Search
Purple Phoenix Games (2266 KP) rated Magical Friends and How to Summon Them in Tabletop Games
Sep 29, 2021
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!
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!
Purple Phoenix Games (2266 KP) rated Quests & Cannons in Tabletop Games
May 17, 2021
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.
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.
Bob Mann (459 KP) rated Colossal (2016) in Movies
Sep 29, 2021
A Marvel-ous Indie Movie
Well!! I’ve been really surprised (in a good way) by two films this year, and both have involved monsters (the first being “A Monster Calls” back in January).
It’s really difficult to categorise “Colossal” – imdb classes it as a “Comedy, Action, Drama”. Comedy? Yes, but it’s a very dark comedy indeed. Action? Hmm, not really… if you go to this expecting ‘Godzilla 2’ or some polished Marvel-style film (not that I was!) you will be sorely disappointed. Drama? This is probably the nearest match, since at its heart this is a clever study on the people and relationships at the heart of a bizarre Sci-Fi event.
Anne Hathaway (“Les Miserables”) stars as Gloria, a borderline alcoholic-waster sponging off the good-natured but controlling Tim (Dan Stevens, “Beauty and the Beast”) in his New York apartment. When Tim’s patience finally runs out, Gloria returns to her hometown to an empty house and the attentions of a former school friend, bar owner Oscar (Jason Sudeikis), who clearly holds an unhealthy fascination with her. Borrowing an idea from “A Monster Calls”, at a specific time in the US morning a huge monster appears from thin air in Seoul, South Korea, killing people and smashing buildings in a seemingly uncoordinated and random way. Bizarrely, this only happens when Gloria is standing at a particular spot in a particular kid’s playground. Could the two events possibly be related?
I always like to categorize films in my head as being “like” others, but this one’s really difficult to pin down. It borrows its main premise from a famous scene in “E.T.” (indeed one also involving alcohol) but the film’s fantasy elements and dark undertones have more similarities in style to “Jumanji”. Then again, there are elements of the Kaufman about it in that it is as weird in some places as “Being John Malkovich”.
The film stays on ‘Whimsical Street’ for the first half of the film, but then takes a sharp left turn into ‘Dark Avenue’ (and for “dark” read “extremely black and sinister”). It then becomes a far more uncomfortable watch for the viewer. The metaphor of the monster for Gloria’s growing addiction is clear, but emerging themes of control, jealousy, violent bullying and small-town social entrapment also emerge.
Here the acting talents of Hathaway and Sudeikis really come to the fore: heavyweight Hollywood talent adding some significant ‘oomph’ to what is a fairly modest indie project. Hathaway is in kooky mode here, gurning to great comic effect, and this adds warmth to a not particularly likeable character. And Sudeikis (more commonly seen in lighter and frothier comedies like “We’re the Millers” and “Horrible Bosses”) is a surprise in the role delivering some real acting grit.
The writer and director is Spaniard Nacho Vigalondo. No, me neither. But he seems to have come from nowhere to deliver this high profile cinema release, and it would not be a surprise for me to see this nominated as an original screenplay come the awards season. His quirky style is refreshing. (Hell, delivering ANY novel new summer movie that is not part of a franchise or TV re-boot is refreshing!)
The film’s not perfect, and its disjointed style can be unsettling. While the lead characters are quite well defined, others are less so. Joel in particular, played by Austin Stowell (“Whiplash“, “Bridge of Spies“), is such an irritating doormat of a character that you just want to thump him yelling “Do Something you wimp” to his face!
I am normally the first to pick scientific holes in a story, but here the story is so “out there” that the details become irrelevant, and – like “Guardians of the Galaxy Vol 2” – the film revels in its absurdity. (There is however a jumbo jet sized hole in the plot if you think about it!) But some of the moments of revelation (particularly one set in a wood) are brilliantly done and you are never quite sure where the film is going to go next. I was concerned that the ending would not live up to the promise of the film, but I was not disappointed.
Like “A Monster Calls” the film will probably suffer at the box office by its marketing confusing the audience. People will assume it’s possibly a “monster movie” or maybe a piece of comedy fluff (particularly with Sudeikis in the cast), but in reality it’s neither of these. It won’t be to everyone’s tastes for sure, but in the bland desert of mainstream movie releases, here is an oasis of something interesting and novel and in my book definitely worthy of your movie dollar. Recommended.
It’s really difficult to categorise “Colossal” – imdb classes it as a “Comedy, Action, Drama”. Comedy? Yes, but it’s a very dark comedy indeed. Action? Hmm, not really… if you go to this expecting ‘Godzilla 2’ or some polished Marvel-style film (not that I was!) you will be sorely disappointed. Drama? This is probably the nearest match, since at its heart this is a clever study on the people and relationships at the heart of a bizarre Sci-Fi event.
Anne Hathaway (“Les Miserables”) stars as Gloria, a borderline alcoholic-waster sponging off the good-natured but controlling Tim (Dan Stevens, “Beauty and the Beast”) in his New York apartment. When Tim’s patience finally runs out, Gloria returns to her hometown to an empty house and the attentions of a former school friend, bar owner Oscar (Jason Sudeikis), who clearly holds an unhealthy fascination with her. Borrowing an idea from “A Monster Calls”, at a specific time in the US morning a huge monster appears from thin air in Seoul, South Korea, killing people and smashing buildings in a seemingly uncoordinated and random way. Bizarrely, this only happens when Gloria is standing at a particular spot in a particular kid’s playground. Could the two events possibly be related?
I always like to categorize films in my head as being “like” others, but this one’s really difficult to pin down. It borrows its main premise from a famous scene in “E.T.” (indeed one also involving alcohol) but the film’s fantasy elements and dark undertones have more similarities in style to “Jumanji”. Then again, there are elements of the Kaufman about it in that it is as weird in some places as “Being John Malkovich”.
The film stays on ‘Whimsical Street’ for the first half of the film, but then takes a sharp left turn into ‘Dark Avenue’ (and for “dark” read “extremely black and sinister”). It then becomes a far more uncomfortable watch for the viewer. The metaphor of the monster for Gloria’s growing addiction is clear, but emerging themes of control, jealousy, violent bullying and small-town social entrapment also emerge.
Here the acting talents of Hathaway and Sudeikis really come to the fore: heavyweight Hollywood talent adding some significant ‘oomph’ to what is a fairly modest indie project. Hathaway is in kooky mode here, gurning to great comic effect, and this adds warmth to a not particularly likeable character. And Sudeikis (more commonly seen in lighter and frothier comedies like “We’re the Millers” and “Horrible Bosses”) is a surprise in the role delivering some real acting grit.
The writer and director is Spaniard Nacho Vigalondo. No, me neither. But he seems to have come from nowhere to deliver this high profile cinema release, and it would not be a surprise for me to see this nominated as an original screenplay come the awards season. His quirky style is refreshing. (Hell, delivering ANY novel new summer movie that is not part of a franchise or TV re-boot is refreshing!)
The film’s not perfect, and its disjointed style can be unsettling. While the lead characters are quite well defined, others are less so. Joel in particular, played by Austin Stowell (“Whiplash“, “Bridge of Spies“), is such an irritating doormat of a character that you just want to thump him yelling “Do Something you wimp” to his face!
I am normally the first to pick scientific holes in a story, but here the story is so “out there” that the details become irrelevant, and – like “Guardians of the Galaxy Vol 2” – the film revels in its absurdity. (There is however a jumbo jet sized hole in the plot if you think about it!) But some of the moments of revelation (particularly one set in a wood) are brilliantly done and you are never quite sure where the film is going to go next. I was concerned that the ending would not live up to the promise of the film, but I was not disappointed.
