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OD
8
8.0 (1 Ratings)
Book Rating
Madison Avery doesn't believe in fate—until a combination of fate and free will brings her to live with her dad (which her mom thinks is a good thing for her since she can't stay out of trouble at home), gets her a pity-date ("you got your boss to get his son to ask me out? what?"), and kills her (at her junior prom. On her seventeenth birthday. of all the luck.). Now, after having claimed the amulet of the timekeeper who killed her (which is the only thing that keeps her looking like she's alive), she has to learn how to live with death. If that's even possible.

But the dark timekeeper who killed her isn't happy, because she's got his amulet, and she's not all the way dead (just sort of dead). Teaming up with Barnabas—who may or may not be a fallen angel—and the light time keeper, Chronos (or Ron for short), a guardian angel (who she forces to guard someone else) and enlisting the human help of her ex-prom date Josh (who she didn't realize she had a crush on), she has to attempt to save her soul.

All in a day's work for a dead high-schooler… right?

This was the second time I've read Once Dead, Twice Shy. I still can't figure out what the title means. Whatever it means, it was a pretty exciting book. There wasn't a second of "down-time." Madison was always up to something, learning something, running to—or from—something, or saving someone. Every chapter had little pieces of the puzzle, and the way it all fit together at the end, was priceless, hilarious, and promising.

I will say that I don't like where the story picks up. I think Harrison should have actually included the beginning of the story, where she gets killed. I read it before I read this book and I would have been rather lost without it. It was a short story included in Prom Nights from Hell. I don't care if this is technically a "book 1" in the series. It should have been book 2, or at least had the beginning of the story included in it.

I really liked Madison. I liked her character (though not some of her choices—but hey, if I was a dead seventeen year old trying to keep her dad from knowing that she could bend time, I probably would have made those same choices) and I liked her interior monologue. She was serious enough to be nerve-wracking and exciting, but sarcastic enough to give everything a touch of comic relief. I really didn't like Josh in the short prequel to this book, but as his character began to be more clear, I really started to like him. I hope things turn out well between him and Madison. I would have liked a little more romantic tension between them, but what was there was clean and innocent—a little too innocent for Madison Avery.

I don't particularly like Kim Harrison's writing style. It's very casual, it has those dreaded fragments, and it's nothing out of the ordinary. However, her way of describing both physical images and emotional feelings was very good, and I could see everything, hear everything, and feel everything her characters were experiencing. As I mentioned above, I liked the comic relief. I also liked her lack of language through the story. Madison had her own set of "words" and phrases that she used that weren't offensive in any way, and it made the story much more enjoyable. However, the only word I can think of to describe her writing is mediocre, and that and the lack of tension between Madison and Josh are the only reasons I don't give this book five stars.

Content: clean of language, violence, and sexuality of any kind. Thank you Harrison, for writing clean YA fiction!

Recommendation: Ages 12+ to lovers of sci-fi, fantasy, and general YA fiction.

This review is copyright Haley Mathiot and Night Owl Reviews.
  
Cress (The Lunar Chronicles, #3)
Cress (The Lunar Chronicles, #3)
Marissa Meyer | 2014 | Fiction & Poetry
10
8.8 (29 Ratings)
Book Rating
As I mentioned in the past review as this is not the first book in the series there will be major spoilers, even though I'm not spoiling anything from this book.

Whether I agree or not, many people find that Scarlet is their least favorite book in the series. As a result, I worry that they may not continue with the series at that point which would be a major mistake. Cress is an absolutely fantastic book and will hit you in the feels more times than I can count.

While they may not be my OTP, Cresswell is probably in my top five or 10 favorite ships. I've never really sat down and tried to figure it out. It's like trying to figure out which puppies in an entire room full of puppies are the cutest. Impossible. As much as I love Wolflet and Kaider, there is just that extra something that Cress and Thorne have.

