and 6 of Blades in hand and a Necromancer staring right at you awaiting combat. That is the definition of frustrating, but games usually take less than an hour, so even if an entire game is chock full of these turns, you can always setup a new game quickly and hope for better luck.
I like this one. I really do. It is interesting, has a great theme, so many delicious choices, and multiple ways to use the cards for game modes or tarot decks or even RPG FATE decks! On versatility alone I would rate this one high. If you are looking for a little card game to satisfy your mid-weight solo thirst, then check out Questeros. If you need a tarot game in your collection (as I look at mine and see no others), consider this one. It takes up very little shelf space, but looks great on the table and offers a great little solo experience. I have yet to beat the solo adventure, but Ero is calling my name for another go, and I might just have to give in. Again. And again.
Ero is the goblin court jester from the open who has been “chosen” to quest about the land to rid it of the ne’er-do-wells of the realm. In this solo adventure mode of Questeros the player will be donning the visage and character of Ero as they travel about developing their skills and having encounters with powerful beings. It is up to the player to guide Ero through the kingdom and rid it of the foul that is plaguing it.
DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and I do not know for sure if the final components will be any 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 the solo game, fondly and ingeniously-named “Ero’s Quest,” follow the rulebook to divide the tarot cards into their specific stacks and splays so that it roughly imitates the photo below. Draw a hand of five cards from the deck and the game may begin.
On a turn the player has a choice of seven actions that may be performed in any order. Each action may only be performed once per turn and when the turn is over the final action is Rest. To use the Develop action the player will place a card from their hand onto the Blades, Staves, or Orbs stacks in next-numerical order. This increases Ero’s attack and spending power. To Puchase cards Ero will spend Orb cards to look at the spent Orb value worth of cards from the draw deck, add one to their hand, and place the others at the bottom of the draw deck. At times Ero will need to Forget cards from hand in order to make room for more cards to enter it via the Learn action. Forgetting simply discards cards from hand while learning draws cards into hand from the draw deck. Recover is used to stand any kneeling/turned/rotated cards into an unused state by destroying cards of higher value from hand. As stated previously, to Rest is to end the turn by discarding the top card of the draw deck to setup the next turn.
I purposely left out the final action choice, Encounter, for a specific reason. Ero’s Quest is won when the entire deck of 21 Encounter cards is defeated. Each of these cards depicts a person or persons that Ero meets in his travels. Some require Ero to give them cards in order to pass. Some require Ero to succeed in battle against them in order to progress. In either case, Ero will need to get through the entire deck before his draw deck runs out in order to win the game.
Battle in Ero’s Quest is turn-based, where the Encounter persona attacks first, thus handing Ero wounds immediately. Wounds are suffered by spending Cups cards in value of the wound taken. For example, the Assassin is a value of 12, so they immediately wound Ero for 12 damage at the start of the encounter. Ero will spend a value of 12 Cups cards to simulate damage taken. Ero may then attack with a combination of available Blades, Staves, and any Ally cards obtained – one of each per attack turn. If the Encounter is defeated, Ero lives on. If the Encounter is not yet defeated, the battle continues with the Encounter card dealing damage and Ero responding with damage until one is defeated.
As mentioned earlier, the Encounter deck contains 21 cards with six of these being combat encounters. Ero has a ton of work to do and when each turn requires a card to be discarded before a new round may begin, they also have an in-game clock ticking and ticking each turn. However, if Ero is able to Develop their skills and overcome all the Encounters, the game is won and Ero becomes a Hero.
Components. Again, this is a prototype copy of the game, and many items are not fully completed in this version. That said, what we were provided is a large stack of tarot-sized cards, a first player Ero token (for multiplayer games), and a large pad of scoring sheets (also for multiplayer use). The cards are great quality and feature some really excellent artwork (on the cards that have the completed artwork on them). I do like the art style employed here, as I am a fan of fantasy themes, and I know that the game will probably ship with similar iconography, but may also be color-coded for ease of reference. All in all I believe Questeros is headed in the right direction for components, and a successful Kickstarter campaign may improve that even further.