Like “A Monster Calls” the film will probably suffer at the box office by its marketing confusing the audience. People will assume it’s possibly a “monster movie” or maybe a piece of comedy fluff (particularly with Sudeikis in the cast), but in reality it’s neither of these. It won’t be to everyone’s tastes for sure, but in the bland desert of mainstream movie releases, here is an oasis of something interesting and novel and in my book definitely worthy of your movie dollar. Recommended.
Mothergamer (1546 KP) rated Puppeteer in Video Games
Apr 3, 2019
I was perusing games on Amazon when the game Puppeteer was suggested to me. I was intrigued by the cover and looked at the game description to see what it was about. It sounded interesting and it was on sale so I purchased it. I started playing the game and I was blown away by it because it's not like any game I've played before. The whimsical aspect of it is charming and it made me think of Little Big Planet which is also a fun and whimsical game. If you're a fan of Little Big Planet like I am, you will enjoy Puppeteer.
Puppeteer is a side scrolling platform game and you play as a boy turned into an animated puppet who loses his head named Kutaro. Kutaro gains a variety of puppet heads to replace his own throughout the game. You have three puppet heads and when you lose a head, you have thirty seconds to grab the head and put it back on or you lose it forever. Your heads are basically like lives so when you lose all three heads/lives it's game over.
The story takes place in a fantasy world representing Earth's moon which is inhabited by a myriad of folklore style characters and they are all puppets as well. The game is set up to look like a faux stage with red curtains and you can hear an audience reacting to the events that happen in the story along with commentary from the narrator. It adds to the charm of Puppeteer, making it feel like a complete theater experience while playing a video game. The first half of the game is on the dark side of the moon while the second half is on the Earth side. When Kutaro's story begins, the narrator explains that the Moon Goddess was overthrown by by her servant Little Bear who then seized her black moonstone and the scissors called Calibrus and dubbed himself the Moon Bear King.
Kutaro exploring the first level of the game.
The Moon Bear King is the main villain, but there are several villains you have to battle before you get to him; twelve of his generals based on the twelve animals of the Chinese Zodiac. Each of them has a piece of the Goddess' white moonstone which Kutaro must get from them. Kutaro does get tools that can help him and eventually he does get Calibrus which are essentially a weapon for him. There are creative ways in which they are used besides as a weapon such as jumping to cut clouds to get to a high ledge or cutting seams to move faster while battling an enemy. They are also used to free the other animated children like Kutaro by cutting the puppet strings so they can return home.
There are other tools that are used as well such as ninja bombs which can open pathways for you and a pirate hook which can hook items or secret doors. They are smartly and creatively used with simple puzzles in various levels of the game which makes the game play entertaining and interesting.
Talking with Ezma Potts, one of the many characters in Puppeteer.
The environments in Puppeteer are bright, colorful, and filled with beautifully done imaginative things. They're fun to explore and you can go back and play previously beaten levels because there are so many puppet heads and bonus items to collect. A couple of levels were my favorites such as the pirate one and the Halloween one because they put a smile on my face while playing and the Halloween one gave a Nightmare Before Christmas vibe that I loved. There are a few moments of frustration here and there with a couple of the boss battles and depth perception issues in a couple of levels, but it's not a huge deal because the execution of how the game plays and how well the story flows makes Puppeteer worth playing.
Avast! Hanging out with pirates.
The game is about nine or ten hours of story and if you really want to explore to get every single puppet head out there, all the trophies, and bonus stages that can add a little more extra time and keep you pretty busy. The voice acting and music for the game is superb and there are even moments of humor that will cause you to laugh. It's quite clear that the developers of Puppeteer loved this game and enjoyed designing it and their imaginations really shine throughout the entire game; making Puppeteer a wonderful gem for gamers like myself who appreciate the fun and whimsy.
While some of the art can be dark and spooky like the Halloween level, there's plenty of light and fun levels making the game enjoyable for people of all ages. Overall, Puppeteer is a delightfully charming game and so much fun to play. It is worth buying and playing more than once because it doesn't take itself seriously, celebrates all things whimsical and fun, and is a terrific game.
Puppeteer is a side scrolling platform game and you play as a boy turned into an animated puppet who loses his head named Kutaro. Kutaro gains a variety of puppet heads to replace his own throughout the game. You have three puppet heads and when you lose a head, you have thirty seconds to grab the head and put it back on or you lose it forever. Your heads are basically like lives so when you lose all three heads/lives it's game over.
The story takes place in a fantasy world representing Earth's moon which is inhabited by a myriad of folklore style characters and they are all puppets as well. The game is set up to look like a faux stage with red curtains and you can hear an audience reacting to the events that happen in the story along with commentary from the narrator. It adds to the charm of Puppeteer, making it feel like a complete theater experience while playing a video game. The first half of the game is on the dark side of the moon while the second half is on the Earth side. When Kutaro's story begins, the narrator explains that the Moon Goddess was overthrown by by her servant Little Bear who then seized her black moonstone and the scissors called Calibrus and dubbed himself the Moon Bear King.
Kutaro exploring the first level of the game.
The Moon Bear King is the main villain, but there are several villains you have to battle before you get to him; twelve of his generals based on the twelve animals of the Chinese Zodiac. Each of them has a piece of the Goddess' white moonstone which Kutaro must get from them. Kutaro does get tools that can help him and eventually he does get Calibrus which are essentially a weapon for him. There are creative ways in which they are used besides as a weapon such as jumping to cut clouds to get to a high ledge or cutting seams to move faster while battling an enemy. They are also used to free the other animated children like Kutaro by cutting the puppet strings so they can return home.
There are other tools that are used as well such as ninja bombs which can open pathways for you and a pirate hook which can hook items or secret doors. They are smartly and creatively used with simple puzzles in various levels of the game which makes the game play entertaining and interesting.
Talking with Ezma Potts, one of the many characters in Puppeteer.
The environments in Puppeteer are bright, colorful, and filled with beautifully done imaginative things. They're fun to explore and you can go back and play previously beaten levels because there are so many puppet heads and bonus items to collect. A couple of levels were my favorites such as the pirate one and the Halloween one because they put a smile on my face while playing and the Halloween one gave a Nightmare Before Christmas vibe that I loved. There are a few moments of frustration here and there with a couple of the boss battles and depth perception issues in a couple of levels, but it's not a huge deal because the execution of how the game plays and how well the story flows makes Puppeteer worth playing.
Avast! Hanging out with pirates.
The game is about nine or ten hours of story and if you really want to explore to get every single puppet head out there, all the trophies, and bonus stages that can add a little more extra time and keep you pretty busy. The voice acting and music for the game is superb and there are even moments of humor that will cause you to laugh. It's quite clear that the developers of Puppeteer loved this game and enjoyed designing it and their imaginations really shine throughout the entire game; making Puppeteer a wonderful gem for gamers like myself who appreciate the fun and whimsy.
While some of the art can be dark and spooky like the Halloween level, there's plenty of light and fun levels making the game enjoyable for people of all ages. Overall, Puppeteer is a delightfully charming game and so much fun to play. It is worth buying and playing more than once because it doesn't take itself seriously, celebrates all things whimsical and fun, and is a terrific game.
Lyndsey Gollogly (2893 KP) rated The Best Horror of the Year Volume 1 in Books
Apr 30, 2021
56 of 250
Book
The Best Horror of the Year Volume 1
Edited by Ellen Datlow
Once read a review will be written via Smashbomb and link posted in comments!
I will post in comments a short comment on each story!