For those familiar with the Disney movie, Tangled, their relationship is very similar (in my opinion). I absolutely adore the two of them together. While Thorne is a bit of a player, confident, a wanted criminal... he goes on this major character arc over the course of the series. Cress has this romanticized, hero view of him and he realizes that he wants to live up to that image.

I laughed so hard when Thorne barreled into the hallway yelling Cress and then ran right past the room. It both tugged at my heartstrings so much and made me roll my eyes. One of my favourite lines was "You came for me" because it just shows the new, unsure feelings between them while simultaneously showing that they're much deeper than either truly realizes yet. My heart melted.

It is fantastic to see how the characters grow and evolve over the course of the series. Kai starts out as a prince and completely unprepared for his responsibilities. He is thrust into his role much sooner than anticipated and he has to grow up really quickly. He has the weight of an entire people on his shoulders.

All Cinder ever wanted was to be a normal person and she finds out that her life is even more abnormal than she realized. Not only is she a cyborg, but she's Lunar. Not only is she a Lunar, but she's royalty. She has just as much if not more on her shoulders than Kai does. She is the one that people have been putting all of their hopes and dreams on for over a decade.

Cress has been stuck in a satellite by herself with no human interaction for a large portion of her life. Her whole life she had to escape into fictional stories in her own head because of her real life. She never learned to stand up for herself and she's not used to the real world. It was nice to see little elements of her bravery throughout the story despite the fact that that is not her nature.

Sadly, we don't really get to see any development from Scarlet or Wolf. Their stories in Cress are relatively non-existent. Despite the fact that they were the focus of the second book, I do think that it was a negative for me that one of the main pairs was essentially completely overlooked in this book. At the same time, I also have that feeling for Winter and Jacin in regards to the first two books and most of the third. We get little glimpses of them and spend a small amount of time with Jacin, but overall I don't feel like I know their characters whatsoever.

The author does continue the world building but the writing is predominantly focused on the characters and the plot. There are some really nice glimpses into small villages or communities in other places than we're used to. I think it is a nice blend between story and world so that these books are very accessible. It's not heavy world building that might make readers hesitant to dive into such rich, dense worlds (like high fantasy might be).

Overall, I think this is a fabulous novel and I would highly recommend the entire series to people even if science-fiction is not normally what you gravitate towards.
  
TE
10
10.0 (1 Ratings)
Book Rating
(This review can be found on my blog <a href="http://themisadventuresofatwentysomething.blogspot.com/">The (Mis)Adventures of a Twenty-Something Year Old Girl</a>).



I was super excited to be asked if I wanted to be part of the Emerald Ring Blog Tour by the author, Dorine White. After reading the synopsis of this book, I definitely wanted to give it a read. All in all, I definitely enjoyed it!

Sara is a 12 year old girl, who, after finding an emerald ring at her grandmother's house, realizes she can shape-shift into a cat. She's also started having some really strange dreams as well. When a bunch of burglaries start happening close to her neighborhood, she takes it upon herself to put everything together to figure out who is behind them all. Will Sara's find out what the thief wants and why she's having strange dreams? Or will the magic of the emerald ring be too much?

I do like the title of this book. It's very straight-forward which I believe is a good thing as it's a middle grade fantasy novel. You know exactly what this book is going to be about. I think the title would definitely appeal to middle schoolers as well as adults.

The cover definitely suits the book. I like how there's a picture of the ring on the cover. I also like the sarcophagus on the cover. It's a nice touch! I believe the cover will appeal to children in middle school very much.

The world building in this novel is believable especially for a child in junior high. The dreaming sequences were very well written as were the scenes at Sara's school and house. I had no problem using my imagination to set up the world in which this novel took place.

The pacing in this novel is great!! Even as an adult, I thought it flowed rather nicely. I devoured this book in no time at all. Each chapter ran smoothly into the next. It was terrific!