The gameplay for the solo adventure of Ero’s Quest is really decent and engaging. So often I have found myself crunching numbers in my head and attempting to utilize my horrible card-counting “skills” to determine my next actions to take. Turns can be very intense and fruitful, or very frustrating and minimal, especially when you are waiting to draw that 3 of Blades so you can place it on the 2 of Blades sitting there, but it just won’t come up. And here you are sitting with the 4, 5, and 6 of Blades in hand and a Necromancer staring right at you awaiting combat. That is the definition of frustrating, but games usually take less than an hour, so even if an entire game is chock full of these turns, you can always setup a new game quickly and hope for better luck.
I like this one. I really do. It is interesting, has a great theme, so many delicious choices, and multiple ways to use the cards for game modes or tarot decks or even RPG FATE decks! On versatility alone I would rate this one high. If you are looking for a little card game to satisfy your mid-weight solo thirst, then check out Questeros. If you need a tarot game in your collection (as I look at mine and see no others), consider this one. It takes up very little shelf space, but looks great on the table and offers a great little solo experience. I have yet to beat the solo adventure, but Ero is calling my name for another go, and I might just have to give in. Again. And again.
![Charmed & Dangerous](/uploads/profile_image/080/17f9815d-a1c2-47e1-ae3a-27a379248080.jpg?m=1681547650)
Charmed & Dangerous
Book
Magic takes many forms. From malignant hexes to love charms gone amok, you’ll find a vast array of...
Urban Fantasy Paranormal MM Romance
![40x40](/uploads/profile_image/66b/f31425ec-713b-433c-bd97-d4b6b416c66b.jpg?m=1603222928)
Purple Phoenix Games (2266 KP) rated Bellum Magica in Tabletop Games
Jan 1, 2022
One of the many recent trends in board games has been that of playing as the villains in the game’s lore. One of the bigger games that I remember employing this little shift is Legendary: Marvel Villains, and another that I truly enjoy is Disney Villainous. There is just something about playing as the bad guys in a game that is designed for the bad guys to finally win. Enter Bellum Magica, a game that I didn’t even realize existed until it arrived on my door step from Blue Orange Games. I wonder, will this one find its way into my collection permanently?
Bellum Magica is a medieval fantasy engine building game for two to five players. In it, players are evil lords waging war on a local village and each other in an attempt to becoming the richest lord of all. The winner is the player who earns the most VP from treasure chests looted during the game.
DISCLAIMER: We were provided a copy of this game for the purposes of this review. This is a retail copy of the game, so what you see in these photos is exactly what would be received in your box. I do not intend to cover every single rule included in the rulebook, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy online or from your FLGS. -T
To setup, each player chooses a castle board and is randomly dealt two goblin cards to be added to the castle. These goblin cards have icons on the left and the right of the main character art, and will slide beneath the main castle board on either side to activate their icons for the duration. Next, the human kingdom (that will inevitably be attacked by players) is setup per number of players and placed on the table. The two different creature decks are shuffled and two cards from each pile are revealed. The other tokens are placed in the insert “token reserves” and are available to all. The first player takes the die and is known as the Captain. The game is now setup and ready to begin!
Each turn consists of six phases and, luckily, the game comes with a couple player aids to remind players of the order. First, the Captain rolls the die to Choose an active horde. Whichever result is rolled will then activate the corresponding line on the castle board, with all icons activating during the turn. If a player is unsatisfied with the rolled result, they may discard a barrel token in order to buy a round of drinks for the Captain, forcing them to re-roll the die. The Captain may also discard a Confusion Spell token in order to re-roll the die as well. These items are earned later in the game from different actions. Next, all players Gather resources (collect items) shown on the line that is activated on their castle board and any cards that have been added to alter these items (see photo below). Players will compare treasure map icons shown on the active line, and Call back their scouts who have gone in search of treasure chests. The player with the most icons will collect a metal chest, and if players are tied for the most, they each instead collect a wooden chest.
Once all items have been collected, players may enact the Attack action in turn order. Depending on the number and types of sword icons showing on the right side of players’ castle boards, they may choose to attack one of the face-up kingdom cards in the offer OR may choose to instead attack another player. In order to attack, the player will need to possess at least as many normal swords and/or magic swords as are showing on the kingdom card or on an opponent’s castle board. By successfully attacking, the player will collect spoils shown on the kingdom card, or may steal a treasure from an opponent, provided the attacker also possesses a thief icon on the active line.
When attacks are all resolved, players may next Recruit creatures from the setup creature decks by paying the recruitment costs (in food and glyph tokens). Players then decide under which side of their castle board they will slide the newly-acquired creature to aid in their efforts on future turns. These creatures can provide more resources or more attacking icons, depending on the side added.