An Air Force Loadmaster is menaced by strange sounds within his cargo; a man is asked to track down a childhood friend... who died years earlier; doomed pioneers forge a path westward as a young mother discovers her true nature; an alcoholic strikes a dangerous bargain with a gregarious stranger; urban explorers delve into a ruined book depository, finding more than they anticipated; residents of a rural Wisconsin town defend against a legendary monster; a woman wracked by survivor's guilt is haunted by the ghosts of a tragic crash; a detective strives to solve the mystery of a dismembered girl; an orphan returns to a wicked witch's candy house; a group of smugglers find themselves buried to the necks in sand; an unanticipated guest brings doom to a high-class party; a teacher attempts to lead his students to safety as the world comes to an end around them...
What frightens us, what unnerves us? What causes that delicious shiver of fear to travel the lengths of our spines? It seems the answer changes every year. Every year the bar is raised; the screw is tightened. Ellen Datlow knows what scares us; the twenty-one stories and poems included in this anthology were chosen from magazines, webzines, anthologies, literary journals, and single author collections to represent the best horror of the year.
Legendary editor Ellen Datlow (Poe: New Tales Inspired by Edgar Allan Poe), winner of multiple Hugo, Bram Stoker, and World Fantasy awards, joins Night Shade Books in presenting The Best Horror of the Year, Volume One.
1. Cargo by E.Michael Lewis
So chilling and so sad! This is short I dedication to the families of those children in Jonestown and the men and women who brought the bodies home.
2. If Angels Fight by Richard Bowes
This is about a man searching for his friend who was possessed by an Angel. On this journey you see and find out that this Angel left his friend and left a trail behind him to follow. His family never gave up he managed to find his friend and Angel Michael and return him to his home one last time. Only question was did he bring him home to find his sister to posses or to say goodbye to his mother?.
3. The Clay Party by Steve Duffy
A group of settlers embark on a journey for a new life in California in 1846, the journey does not go as expected. I was a bit bored at the beginning but certainly had a twist at the end.
4. Penguins of the Apocalypse by William Browning Spencer
This is brilliant! A man fighting his personal battles with alcohol! Now is the pulka and penguin freedom movement real or a fragment of his imagination while under the influence? Either way it was entertaining!
5. Esmeralda by Glen Hirshberg
This is a very strange little story involving the end of all books,pens and paper! Very odd!
6. The Hodog by Trent Hergenrader
A good old fashioned urban legend!
7. Very Low Flying Aircraft by Nicholas Royle
Not one for me didnt really grip me.
8. When the Gentlemen Go By. By Margaret Ronald
This was a bit chilling and I would love to have read more about these “Gentlemen” who come at night to make bargains!
9. The Lagerstatte by Laird Barron
Grief does strange things to our minds and body! This was quite chilling.
10. Harry and the Monkey by Euan Harvey
This really plays on every fear a parent has when their kids go missing especially in a place and time where children are vanishing!
11 Dress Circle by Miranda Siemeinowicz
12. The Rising River. By Daniel Kaysen
This was strange and after reading it I’m still not sure what’s happening 😂😂
13 Loup-Garou by R.B. Russell
I enjoyed this strange litte story set in my hometown of Birmingham. A little french film causes a little drama in this mans life.
14. Girl in pieces by Graham Edwards
This was my favourite! So far fetched into a world of monsters a detective helps a Golum save a girl cut to pieces! So much fun
15 It washed up by Joe R. Lonsdale
Wow how to pack a punch in 2 pages! Loved it!
16 The Man from the Peak by Adam Golaski
Brilliant short full of mystery blood and gore! Very well written.
17. The Narrows by Simon Bestwick
This actually chilled me I’d hate sending my child to school and have something like this happen which of course is totally possible.
I loved this book of small tales and discovering those writers I wouldn’t normally be exposed too!
Book
The Best Horror of the Year Volume 1
Edited by Ellen Datlow
Once read a review will be written via Smashbomb and link posted in comments!
I will post in comments a short comment on each story!
An Air Force Loadmaster is menaced by strange sounds within his cargo; a man is asked to track down a childhood friend... who died years earlier; doomed pioneers forge a path westward as a young mother discovers her true nature; an alcoholic strikes a dangerous bargain with a gregarious stranger; urban explorers delve into a ruined book depository, finding more than they anticipated; residents of a rural Wisconsin town defend against a legendary monster; a woman wracked by survivor's guilt is haunted by the ghosts of a tragic crash; a detective strives to solve the mystery of a dismembered girl; an orphan returns to a wicked witch's candy house; a group of smugglers find themselves buried to the necks in sand; an unanticipated guest brings doom to a high-class party; a teacher attempts to lead his students to safety as the world comes to an end around them...
What frightens us, what unnerves us? What causes that delicious shiver of fear to travel the lengths of our spines? It seems the answer changes every year. Every year the bar is raised; the screw is tightened. Ellen Datlow knows what scares us; the twenty-one stories and poems included in this anthology were chosen from magazines, webzines, anthologies, literary journals, and single author collections to represent the best horror of the year.
Legendary editor Ellen Datlow (Poe: New Tales Inspired by Edgar Allan Poe), winner of multiple Hugo, Bram Stoker, and World Fantasy awards, joins Night Shade Books in presenting The Best Horror of the Year, Volume One.
1. Cargo by E.Michael Lewis
So chilling and so sad! This is short I dedication to the families of those children in Jonestown and the men and women who brought the bodies home.
2. If Angels Fight by Richard Bowes
This is about a man searching for his friend who was possessed by an Angel. On this journey you see and find out that this Angel left his friend and left a trail behind him to follow. His family never gave up he managed to find his friend and Angel Michael and return him to his home one last time. Only question was did he bring him home to find his sister to posses or to say goodbye to his mother?.
3. The Clay Party by Steve Duffy
A group of settlers embark on a journey for a new life in California in 1846, the journey does not go as expected. I was a bit bored at the beginning but certainly had a twist at the end.
4. Penguins of the Apocalypse by William Browning Spencer
This is brilliant! A man fighting his personal battles with alcohol! Now is the pulka and penguin freedom movement real or a fragment of his imagination while under the influence? Either way it was entertaining!
5. Esmeralda by Glen Hirshberg
This is a very strange little story involving the end of all books,pens and paper! Very odd!
6. The Hodog by Trent Hergenrader
A good old fashioned urban legend!
7. Very Low Flying Aircraft by Nicholas Royle
Not one for me didnt really grip me.
8. When the Gentlemen Go By. By Margaret Ronald
This was a bit chilling and I would love to have read more about these “Gentlemen” who come at night to make bargains!
9. The Lagerstatte by Laird Barron
Grief does strange things to our minds and body! This was quite chilling.
10. Harry and the Monkey by Euan Harvey
This really plays on every fear a parent has when their kids go missing especially in a place and time where children are vanishing!
11 Dress Circle by Miranda Siemeinowicz
12. The Rising River. By Daniel Kaysen
This was strange and after reading it I’m still not sure what’s happening 😂😂
13 Loup-Garou by R.B. Russell
I enjoyed this strange litte story set in my hometown of Birmingham. A little french film causes a little drama in this mans life.
14. Girl in pieces by Graham Edwards
This was my favourite! So far fetched into a world of monsters a detective helps a Golum save a girl cut to pieces! So much fun
15 It washed up by Joe R. Lonsdale
Wow how to pack a punch in 2 pages! Loved it!
16 The Man from the Peak by Adam Golaski
Brilliant short full of mystery blood and gore! Very well written.
17. The Narrows by Simon Bestwick
This actually chilled me I’d hate sending my child to school and have something like this happen which of course is totally possible.