The characters, for the most part, are well written. Sara reminded me of a 12 year old girl with her thought process and the way she acted. I loved her curiosity about everything. Heidi, Sara's best friend, was my favorite character. She always had Sara's back and was a big help when it came to Sara's adventure. I wish she was featured a bit more in the story though. I do think she was a bit too trusting of everything Sara told her though. I don't think most 12 year olds would be that gullible. Kainu was a believable character but I kept forgetting that he was supposed to be African. He spoke very good English for someone from Africa. It is explained how he learned how to speak English, but I don't know. I still felt as if he spoke English a little too well. Plus, Kainu's story wasn't that believable being as he's only 12 years old. I won't go into more detail because I don't want to give any spoilers away. Perhaps middle schoolers won't pick up on any of the character flaws.

The dialogue was fun to read. I enjoyed Sara's internal dialogue the best. I loved reading about how she felt and what she thought. There were a few words that I think middle school children wouldn't know the meaning of. Even I struggled with a few of the words, but there aren't many so it doesn't take away from the book.

Overall, The Emerald Ring by Dorine White is a cute, fun story which will be enjoyed by all middle school children. In fact, I think it will be enjoyed by most adults as well. The plot is interesting, and the characters are fun. At the very least, it may get children interested in Ancient Egyptian history.

I'd recommend this book to everyone age 11+ because it's such a fun and cute story.

The Emerald Ring (Cleopatra's Legacy #1) by Dorine White gets a 4.5 out of 5.


(I received a copy of this book from Netgalley in exchange for a fair and honest review).
  
Jojo Rabbit (2019)
Jojo Rabbit (2019)
2019 | Comedy, Drama, War
Another favourite from the awards season that came with some strong acclaim from amongst friends and trusted reviewers, WWII satire Jojo Rabbit, from the likeable and unique mind of Taika Waititi, was always high on my list as a must see movie.

I have followed the Kiwi’s original output since way back, and always enjoyed his quirky sense of humour and childlike charm. Either Eagle vs Shark or The Flight of the Conchords would have been my first encounter; and by the time of Hunt for the Wilderpeople and Thor: Ragnarok I had become a tentative fan. Never entirely bowled over by his style and content in the same way as, say, Wes Anderson (to whom some compare his outlook on the creative world), and never rolling around on the floor in hysterics at his naivety and comedy of manners, nevertheless, I like the guy a lot.

So when I heard he had adapted a fantasy novel about Nazi Germany from the point of view of a child, and would be playing Hitler himself, I knew instantly where he would be pitching this. The idea of it being offensive in any way was not a concern or even a thought, and anyone that did react that way is just… ridiculous and deliberately missing the point for the sake of finding something to be outraged about.

Of course subjects of genocide, political repression and evil existing in the world should and must be treated with a sensitivity to a degree, and amongst the silly lampooning and most extreme moments of satire that care is evident. There are moments of real gravity and tenderness in the mix here, thanks in large to some wonderful performances from the adult actors, notably the ever reliable Sam Rockwell and the increasingly strong and impressive Scarlett Johansson, who picked up her second Oscar nomination for this, after Marriage Story ticked the box for true drama.

The film focuses and relies on young Roman Griffin Davis as the eponymous Jojo, a happy little boy who sees goodness and light in an ever darkening world around him. Waititi as director works well with kids, placing the idea of charm and likability above acting prowess per se. And that is both the strength and ultimate weakness of this premise. He is charming and likeable, and cute and sweet and very watchable, but his inexperience in front of the camera and ability to find a range of emotions is often tested beyond his tender years, and can therefore break the magic spell that is woven in the best scenes.

The humour itself also doesn’t always hit the mark. Sometimes it is merely amusing rather than something laugh out loud funny, much as an average Mel Brooks film always was. And that can lead to a feel of something uneven and rambling, as the story struggles to find what it really wants to say. In its final moments it does land on an overlying message that leaves you with a winning impression, and you leave feeling that you saw something you enjoyed, but not something you would unreservedly recommend to everyone. In fact if someone said they didn’t enjoy it, or get the joke at all, then I would respect that view.