After all these phases have been completed, the End of the Turn phase aptly finishes the turn. Cards are replenished and the new Captain is passed the die. Play continues in this fashion until one player has ten treasure chests at the end of an Attack phase. The player with the most VP from collected treasure chests is the winner!
Components. This game boasts some excellent artwork and some of the cutest little tokens I’ve seen. Firstly, the art is simply amazing. I love the looks of it, and the game is beautiful on the table once setup and playing. There are three types of wooden tokens that just make me smile while playing with them: little chicken legs, beer barrels, and cool little purple glyphs. I honestly wish they were bigger, but I understand cost of manufacturing places limitations when trying to keep products within a certain price point. All said, though, the components are great with this one!
I have one super tiny rule shrug: the addition of the Confuse Spell token and its rules. Now, I think I understand WHY it exists – these can be used every turn a player is Captain. So, it acts like a beer barrel, but is useful on future turns when you are Captain. If players are good at the game, and if you play with the full complement of players, you may not have many turns as Captain before someone wins, so I guess I don’t fully agree with the necessity of the Confusion Spells… except to further instill the fantasy theme.
That said, I still really enjoy Bellum Magica as a gateway-level engine builder. The more cards you add to your castle board, the better opportunities you give yourself to gain more and more resources throughout each turn. I have found that getting yourself a magic sword icon or more as soon as possible helps setup bigger turns and can be the difference between victory and embarrassment. As the kingdom cards start running out, their difficulty level increases, so having those extra magic swords come in handy big time. Also, investing in thief icons to be able to control other players’ treasure chest hoards may be invaluable. There are many ways to craft each turn to maximize effectiveness, and that helps keep Bellum Magica relevant and exciting to play.
It is probably no surprise by now, but I do enjoy playing Bellum Magica. When I first tried reading the rules I was a bit confused and wasn’t quite sure what the point was, but as I started playing more and more, the rules are really just pared down, almost like an outline or first draft. If you can stick with it and get it to the table, I believe you will find a very capable gateway engine building game with an accessible theme and great art and components. Purple Phoenix Games gives this one metal treasure chested 4 / 6. I do believe I will continue to love it more and more as I play it more and more. If you align with my board game tastes, this is an easy one to recommend. If you and I normally align somewhat, then I might suggest playing someone else’s copy before grabbing one of your own right away. I am more into gateway-weighted games than most reviewers, I’m sure, so this might be a bit lighter than your normal fare. In any case, I think this one needs to be played. A lot. If you ever see me out and about, or at a convention, let me know that you want to play this with me and I will not turn down the opportunity.
Bellum Magica is a medieval fantasy engine building game for two to five players. In it, players are evil lords waging war on a local village and each other in an attempt to becoming the richest lord of all. The winner is the player who earns the most VP from treasure chests looted during the game.
DISCLAIMER: We were provided a copy of this game for the purposes of this review. This is a retail copy of the game, so what you see in these photos is exactly what would be received in your box. I do not intend to cover every single rule included in the rulebook, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy online or from your FLGS. -T
To setup, each player chooses a castle board and is randomly dealt two goblin cards to be added to the castle. These goblin cards have icons on the left and the right of the main character art, and will slide beneath the main castle board on either side to activate their icons for the duration. Next, the human kingdom (that will inevitably be attacked by players) is setup per number of players and placed on the table. The two different creature decks are shuffled and two cards from each pile are revealed. The other tokens are placed in the insert “token reserves” and are available to all. The first player takes the die and is known as the Captain. The game is now setup and ready to begin!
Each turn consists of six phases and, luckily, the game comes with a couple player aids to remind players of the order. First, the Captain rolls the die to Choose an active horde. Whichever result is rolled will then activate the corresponding line on the castle board, with all icons activating during the turn. If a player is unsatisfied with the rolled result, they may discard a barrel token in order to buy a round of drinks for the Captain, forcing them to re-roll the die. The Captain may also discard a Confusion Spell token in order to re-roll the die as well. These items are earned later in the game from different actions. Next, all players Gather resources (collect items) shown on the line that is activated on their castle board and any cards that have been added to alter these items (see photo below). Players will compare treasure map icons shown on the active line, and Call back their scouts who have gone in search of treasure chests. The player with the most icons will collect a metal chest, and if players are tied for the most, they each instead collect a wooden chest.