I loved this book of small tales and discovering those writers I wouldn’t normally be exposed too!
graveyardgremlin (7194 KP) rated A Blood Seduction (Vamp City, #1) in Books
Feb 15, 2019
Marketed as a paranormal romance, <i>A Blood Seduction</i> is much closer to the genre of urban fantasy with strong romantic/lusty elements (there is only one instance of "doing the deed" and that is very close to the end of the book). Quinn Lennox is the lead, and while she might not be the usual kick-ass heroine usually drawn upon in this field, she is far from the weakling I've seen others refer to her as. Face it, she was in way over her head, there's no way in hell she could ever be a contender against these vampires, at least not in this particular book. Heck, I bet the indomitable Buffy would have had trouble. She could be smart and she made the occasional dumb move, who hasn't? I like the fact that she isn't perfect. Okay, she has to be saved, <b>a lot</b>, and she doesn't have the most memorable personality, but this is only the beginning of the series and there is plenty of time for her to grow and come into her own. I rooted for her all through the book. I <i>wanted</i> Quinn to save her brother Zack and his friend/potential girlfriend, Lily, I wanted her to be able to use her magic, and I just wanted her to succeed and become even stronger as a person.
The world is well drawn, mostly on account of it being a magical copy of Washington, D.C. circa 1860, but with some modern conveniences thrown in as well. Okay, so I did groan at the name Washington, V.C. (Vampire City), it is a bit cheesy, but luckily it was usually called either Vamp City or V.C., which both fit the atmosphere of the book much better. Parts of the city are abandoned and decaying, others a thriving compound for the different vampire families, called a kovena. The vampires themselves are killer, quite literally. Gone are the pantywaists of recent ilk, we're going back to basics (mostly) here. Not only do they feed on blood, but some also have to feed on either fear or pain as well. They go from zero to sixty in about a second, have super strength, mind control, slaves who adore them (called slavas), and boy, are they are mean. But hey, it's just in their nature, they can't help who they are, except maybe for the love interest and possible future heroes depending on how the series goes. For those who are fainthearted, this ain't the book for you. There are numerous disturbing scenes that depict torture or gore, I can handle it, but not everyone can. Ye have been warned.
Speaking of the love interest, Arturo "Vampire" Mazzo, he was, well, certainly mysterious. Due to his unswerving allegiance to his master, Cristoff (who I pictured as <spoiler>a 25 year old Lucius Malfoy played by Jason Isaacs, with a black goatee:
<img src="http://i272.photobucket.com/albums/jj183/piscesrain/goodreads/luciusmalfoy.jpg"></spoiler>),
Arturo would turn his back on Quinn, yet the further on the harder it was for him to do so. His loyalty was being tested because of his feelings for her. Just to make things clear, this is a messed up relationship, some may not like that, but I thought it added a dose of reality and interest to the circumstances. Sure I felt like Quinn was an idiot at times to be attracted to this untrustworthy vampire, especially the very first scene that just didn't work for me in context, but overall the relationship works for the book. My absolute favorite relationship is the sibling one between Quinn and Zack. I thought the author did an awesome job conveying just how much Zack means to her. Basically he is everything to her and all she has. Her father may be alive but he was never there for her, he always sided with her stepmonster (Zack's mother) instead of his firstborn. Creep. Anyway, despite her stepwitch's hatred of Quinn, Zack adored her from the time of his birth, and vice versa, he's always been there for her, even when she was being punished, and after high school he even moved to D.C. to be closer to her. It's really a sweet and respectful relationship. She'd do anything to save him and she tries like hell all throughout the book, which doesn't always work out so well. To me that shows Quinn is strong. It's not weakness to keep fighting in adverse situations, it's strength of character to keep going even when losing is more likely.
This is definitely the start to a series, and while there is an end to the book, there is still much to be told. In the fates of Vamp City, Quinn's sorcery, the relationship between her and Arturo, plus much more I don't want to give away. I'd recommend that if you're looking for a romance to go elsewhere, but if you're a fan of evil vampires, darkness, don't mind abnormal relationships, and just want to have a bloody good time, then what are you waiting for?!
Originally Reviewed: September 20, 2012
Received: Amazon Vine
The world is well drawn, mostly on account of it being a magical copy of Washington, D.C. circa 1860, but with some modern conveniences thrown in as well. Okay, so I did groan at the name Washington, V.C. (Vampire City), it is a bit cheesy, but luckily it was usually called either Vamp City or V.C., which both fit the atmosphere of the book much better. Parts of the city are abandoned and decaying, others a thriving compound for the different vampire families, called a kovena. The vampires themselves are killer, quite literally. Gone are the pantywaists of recent ilk, we're going back to basics (mostly) here. Not only do they feed on blood, but some also have to feed on either fear or pain as well. They go from zero to sixty in about a second, have super strength, mind control, slaves who adore them (called slavas), and boy, are they are mean. But hey, it's just in their nature, they can't help who they are, except maybe for the love interest and possible future heroes depending on how the series goes. For those who are fainthearted, this ain't the book for you. There are numerous disturbing scenes that depict torture or gore, I can handle it, but not everyone can. Ye have been warned.
Speaking of the love interest, Arturo "Vampire" Mazzo, he was, well, certainly mysterious. Due to his unswerving allegiance to his master, Cristoff (who I pictured as <spoiler>a 25 year old Lucius Malfoy played by Jason Isaacs, with a black goatee:
<img src="http://i272.photobucket.com/albums/jj183/piscesrain/goodreads/luciusmalfoy.jpg"></spoiler>),
Arturo would turn his back on Quinn, yet the further on the harder it was for him to do so. His loyalty was being tested because of his feelings for her. Just to make things clear, this is a messed up relationship, some may not like that, but I thought it added a dose of reality and interest to the circumstances. Sure I felt like Quinn was an idiot at times to be attracted to this untrustworthy vampire, especially the very first scene that just didn't work for me in context, but overall the relationship works for the book. My absolute favorite relationship is the sibling one between Quinn and Zack. I thought the author did an awesome job conveying just how much Zack means to her. Basically he is everything to her and all she has. Her father may be alive but he was never there for her, he always sided with her stepmonster (Zack's mother) instead of his firstborn. Creep. Anyway, despite her stepwitch's hatred of Quinn, Zack adored her from the time of his birth, and vice versa, he's always been there for her, even when she was being punished, and after high school he even moved to D.C. to be closer to her. It's really a sweet and respectful relationship. She'd do anything to save him and she tries like hell all throughout the book, which doesn't always work out so well. To me that shows Quinn is strong. It's not weakness to keep fighting in adverse situations, it's strength of character to keep going even when losing is more likely.
This is definitely the start to a series, and while there is an end to the book, there is still much to be told. In the fates of Vamp City, Quinn's sorcery, the relationship between her and Arturo, plus much more I don't want to give away. I'd recommend that if you're looking for a romance to go elsewhere, but if you're a fan of evil vampires, darkness, don't mind abnormal relationships, and just want to have a bloody good time, then what are you waiting for?!
Originally Reviewed: September 20, 2012
Received: Amazon Vine
Purple Phoenix Games (2266 KP) rated Cult of the Deep in Tabletop Games
Feb 24, 2021
You see that cultist in the foreground of the box art about to dab? If I knew being in a cult was THIS cool… Well, I have never been in a cult. At least not that I am aware. However, if I ever were to be in a cult, I certainly wouldn’t wish it to be one that is intent on reviving or calling upon the scourges of the earth. I would rather be in one of those happy cults that take wisdom from a prophet and make delicious breads or something. But how does the Cult of the Deep operate and would I want to join?