Under a microscope of scrutiny it doesn’t hold up that well, and I wonder how a few years of distance will treat it, once our sensibilities shift again with time. There are a few moments when the heart of the film connects with it’s silly bone and resonates, but not nearly enough. I personally wanted more of that. But, sadly, whenever JoJo threatens to grow up it retreats back into childhood and shies away from commenting on anything serious or truly meaningful. But, of course, that is not the point. As an entertainment it is a wonderful, unique and lovely film. And that should really be all that it is judged by.

In conclusion, a curiosity I will look forward to watching again, but don’t think quite makes the grade as an instant classic. It only reinforced however how much I like Rockwell and Johansson, and will always be curious about what Waititi is up to next.
  
    Toca Life: Stable

    Toca Life: Stable

    Education and Entertainment

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Fantastic Beasts and Where to Find Them (2016)
Fantastic Beasts and Where to Find Them (2016)
2016 | Fantasy
Marvelous Cash Cows and How to Milk Them.
As just about everyone in the whole muggle world (or nomaj world if you’re reading this in the States) knows, FBaWtFT is the first of a five film spin-off series from the Potter franchise, still under the careful stewardship of David Yates. (And if the other films in the series were ‘amber-lit’ rather than ‘green-lit’, their production now seems assured after the US opening weekend alone has brought in nearly half its $180 million budget).
Set in New York in the mid-1920’s Eddie Redmayne (“The Danish Girl”; “The Theory of Everything”) plays Newt Scamander, a Brit newly arrived with a case full of trouble. Newt is a bit like an amiable and ditsy David Attenborough, with a strong desire to protect and establish breeding colonies for endangered species. It’s fair to say though that these are creatures that even Sir David hasn’t yet filmed.

Within the battered old case (a forerunner of Hermione Grainger’s bag, which was probably borrowed from Mary Poppins), Newt stores a menagerie of strange and wonderful creatures which – after a bump and a mishap – get released by wannabe baker and muggle Jacob Kowalski (Dan Fogler, “Fanboys”). Newt has the job of rounding up the strays with the help of Tina (Katherine Waterston, “Steve Jobs”), an out of favour member of the Magical Congress of the USA (MACUSA). Unfortunately this couldn’t be happening at a worse time: something else – nothing to do with Newt – is wreaking havoc across New York and MACUSA is on red alert suspecting the involvement of a dark wizard, Gellert Grindelwald, following attacks in Europe. And keeping the secrets of wizardry from the NoMaj population is getting increasingly difficult, especially with the efforts of the “Second Salemers” movement run by Mary Lou (Samantha Morton, “Minority Report”) and her strange adopted family.

This film will obviously be an enormous success given the love of all things Potter, but is it any good? Well, its different for sure, being set many years before Potter and only having glancing references to Hogwarts and related matters. And that gives the opportunity to start afresh with new characters and new relationships which is refreshing. It’s all perfectly amiable, with Redmayne’s slightly embarrassed lack of eye-contact* in delivering his lines being charming. [* Is this perhaps the second leading character in a month that is high on the autistic spectrum?] . Redmayne does have a tendency to mutter though and (particularly with the sound system for the cinema I saw this in) this made a lot of his dialogue inaudible. Waterston makes for a charming if somewhat insipid heroine, not being given an awful lot to do in the action sequences.

Kowalski adds a humorous balance to the mixture, but the star comic turns are some of the creatures, especially the Niffler… a light fingered magpie-like creature with a voluminous pouch and expensive tastes!

In the ‘I-almost-know-who-that-is-behind-the-make-up-but-can’t-quite-place-him’ role is Ron “Hellboy” Perlman as the untrustworthy gangster Gnarlack. And in another cameo – and probably paid an enormous fee for his 30 seconds of screen time – is Johnny Depp, which was money well-wasted since, like most of his roles, he was completely unrecognisable (I only knew it was him from checking imdb afterwards).