Once all items have been collected, players may enact the Attack action in turn order. Depending on the number and types of sword icons showing on the right side of players’ castle boards, they may choose to attack one of the face-up kingdom cards in the offer OR may choose to instead attack another player. In order to attack, the player will need to possess at least as many normal swords and/or magic swords as are showing on the kingdom card or on an opponent’s castle board. By successfully attacking, the player will collect spoils shown on the kingdom card, or may steal a treasure from an opponent, provided the attacker also possesses a thief icon on the active line.
When attacks are all resolved, players may next Recruit creatures from the setup creature decks by paying the recruitment costs (in food and glyph tokens). Players then decide under which side of their castle board they will slide the newly-acquired creature to aid in their efforts on future turns. These creatures can provide more resources or more attacking icons, depending on the side added.
After all these phases have been completed, the End of the Turn phase aptly finishes the turn. Cards are replenished and the new Captain is passed the die. Play continues in this fashion until one player has ten treasure chests at the end of an Attack phase. The player with the most VP from collected treasure chests is the winner!
Components. This game boasts some excellent artwork and some of the cutest little tokens I’ve seen. Firstly, the art is simply amazing. I love the looks of it, and the game is beautiful on the table once setup and playing. There are three types of wooden tokens that just make me smile while playing with them: little chicken legs, beer barrels, and cool little purple glyphs. I honestly wish they were bigger, but I understand cost of manufacturing places limitations when trying to keep products within a certain price point. All said, though, the components are great with this one!
I have one super tiny rule shrug: the addition of the Confuse Spell token and its rules. Now, I think I understand WHY it exists – these can be used every turn a player is Captain. So, it acts like a beer barrel, but is useful on future turns when you are Captain. If players are good at the game, and if you play with the full complement of players, you may not have many turns as Captain before someone wins, so I guess I don’t fully agree with the necessity of the Confusion Spells… except to further instill the fantasy theme.
That said, I still really enjoy Bellum Magica as a gateway-level engine builder. The more cards you add to your castle board, the better opportunities you give yourself to gain more and more resources throughout each turn. I have found that getting yourself a magic sword icon or more as soon as possible helps setup bigger turns and can be the difference between victory and embarrassment. As the kingdom cards start running out, their difficulty level increases, so having those extra magic swords come in handy big time. Also, investing in thief icons to be able to control other players’ treasure chest hoards may be invaluable. There are many ways to craft each turn to maximize effectiveness, and that helps keep Bellum Magica relevant and exciting to play.
It is probably no surprise by now, but I do enjoy playing Bellum Magica. When I first tried reading the rules I was a bit confused and wasn’t quite sure what the point was, but as I started playing more and more, the rules are really just pared down, almost like an outline or first draft. If you can stick with it and get it to the table, I believe you will find a very capable gateway engine building game with an accessible theme and great art and components. Purple Phoenix Games gives this one metal treasure chested 4 / 6. I do believe I will continue to love it more and more as I play it more and more. If you align with my board game tastes, this is an easy one to recommend. If you and I normally align somewhat, then I might suggest playing someone else’s copy before grabbing one of your own right away. I am more into gateway-weighted games than most reviewers, I’m sure, so this might be a bit lighter than your normal fare. In any case, I think this one needs to be played. A lot. If you ever see me out and about, or at a convention, let me know that you want to play this with me and I will not turn down the opportunity.
![40x40](/uploads/profile_image/359/50ef6686-5ecb-45f1-a822-3c07dca2b359.jpg?m=1522330334)
Kaysee Hood (83 KP) rated The Inquisition (Summoner, Book 2) in Books
May 1, 2018
Justice for Fletcher (3 more)
Past uncovered
Return of Othello, Sylva
Gremlins, Blue
It got better!
Once more I’m impressed with the Summoner books because even though I am late to the game on this series so the suspense of Fletcher’s fate was not as intense it was still thrilling to see how he would escape these false accusations and unfair trails. One can argue Fletcher has sort of put himself in this tight spot, but due to his actions in the previous book he has friends and teachers who stand by knowing there is more to what he is being accused of than what the other side would like to admit. Fletcher has become to center of a far bigger game because of who he is and the power he holds in his attempts to tie races together. Furthermore, without spoiling anything for anyone else, due to a charge which does threaten his life Fletcher is able to learn who he truly is, but he will always be Berdon’s son.