Cult of the Deep is a dice-driven, fantasy horror, hidden role game with similarities to some classic games. In it players will be donning the personas (personae?) of cultists with different roles and agendas. Players will be forming alliances with other cultists of unknown roles and possibly having their character perish and return to play as a Wraith with a totally new agenda. Each cultist’s role will have their own victory conditions to fulfill and the game ends once a player (or players) have fulfilling their victory conditions.
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
Setup involves placing out the Altar Boards and Ritual Cards upon them. Players will also receive one Role, Character, Sigil, and Reference Card to use during play. Players will reveal their Character Cards and collect enough Life Tokens to equal what is shown upon these cards. Each set of dice and the coins are to be set on the table within reach. The player who received the High Priest Role Card reveals it, takes extra Life Counters, and becomes the first player. They take five Cultist Dice and the game may begin!
Each turn is divided into four phases: Roll, Commit, Response, Resolve. During the Roll phase the active player will roll five dice, and any dice may be re-rolled another two times. Once all re-rolls are complete or the player decides to stop, they will take each die and Commit them to other players, altars, or themselves. For example, if the player rolls two blood drop icons they may wish to heal themselves by two, so they can commit these dice to themselves. Should this player also have rolled any dagger icons they may commit these dice to other players in order to attack them for one life per icon. If any player has a special ability that can be enacted during the Response phase, they must now use it. One such ability may be turning a one-dagger icon into a two-dagger icon, or other abilities. Once all players have had a chance to activate any abilities during this phase, the dice must now be Resolved in any order of the active player’s choosing. So now the player can regain life counters (or even surpass their starting life total), attack other players’ life points, or activate any Altar abilities if dice were placed on Ritual Cards on altars.
The Resolve phase is where the action happens, and can lead to some serious actions. Players can be killed, Rituals can be activated, and players can be healed. If a Ritual is completed (no more activation slots remaining) during this phase, the active player becomes the Keeper of the Ritual and collects its card from the altar to be used for an immediate effect, or an ongoing effect for the rest of the game. Should a player be slain, they may return to the game as a Wraith, and thus draws a Wraith card (shown below) to now represent their altered state. Wraiths play the game differently, as they will not be able to commit any dice during their turn, but rather have their dice to be used during other cultists’ Response phases.
Play continues in this fashion of taking turns around the table until victory conditions have been met for a player or group of players. The game may be over, but the lasting effects of the results will remain in each player’s heart for some time.
Components. Again, this is a prototype copy of the game, so not all components are as they will be in the finished version. That said, we received an excellent prototype copy of the game. The cards are great, the cardboard components are equally great, and I know we were provided with examples of the Kickstarter exclusive add-on metal coins, but I certainly would spring for them. These coins are the real deal and just feel amazing to handle. I know the dice will be different upon a successful campaign, as stickered dice simply will not hold up to many plays (and I see on the KS page that the d4s will have numbers ON TOP, which is where they should be). So once all is said and done, I believe this will be a beautiful, if not dark, game with excellent components and art style.
I mentioned in my open that this game reminds me of bits of other classic games. Perhaps you were able to discern these in my description, but here are my thoughts. I enjoy dice-based hidden-role games like BANG! The Dice Game. Cult of the Deep feels similar in that players may suss out roles of other players simply by attacking them until roles are revealed or cultists slain. This is not the ideal strategy, as I have been repeatedly told by my wife, but it certain is effective. What is improved here is that players come back as Wraiths and really are not ever out of the game. This is very good, as I usually am the player who is ganged up on and first to exit any game of this type.
Secondly, rolling dice and then committing them to certain areas of the game feels extremely reminiscent of the classic Biblios. Biblios uses cards and each turn the different areas MUST be committed to, but here again Cult of the Deep improves on this mechanic by allowing the player to choose every location to which they wish to commit their dice. Maybe every turn a player will commit daggers to one player (more than likely the High Priest), or certain dice faces to heal another player, but it is not necessary, and always being aware of what faces the Rituals need to progress will also dissuade players from ganging on one player each turn.
I didn’t mention it in my description, but each player is also given a Sigil card that can be used once per game, and they are especially powerful. Having so many choices available during a turn, or even during other players’ turns makes this game unique and incredibly enjoyable.
If you are looking for a game that has that Cthulhu-esque theme, hints of other classic game mechanics, and a deluxe look, then Cult of the Deep is certainly highly recommended. It is a notch more difficult than BANG! The Dice Game, and utilizes Biblios’s resource allocation mechanic better, thus creating a great blend of each. I do think you should check out the Kickstarter campaign ending Wednesday, March 3, 2021 to back it and add it to your collection. Obviously, this isn’t for everyone, but if you have read this far, I will assume at least a small measure of interest. I believe it will be a great game to have available for the right group of people who can handle the theme and don’t mind dying and becoming a character in Lord of the Rings.
Cult of the Deep is a dice-driven, fantasy horror, hidden role game with similarities to some classic games. In it players will be donning the personas (personae?) of cultists with different roles and agendas. Players will be forming alliances with other cultists of unknown roles and possibly having their character perish and return to play as a Wraith with a totally new agenda. Each cultist’s role will have their own victory conditions to fulfill and the game ends once a player (or players) have fulfilling their victory conditions.
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
Setup involves placing out the Altar Boards and Ritual Cards upon them. Players will also receive one Role, Character, Sigil, and Reference Card to use during play. Players will reveal their Character Cards and collect enough Life Tokens to equal what is shown upon these cards. Each set of dice and the coins are to be set on the table within reach. The player who received the High Priest Role Card reveals it, takes extra Life Counters, and becomes the first player. They take five Cultist Dice and the game may begin!
Each turn is divided into four phases: Roll, Commit, Response, Resolve. During the Roll phase the active player will roll five dice, and any dice may be re-rolled another two times. Once all re-rolls are complete or the player decides to stop, they will take each die and Commit them to other players, altars, or themselves. For example, if the player rolls two blood drop icons they may wish to heal themselves by two, so they can commit these dice to themselves. Should this player also have rolled any dagger icons they may commit these dice to other players in order to attack them for one life per icon. If any player has a special ability that can be enacted during the Response phase, they must now use it. One such ability may be turning a one-dagger icon into a two-dagger icon, or other abilities. Once all players have had a chance to activate any abilities during this phase, the dice must now be Resolved in any order of the active player’s choosing. So now the player can regain life counters (or even surpass their starting life total), attack other players’ life points, or activate any Altar abilities if dice were placed on Ritual Cards on altars.
The Resolve phase is where the action happens, and can lead to some serious actions. Players can be killed, Rituals can be activated, and players can be healed. If a Ritual is completed (no more activation slots remaining) during this phase, the active player becomes the Keeper of the Ritual and collects its card from the altar to be used for an immediate effect, or an ongoing effect for the rest of the game. Should a player be slain, they may return to the game as a Wraith, and thus draws a Wraith card (shown below) to now represent their altered state. Wraiths play the game differently, as they will not be able to commit any dice during their turn, but rather have their dice to be used during other cultists’ Response phases.
Play continues in this fashion of taking turns around the table until victory conditions have been met for a player or group of players. The game may be over, but the lasting effects of the results will remain in each player’s heart for some time.
Components. Again, this is a prototype copy of the game, so not all components are as they will be in the finished version. That said, we received an excellent prototype copy of the game. The cards are great, the cardboard components are equally great, and I know we were provided with examples of the Kickstarter exclusive add-on metal coins, but I certainly would spring for them. These coins are the real deal and just feel amazing to handle. I know the dice will be different upon a successful campaign, as stickered dice simply will not hold up to many plays (and I see on the KS page that the d4s will have numbers ON TOP, which is where they should be). So once all is said and done, I believe this will be a beautiful, if not dark, game with excellent components and art style.