At the pen is J.K.Rowling herself, and there are a few corking lines in the script. However, in common with many of her novels, there is also a tendency for extrapolation and padding. Some judicial editing could have knocked at least twenty minutes off its child-unfriendly 133 minute running time and made a better film. Undoubtedly the first half of the film is better than the second, with the finale slouching into – as my other half put it – “superhero” territory with much CGI destruction and smashing of glass. What is perhaps most surprising about the story is that there are few obvious set-ups for the next film.

Quirky and original, its a film that will no-doubt please Potter fans and it stands as a decent fantasy film in its own right. It’s difficult though to get the smell of big business and exploitation out of your nostrils: no doubt stockings throughout the world will be full of plush toy nifflers this Christmas.
  
Magical Friends and How to Summon Them
Magical Friends and How to Summon Them
2022 | Fantasy, Racing
If there is one game theme that will never get old for me, it’s fantasy. Something about a world of magic and magical creatures is fascinating to me, and I will never turn down the chance to play any sort of fantasy-themed game. So when I came across Magical Friends and How to Summon Them, I was immediately hooked. Does the gameplay live up to my expectations of what a great fantasy game should be, or does it miss the magical mark?

Disclaimer: We were provided with a prototype copy of this game for the purposes of this preview. The components pictured are not finalized, and could change after a successful Kickstarter campaign. I do not intend to rehash the entire rulebook, but rather provide a general overview of the rules and gameplay. For more information, head to the Magical Friends website. -L

Magical Friends and How to Summon Them (referred to as just Magical Friends from hereon out) is a strategic game of card drafting and variable turn order in which players take on the roles of mages attempting to summon the most magical creatures to the local tavern in order to win the Midsummer festival competition. Played over 8 rounds, players will take turns summoning creatures, moving them towards the tavern, using special creature abilities, and occasionally fighting off your opponents’ creatures. The player who gets the most creatures to the tavern by the end of the 8th round is the winner! To setup for the game, lay out the main board and summoning board in the center of the table. Take the 4 double-sided map tiles, randomly choose a side, and place them in their corresponding places on the main board. Shuffle the Summoning cards and reveal a number of cards, determined by player count, to create a market row and preview row. Each player receives a player mat, heart tokens, and Artifact Cards in their chosen color. Place the round marker on Round 1 of the main board, select a player to get the starting player token, and the game is ready to begin!

To start a round, first you will need to determine turn order. Each player has an identical deck of 11 Artifact Cards, numbered 1-11. The player who offers the most powerful (highest number) Artifact gets to act first in the round. The player with the starting player token chooses their card first, and places it face-up on their player mat. The next player, in clockwise order, will do the same. Here’s the catch though – once a number has been played, it cannot be played by anyone else for this round! So say I put choose my value 8 card – no other player may choose that card for this round. Once all players have chosen their Artifacts, determine the turn order for the round. The player with the highest valued Artifact goes first, then the next highest, and so on.

Once the turn order has been determined, it is time for players to take their turns! On your turn, the first thing you will do is to select a Summoning card from the Summoning board and take it into their tableau. The selected card tells you which friend (creature) you have summoned, and tells you how many moves/what types of movement you may take this round. After choosing your Summoning card, you will take any/all of the following actions: Summon a friend (bring its standee into play), use basic movement (as determined by your new friend), use bonus movement (from other cards), or use the abilities of any friends in your tableau. You may perform as many of these actions as you want and are able to perform. It is important to note that each friend may only use one basic movement and one bonus movement per round. So you can’t just move a single friend with every movement available in one turn.