Despite the fact Fletcher was in imprisonment for a year he is game to accept a new mission that will aid Hominum in the war with the Orcs. He’s even willing to accept the challenge that comes with it to prove Elves and Dwarfs can work together in the hopes it will fix the strain on the Dwarven and Elven ties with Humans due to events that took place while he is in the hole. Results he does not doubt the Triumvirate had their hands in. All Fletcher and his friends have to do is go into Orc lands with three other teams to put an end to a Goblin breed.
It can never be easy for Fletcher.
Now, that’s all I really want to cover as important points in [i]The Inquisition[/i] because it should pull you in if my next words do not. To circle back I enjoyed the second book far more than [i]The Novice[/i] yet found a new appreciation for the first book as I realize now all the set up there is the reason the second summoner book is successful and was able to focus on the race issue a bit more
To circle back, my enjoyment of the second summoner book is due to the writing by Matharu because of how he set up [i]The Novice[/i] and there is more appreciation to be had for the first book of the series because it is after the second I realized how much had been done for [i]The Inquisition[/i] to be successful. It is within the first summoner book we’re introduced to key characters, plots (minor and major), lives of the characters, and the issues which will drive Fletcher in the second. If anything, [i]The Novice[/i] was an thick introduction to the events to come in [i]The Inquisition[/i]. So I would say be mindful if you’re thinking to begin the series of what occurs and how it will relate later.
However I want to say the character growth is still alive, for better or worse. We’re even given new characters and demons to grow fond of, or hate. Somehow 350+ pages were not enough and yet were perfect to convey where we needed to go then set up the points for the third book. And I have to say there are some twists in here I did not catch, which is nice for someone who had read so much and can predict so much to come. Even though there is some betrayal to me it was worth it as due to Fletcher’s nature we’re able to gain perspective from another race no one has probably given much thought to.
So, if you have yet to get into the Summoner Books then I suggest you go if you’re for fantasy and magic. If you’ve yet to pick up [i]The Inquisition[/i] then I have to say I have no clue what you are doing because I’m peeved at myself for not getting to it sooner. Honestly, it’s a good series to get lost in and yet think about real world issues we have today even if they’re painted a little bit different.
Despite the fact Fletcher was in imprisonment for a year he is game to accept a new mission that will aid Hominum in the war with the Orcs. He’s even willing to accept the challenge that comes with it to prove Elves and Dwarfs can work together in the hopes it will fix the strain on the Dwarven and Elven ties with Humans due to events that took place while he is in the hole. Results he does not doubt the Triumvirate had their hands in. All Fletcher and his friends have to do is go into Orc lands with three other teams to put an end to a Goblin breed.
It can never be easy for Fletcher.
Now, that’s all I really want to cover as important points in [i]The Inquisition[/i] because it should pull you in if my next words do not. To circle back I enjoyed the second book far more than [i]The Novice[/i] yet found a new appreciation for the first book as I realize now all the set up there is the reason the second summoner book is successful and was able to focus on the race issue a bit more
To circle back, my enjoyment of the second summoner book is due to the writing by Matharu because of how he set up [i]The Novice[/i] and there is more appreciation to be had for the first book of the series because it is after the second I realized how much had been done for [i]The Inquisition[/i] to be successful. It is within the first summoner book we’re introduced to key characters, plots (minor and major), lives of the characters, and the issues which will drive Fletcher in the second. If anything, [i]The Novice[/i] was an thick introduction to the events to come in [i]The Inquisition[/i]. So I would say be mindful if you’re thinking to begin the series of what occurs and how it will relate later.
However I want to say the character growth is still alive, for better or worse. We’re even given new characters and demons to grow fond of, or hate. Somehow 350+ pages were not enough and yet were perfect to convey where we needed to go then set up the points for the third book. And I have to say there are some twists in here I did not catch, which is nice for someone who had read so much and can predict so much to come. Even though there is some betrayal to me it was worth it as due to Fletcher’s nature we’re able to gain perspective from another race no one has probably given much thought to.
So, if you have yet to get into the Summoner Books then I suggest you go if you’re for fantasy and magic. If you’ve yet to pick up [i]The Inquisition[/i] then I have to say I have no clue what you are doing because I’m peeved at myself for not getting to it sooner. Honestly, it’s a good series to get lost in and yet think about real world issues we have today even if they’re painted a little bit different.