I mentioned in my open that this game reminds me of bits of other classic games. Perhaps you were able to discern these in my description, but here are my thoughts. I enjoy dice-based hidden-role games like BANG! The Dice Game. Cult of the Deep feels similar in that players may suss out roles of other players simply by attacking them until roles are revealed or cultists slain. This is not the ideal strategy, as I have been repeatedly told by my wife, but it certain is effective. What is improved here is that players come back as Wraiths and really are not ever out of the game. This is very good, as I usually am the player who is ganged up on and first to exit any game of this type.
Secondly, rolling dice and then committing them to certain areas of the game feels extremely reminiscent of the classic Biblios. Biblios uses cards and each turn the different areas MUST be committed to, but here again Cult of the Deep improves on this mechanic by allowing the player to choose every location to which they wish to commit their dice. Maybe every turn a player will commit daggers to one player (more than likely the High Priest), or certain dice faces to heal another player, but it is not necessary, and always being aware of what faces the Rituals need to progress will also dissuade players from ganging on one player each turn.
I didn’t mention it in my description, but each player is also given a Sigil card that can be used once per game, and they are especially powerful. Having so many choices available during a turn, or even during other players’ turns makes this game unique and incredibly enjoyable.
If you are looking for a game that has that Cthulhu-esque theme, hints of other classic game mechanics, and a deluxe look, then Cult of the Deep is certainly highly recommended. It is a notch more difficult than BANG! The Dice Game, and utilizes Biblios’s resource allocation mechanic better, thus creating a great blend of each. I do think you should check out the Kickstarter campaign ending Wednesday, March 3, 2021 to back it and add it to your collection. Obviously, this isn’t for everyone, but if you have read this far, I will assume at least a small measure of interest. I believe it will be a great game to have available for the right group of people who can handle the theme and don’t mind dying and becoming a character in Lord of the Rings.
Connor Sheffield (293 KP) rated Vikings in TV
Feb 4, 2018
Somewhat historically accurate (2 more)
Visually Compelling
Gripping drama that keeps you wanting more
One of my favourite shows of all time
Vikings, for the first 3 seasons, tells the story of the rise to power of the legendary Ragnar Lothbrok, though the character himself in reality, despite being written about in sagas and poems from that era, remains a mystery to historians to this day.
In the show, Ragnar Lothbrok is portrayed by Travis Fimmel, who is fantastic in any role he has taken from what I have seen of his work. As Ragnar he excels at portraying many aspects of the character, from a loving father, to a fierce warrior. Though you still believe that he has nothing but the best intentions for his people, as well as himself. He is a somewhat difficult man to read as he may seem selfish at time, and yet his actions help the people around him, whilst other times, his actions may appear to be for the benefit of others, when really it is an act of selfishness. No matter what he does though, he does it well.
However, there is more to this show that just Ragnar Lothbrok. There is his wife, Lagertha, a famous shield maiden portrayed by Katheryn Winnick, who is able to achieve the same talent as Fimmel, by portraying the many sides to the character she plays. She is a loving mother, wife, though sometimes troubled, but at the end of the day, she is a badass. A strong female protagonist with a lot to gain and a lot to lose. Her story unfolds more from season 2 onwards and it is one that keeps you on edge, wanting to know what the future holds for Lagertha. Sadly, we have no seers to tell us what the gods have in store for her, we can only watch in suspense as the events unfold.
Then there are the Sons of Ragnar, who in later seasons, become the pinnacle of the show. The main focus, that will shape the future of what the show will become. All of them are incredible actors who portray their characters to the best they can be. My two favourites, are Bjorn Ironside, portrayed by Alender Ludwig, and Ivar The Boneless, portrayed by Alex Høgh Andersen. Both of these young actors excel in creating the best of their characters. Bjorn being the eldest of Ragnars sons, is the one you may become attached to most as he is there from the very beginning, portrayed at first by the young, Nathan O'Toole. In season 2 however, Bjorn is growing into a tall and strong young man, and this is where Ludwig excels. You believe that he is still young and blind from the world as it truly is, but enough so that you can believe that he is willing to learn more and like his father, wishes to know as much as he can about the world.
Ivar on the other hand, is brilliant for his own reason. Andersen's portrayal is fierce, creepy and brutal. He portrays a young man who is willing to overcome any obstacle including his own disability, to prove himself as a great warrior, and a force to be reckoned with. His constant anger is always on display as well, even when he is happy. You can see just from the expressions on his face, that he has so much going through his mind. So much cunning and so much emotion that he does not show. He is phenomanal in his role.
Though there are many other characters and actors to talk about such as Gustaf Skarsgard, who's brother, Bill, recently became notorious for his role as the new updated remake of Pennywise the Clown in IT (2017), as well as Clive Standen as Rollo, Ragnar's brother who is always dancing between loyalty and betrayal. Every cast member in this show is brilliant in what they have achieved with their characters and you will come to enjoy all of them.
The visuals of the show are stunning, with lots of blood and gore, comes a historically accurate representation of the lives and locations of the Vikings of that era. From visions, to battles, to drama. The visual effects keep you entranced and bring the story to life, which makes this show so incredible in my opinion. The best part, is that with each season and each episode, the story and visuals get better and better and leave you wanting more.
The show overall, is brilliant, and I have watched it many times over from the beginning, and it never gets boring. I love the historical accuracy mixed with fantasy elements and drama, which keep it interesting, but more importantly I how the show makes the audience feel. I have felt saddened, shocked and joyful throughout this show as it brilliantly allows each character to grow and flourish into the best they can be. It leaves you in suspense of what it is to come and when the show ends, I shall be very sad, but I have high hopes that they end the show with as much power as they put in each episode from the very beginning. I will continue to watch this show multiple times with each season as I wait for the next to be released. I am on my third run through of the show whilst waiting for part 2 of season 5. As I said before, it just keeps getting better.
In the show, Ragnar Lothbrok is portrayed by Travis Fimmel, who is fantastic in any role he has taken from what I have seen of his work. As Ragnar he excels at portraying many aspects of the character, from a loving father, to a fierce warrior. Though you still believe that he has nothing but the best intentions for his people, as well as himself. He is a somewhat difficult man to read as he may seem selfish at time, and yet his actions help the people around him, whilst other times, his actions may appear to be for the benefit of others, when really it is an act of selfishness. No matter what he does though, he does it well.
However, there is more to this show that just Ragnar Lothbrok. There is his wife, Lagertha, a famous shield maiden portrayed by Katheryn Winnick, who is able to achieve the same talent as Fimmel, by portraying the many sides to the character she plays. She is a loving mother, wife, though sometimes troubled, but at the end of the day, she is a badass. A strong female protagonist with a lot to gain and a lot to lose. Her story unfolds more from season 2 onwards and it is one that keeps you on edge, wanting to know what the future holds for Lagertha. Sadly, we have no seers to tell us what the gods have in store for her, we can only watch in suspense as the events unfold.
Then there are the Sons of Ragnar, who in later seasons, become the pinnacle of the show. The main focus, that will shape the future of what the show will become. All of them are incredible actors who portray their characters to the best they can be. My two favourites, are Bjorn Ironside, portrayed by Alender Ludwig, and Ivar The Boneless, portrayed by Alex Høgh Andersen. Both of these young actors excel in creating the best of their characters. Bjorn being the eldest of Ragnars sons, is the one you may become attached to most as he is there from the very beginning, portrayed at first by the young, Nathan O'Toole. In season 2 however, Bjorn is growing into a tall and strong young man, and this is where Ludwig excels. You believe that he is still young and blind from the world as it truly is, but enough so that you can believe that he is willing to learn more and like his father, wishes to know as much as he can about the world.