Once you are finished performing actions, you will end your turn. Refresh the Summoning board by shifting cards down and refilling any empty creature slots. Play then moves to the player with the next highest valued Artifact card. When all players have taken their turn, the round ends. Move the Round marker up one spot, and pass the starting player token to the next clockwise player. A new round will then start with the turn order determination, beginning with the new starting player. After 8 rounds of play, the winner is crowned. Players score points for the number of their friends who reached the tavern, and the player with the highest score wins!
I’ll come right out and say that I really have enjoyed Magical Friends. There are lots of elements that I like and that work well together to create a fun, strategic, and engaging game. First, turn order determination. I love that the turn order isn’t set for the entire game, because that could really be a detriment to whomever would be last every round. Being able to ‘bid’ for turn order, in a sense, allows players to be proactive (or conversely, reactive) with their strategy. And after you’ve used an Artifact card in a round, it is discarded and cannot be used for the rest of the game. So you need to decide when it’s worth it to play your high value cards to hopefully act first, or if you’re willing to risk playing a mid-value card that might be out-bid by an opponent.

The other awesome strategic element are the friends in the game. Each friend is a different creature with different movement options and special abilities during gameplay. An important thing to note is that although every friend has a printed movement value on its card, you may only ever use that value on the round in which you summon that friend. So a Griffin, for example, lets you move 3 friends 2 spaces, which you may do when you first summon the Griffin. But in future rounds, the Griffin will only move based on the movements provided by the most newly acquired friend. Maybe you don’t necessarily want to summon a Mermaid, but the movement she offers is exactly what you need to get some friends to the tavern for scoring. It’s all a neat mix of strategy that you are changing with every turn. Along with the movements, each friend has a special ability that can be used on your turns. Some abilities allow you to move extra spaces, move opponents, or even slay creatures. When you slay a creature, you collect its heart token for endgame scoring, and the player who controlled that creature gets a Pity Power card (which provide bonus movement). You need to decide when to move which friends, and in what order to trigger your abilities. You must always be paying attention to the board layout and your opponents’ turns as they will help you determine your strategy for future turns.


Components. As I mentioned earlier, this is a prototype version of the game, but with that said, the components are pretty nice! The cards are sturdy, the text is clear, and the artwork is fun to look at. The main game board and summoning boards are colorful, and the creature standees are nicely sized for the board. I do have to say that I really like the heart tokens used to identify to whom each creature belongs on the board. The hearts slide over top of the standee and create a base of sorts to color-code every creature on the board. Just a neat little use of components that make the gameplay smooth. And how about the insert? It’s awesome! The standees are all stored, assembled, in a slotted inlay that allows for quick selection of creatures. I hope that’s something that makes it to final production because it really helps streamline the gameplay. Some of the wording in the rulebook could use some clarification, but I know that it is still a work in progress and continues to undergo edits. The only negative I would have to say is that 2 of the player colors are black and gray – and they are sometimes difficult to differentiate between. But changing one color should be an easy fix!
All in all, I was pleasantly surprised by Magical Friends. At first glance, I thought it would be a pretty simple ‘roll-and-move’ type game, but it proved to be much more strategic and engaging than I initially thought. The variable turn order, the movement rules/restrictions, and the unique friend abilities all work together to create a cohesive, thematic, and strategic game. I very much am looking forward to following the progress of Magical Friends and How to Summon Them on Kickstarter, and I encourage you to check it out as well!
  
Quests &amp; Cannons
Quests & Cannons
2021 | Adventure, Animals, Exploration, Fantasy, Nautical
Fantasy Yarharrr! The isles have been borne and offer wondrous resources, but only for one o’ ye. Gather yer factions and fight for control and survival, or suffer a fate worse than death… which, in this case, is extinction! Okay, this is way less dramatic, but the stakes are high when bunnies, eagles, and piggies battle on the high seas for control of the islands and assurance of their race’s survival.