Ivar on the other hand, is brilliant for his own reason. Andersen's portrayal is fierce, creepy and brutal. He portrays a young man who is willing to overcome any obstacle including his own disability, to prove himself as a great warrior, and a force to be reckoned with. His constant anger is always on display as well, even when he is happy. You can see just from the expressions on his face, that he has so much going through his mind. So much cunning and so much emotion that he does not show. He is phenomanal in his role.
Though there are many other characters and actors to talk about such as Gustaf Skarsgard, who's brother, Bill, recently became notorious for his role as the new updated remake of Pennywise the Clown in IT (2017), as well as Clive Standen as Rollo, Ragnar's brother who is always dancing between loyalty and betrayal. Every cast member in this show is brilliant in what they have achieved with their characters and you will come to enjoy all of them.
The visuals of the show are stunning, with lots of blood and gore, comes a historically accurate representation of the lives and locations of the Vikings of that era. From visions, to battles, to drama. The visual effects keep you entranced and bring the story to life, which makes this show so incredible in my opinion. The best part, is that with each season and each episode, the story and visuals get better and better and leave you wanting more.
The show overall, is brilliant, and I have watched it many times over from the beginning, and it never gets boring. I love the historical accuracy mixed with fantasy elements and drama, which keep it interesting, but more importantly I how the show makes the audience feel. I have felt saddened, shocked and joyful throughout this show as it brilliantly allows each character to grow and flourish into the best they can be. It leaves you in suspense of what it is to come and when the show ends, I shall be very sad, but I have high hopes that they end the show with as much power as they put in each episode from the very beginning. I will continue to watch this show multiple times with each season as I wait for the next to be released. I am on my third run through of the show whilst waiting for part 2 of season 5. As I said before, it just keeps getting better.
Hadley (567 KP) rated On Fire: a Teen Wolf Novel in Books
Feb 3, 2020
Favorite TV show (1 more)
Great side story
Nancy Holder is known in the literary world for her novel adaptations of TV shows, such as Buffy the Vampire Slayer and Smallville, which has made her the go-to author for popular teen shows. With her ability to mesh together a story with what is going on within the TV show, I'm not surprised that she was picked to adapt MTV's 'Teen Wolf' into a novel. Having only read this book by her, On Fire: a Teen Wolf Novel, is definitely a successful must-read for fans of the show.
Do you need to have watched the show to understand what is going on in the novel? Yes, because the book does backtrack, but unless you've watched at least season one, you will have no idea what is going on. But if you have watched the first season, On Fire will fill in the small gaps that was left out of the TV show's story without losing the characteristics of our favorite cast members.
This is a 'young adult' book, so you can expect the usual tropes like teen drama and romance - - - if you can get past that, the story can be enjoyable. The main characters are different enough to keep interest going, there are werewolves, and some men with guns. But I do have to say that I felt Allison's character was flat and boring in 'On Fire.'
The story gets underway when the main character, Scott, finds out that his girlfriend's best friend's boyfriend, Jackson, has gone missing. Scott and his girlfriend, Allison, decide to go look for him at the last place his phone's GPS blinked at, but Scott is using this just as an excuse to hang out with his girlfriend because Jackson is a sworn enemy of his. As I have said, if you haven't at least watched season one of MTV's Teen Wolf, you'll be pretty lost in the beginning of the story because there are no introductions to these characters, since it seems Holder was writing this specifically for fans of the TV show (I am a huge fan of the series, and highly recommend it to people who love mythical creatures, such as werewolves and banshees).
On the other side of the story, viewers of the show get to see Derek Hale and Kate Argent's backstory, which Derek is a werewolf and Kate is a werewolf hunter, the two had a quick romance, but it turned out to be a lie on Kate's side. This side of the story will make fans of the show happy because the series only gave hints towards the fake romance between the two characters, while Holder shows us exactly what happened. From Derek meeting Kate when he is only 17-years-old, and she older, to her burning the Hale household to the ground with most of Derek's family inside of it--- because she hunts werewolves, of course.
Meanwhile, both Derek and Scott have been having nightmares about an Alpha wolf, that seems to either want both of them dead or to join his pack. Worse of all, Scott and Derek both end up at the forest preserve that the dreams took place in, which both feel another wolf presence while being there. Since they both sense this, they start to wonder if Jackson's disappearance is a trap set by the Alpha.
During all of this, Jackson's girlfriend, Lydia, and his best friend Danny, are also searching for Jackson or any clue as to why he suddenly disappeared, which this has nothing to do with what actually happens to Jackson in the TV series. I think the best parts of this book are the scenes without Scott and Allison, who spend the majority of the time trying to make-out while doing a half-ass job searching for the lost friend. As I said before, if you can get past the teen romance, the story is actually really good. Especially my favorite character, Stiles, who had the best description in the entire book: "Life in his[Stiles] head was accompanied by the soundtrack of a small, eternal, dull ache, but word was that would go away after a few decades."
If you have watched the show, you'll be glad to know that this book isn't just an adaptation of season two--- this one has a different story in it that wasn't in the show. Without giving too much away, we get a different glimpse of Jackson's personality and problems he has dealt with much of his life. The book isn't a necessary read for fans, but it gives us a little bit more of the Teen Wolf world to read about, such as introductions of new characters (like a high school girl named Cassie), who never made it to the TV series. While reading this book, it can tempt readers to go back or even start watching the MTV series. I warn you, though, once you start watching, you won't be able to stop. Binge fest anyone?
There were a few inconsistencies, and a whole lot of typos--- whoever the editor was, was apparently not paying attention, but the story is good and the characters are unique. I recommend this to people who have watched the series, and to those who love mythical creatures. But I do wholeheartedly recommend you watch season one before attempting to read this novel, otherwise, you will be lost!
For more paranormal and fantasy book reviews, check out my blog at GoreAndTea.com
Do you need to have watched the show to understand what is going on in the novel? Yes, because the book does backtrack, but unless you've watched at least season one, you will have no idea what is going on. But if you have watched the first season, On Fire will fill in the small gaps that was left out of the TV show's story without losing the characteristics of our favorite cast members.
This is a 'young adult' book, so you can expect the usual tropes like teen drama and romance - - - if you can get past that, the story can be enjoyable. The main characters are different enough to keep interest going, there are werewolves, and some men with guns. But I do have to say that I felt Allison's character was flat and boring in 'On Fire.'
The story gets underway when the main character, Scott, finds out that his girlfriend's best friend's boyfriend, Jackson, has gone missing. Scott and his girlfriend, Allison, decide to go look for him at the last place his phone's GPS blinked at, but Scott is using this just as an excuse to hang out with his girlfriend because Jackson is a sworn enemy of his. As I have said, if you haven't at least watched season one of MTV's Teen Wolf, you'll be pretty lost in the beginning of the story because there are no introductions to these characters, since it seems Holder was writing this specifically for fans of the TV show (I am a huge fan of the series, and highly recommend it to people who love mythical creatures, such as werewolves and banshees).
On the other side of the story, viewers of the show get to see Derek Hale and Kate Argent's backstory, which Derek is a werewolf and Kate is a werewolf hunter, the two had a quick romance, but it turned out to be a lie on Kate's side. This side of the story will make fans of the show happy because the series only gave hints towards the fake romance between the two characters, while Holder shows us exactly what happened. From Derek meeting Kate when he is only 17-years-old, and she older, to her burning the Hale household to the ground with most of Derek's family inside of it--- because she hunts werewolves, of course.