Quests & Cannons is a giant melting pot of mechanics rolled up into a cute little package with an interesting modular board with multiple setup options. In it, players take control of one of the aforementioned animal races and board their ships to claim islands and exploit their resources. The first player to amass 15 or 20 prosperity (VP) by the end of the game will reign victorious!

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


There are so many steps to setup, and about a thousand bits and pieces, so I will save both your eyes and my fingers explaining. However, once setup, it should look somewhat similar to the photo below. Each player receives their own upgradeable ship board to track resources, action points, and other game-necessary components, along with a specific character and matching boat token.
On a turn, players will have three action points they may spend in any order on the following actions: Movement, Gather, Attack. Movement is one nautical hex in any direction per action point used, unless a player uses one of their sails. Sails add one hex to a movement and is spent for the rest of the round. The thing to keep in mind with movement is that different tiles affect movement in different ways, so luckily reference cards are included in the game. Once a ship discovers a new island, the player receives one coin and a Quest card in addition to flipping over the question mark Island Feature Tokens. These tokens show specific resources, which Quest cards require to be completed, at specific locations on the board.

Players can spend an action point to Gather resources from an island. Players are able to fill up their ships’ holds with as much of the resource as they wish, and it can be replaced with other resources on future turns.

Map Clues are cards that can be worked on during play, similar to Quest cards, and usually require an action point to be spent. These are special circumstances, and the action points are not available to be spent on every turn. Similar special circumstances include visits to Outposts, Trading Posts, and Starting Spaces. These spaces allow players to buy and sell items, and upgrade and repair ships.

The last option for action point spending is by attacking. A player may Attack another player when they share the same space on the board. The attacking player spends an action point to fire their cannons equipped on their ship. The ammo is tracked and represented by ammo dice. Once rolled, the attacker scores hull damage for every four pips rolled. If the ship takes as many or more hull damage than they have HP hearts, their ship sinks. Fortunately, this does not eliminate the player, but they lose many resources and coins, and will need to respawn at their starting location.


The player who earns 15 or 20 prosperity (depending on game mode) from attacking players, completing Quest and Map Clue cards, and possibly some other secret methods, will win Quests & Cannons and leads their race to eternal glory!
Components. Again, this is a prototype copy of the game, but I’ll tell you what, if the finished project comes with even slightly better components, it will be a monumental accomplishment. This is one of the highest-quality home-made prototypes I have ever received. I know most art and many items are final, but everything is on the table for upgrades, with a successful Kickstarter campaign. The colors are great, the art is fantastical and amazing, and it looks phenomenal on the table. I really enjoy the different characters with their unique special powers, and the double-layer ship player mats. Everything has its place and is organized beautifully. I am very excited to see the final product that Short Hop Games achieves!

This kind of game is really right up my alley: head-to-head combat (without player elimination), exploration, and pick-up-and-deliver. The only thing this is missing to be the perfect Travis game is a deck building element, but that certainly wouldn’t fit here. Quests & Cannons is chocked full of mechanics that, I believe, work really well together to provide a great game experience without adding a ton of complexity. The hexploration is strong, and the pick-up-and-deliver mechanic is tasty. All the mechanics, components, and artwork synergize so well that I am surprised this is a title from first-time designers and publisher.

What I like most is that though the rules are plentiful, once you get them down you have a wonderfully fun versatile game that can be played with many different group permutations and modes. The variety in setup options are endless, and the rulebook offers nine or ten different setups. The game also comes with lots of extra map bits, so any player could dream up several unique setup options at any time. The Quests are great, and the Loot cards (though I didn’t mention them in the overview) offer lots of ways to improve players’ strategies. With the abundance of upgrades available and unique special powers, this one is a big winner for me.

If you are in the market for something a little different, with a great theme and interesting combination of mechanics, then Quests & Cannons is certainly worth a look. I am very excited to follow the progress and the campaign for this one. I think backers will be receiving an incredible game with excellent components and tons of replayability. Now to challenge my wife so she can mop the poop deck with me.