Meanwhile, both Derek and Scott have been having nightmares about an Alpha wolf, that seems to either want both of them dead or to join his pack. Worse of all, Scott and Derek both end up at the forest preserve that the dreams took place in, which both feel another wolf presence while being there. Since they both sense this, they start to wonder if Jackson's disappearance is a trap set by the Alpha.
During all of this, Jackson's girlfriend, Lydia, and his best friend Danny, are also searching for Jackson or any clue as to why he suddenly disappeared, which this has nothing to do with what actually happens to Jackson in the TV series. I think the best parts of this book are the scenes without Scott and Allison, who spend the majority of the time trying to make-out while doing a half-ass job searching for the lost friend. As I said before, if you can get past the teen romance, the story is actually really good. Especially my favorite character, Stiles, who had the best description in the entire book: "Life in his[Stiles] head was accompanied by the soundtrack of a small, eternal, dull ache, but word was that would go away after a few decades."
If you have watched the show, you'll be glad to know that this book isn't just an adaptation of season two--- this one has a different story in it that wasn't in the show. Without giving too much away, we get a different glimpse of Jackson's personality and problems he has dealt with much of his life. The book isn't a necessary read for fans, but it gives us a little bit more of the Teen Wolf world to read about, such as introductions of new characters (like a high school girl named Cassie), who never made it to the TV series. While reading this book, it can tempt readers to go back or even start watching the MTV series. I warn you, though, once you start watching, you won't be able to stop. Binge fest anyone?
There were a few inconsistencies, and a whole lot of typos--- whoever the editor was, was apparently not paying attention, but the story is good and the characters are unique. I recommend this to people who have watched the series, and to those who love mythical creatures. But I do wholeheartedly recommend you watch season one before attempting to read this novel, otherwise, you will be lost!
For more paranormal and fantasy book reviews, check out my blog at GoreAndTea.com
Purple Phoenix Games (2266 KP) rated Wicked & Wise in Tabletop Games
Jul 20, 2021
Who here has only thought of dragons as fearsome fire-breathing beasts of flight in fantastical worlds of magic and whimsy? I probably would be among you, if not for the cutey little Leafy Sea Dragons in our own world. That aside, not many would guess that dragons are actually smooth businesscreatures who employ simple, yet very professional, hordes of mice as their personal accountants. I guess you just don’t know what you don’t know. So thank you to designer Fertessa Allyse for cluing us all in on the inner workings of draconic wealth management.
Wicked & Wise is a trick-taking game where players belong to teams of dragon/mouse-kind bent on epic games of cards upon which they wager and win treasures and gold. Think you know Euchre? Well this is Euchre with purpose!
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
Setup is different for each play count from two to six players. For this review, we have tackled the two-player version that uses an open-handed ghost-Mouse player. Separate all card types and place them in decks, per the rules. Each Dragon player will receive 10 basic cards for their hands, and the ghost-Mouse player will be dealt five cards face-up between both players. The starting player is determined and given the Lead Token, which in this prototype copy, is a 3d-printed white dragon (amazing). Each player (or team if playing with more players) also chooses their Goal card for the round and a Table Talk card in use for the entire game. There are more rules for setup, but this is the general idea.
Generally speaking, Wicked & Wise is played like a normal trick-taking game with several embellishments. One such is that the leading Dragon will play the first card to set the trump suit, then the other Dragon(s) will play their card to follow. Once all Dragons have played, the Mouse players will play their one card in the same team order the Dragons followed. The Dragons’ cards are all played for the suit and numeric value, as in Euchre, but the Mouse cards are played for their special abilities printed at the bottom of each card. These abilities could include drawing cards and passing them to their Dragon teammate, or choosing to take some Gold, or discarding and redrawing more basic cards. Oh, but here is the kicker – the Dragons now get another card they may play to help tip the odds and win the trick! I am no master of Euchre (or any trick-taking game for that matter), but I know I have never seen this in any game I have ever played. Two opportunities to play a card to win the trick? Excellent.
The round Goal cards are now consulted to see if the teams achieved their chosen Goal for the round. If successful, the team takes the reward printed. If not, they lose half the amount, rounded down. Afterward, the Cleanup actions will reset hand sizes and get the table ready to play the next round. The winning team is they who are able to amass the largest collection of Gold over the course of the three rounds of play. Games can last anywhere from 30 to 60 minutes per my plays, and they get faster with more experience and more focused players.
Components. Again, this is a prototype copy of this game. That said, I am absolutely impressed with how far along this game seems to be at this point. The art is mostly complete and it is simply amazing. Beth Sobel has always received high praise from us here, and never disappoints on anything she touches. I think the cards have a great look to them, and the suits are differentiated not only by color, but also by iconography – a boon for our colorblind gamer friends. I am very excited to see where the components end up at the end of the Kickstarter campaign for sure.
Euchre has always been one of my favorite games, and it is something I can play with any type of teammate or opponent. I learned how to play on a bus in France in college and will always accept an invitation to play it. So to have a themed version of Euchre to play that also adds so many interesting new decisions and teammate roles and physical score-keeping components just hits on every level. The theme and game are not necessarily securely tied together – I think those that are opposed to a fantasy setting can easily enjoy the game or simply re-theme it themselves to almost anything.
This one is a sneaky little game that pulls you in and keeps you interested throughout its entirety, and that is a mark of a great game for me. Once game nights can get back to normal soon (I hope) I can see this coming out to the table quite often. If you are in the market for a swole Euchre replacement (or extremely fun side session for the die-hards), then I recommend you take a look at Wicked & Wise. It adds so many great new ideas to keep an old standard fresh and tasty. Do consider backing it on Kickstarter when it launches in August, and let’s see if we can get Carla to drop an image of the Lead Player Token they are planning.
Wicked & Wise is a trick-taking game where players belong to teams of dragon/mouse-kind bent on epic games of cards upon which they wager and win treasures and gold. Think you know Euchre? Well this is Euchre with purpose!
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
Setup is different for each play count from two to six players. For this review, we have tackled the two-player version that uses an open-handed ghost-Mouse player. Separate all card types and place them in decks, per the rules. Each Dragon player will receive 10 basic cards for their hands, and the ghost-Mouse player will be dealt five cards face-up between both players. The starting player is determined and given the Lead Token, which in this prototype copy, is a 3d-printed white dragon (amazing). Each player (or team if playing with more players) also chooses their Goal card for the round and a Table Talk card in use for the entire game. There are more rules for setup, but this is the general idea.
Generally speaking, Wicked & Wise is played like a normal trick-taking game with several embellishments. One such is that the leading Dragon will play the first card to set the trump suit, then the other Dragon(s) will play their card to follow. Once all Dragons have played, the Mouse players will play their one card in the same team order the Dragons followed. The Dragons’ cards are all played for the suit and numeric value, as in Euchre, but the Mouse cards are played for their special abilities printed at the bottom of each card. These abilities could include drawing cards and passing them to their Dragon teammate, or choosing to take some Gold, or discarding and redrawing more basic cards. Oh, but here is the kicker – the Dragons now get another card they may play to help tip the odds and win the trick! I am no master of Euchre (or any trick-taking game for that matter), but I know I have never seen this in any game I have ever played. Two opportunities to play a card to win the trick? Excellent.
The round Goal cards are now consulted to see if the teams achieved their chosen Goal for the round. If successful, the team takes the reward printed. If not, they lose half the amount, rounded down. Afterward, the Cleanup actions will reset hand sizes and get the table ready to play the next round. The winning team is they who are able to amass the largest collection of Gold over the course of the three rounds of play. Games can last anywhere from 30 to 60 minutes per my plays, and they get faster with more experience and more focused players.
Components. Again, this is a prototype copy of this game. That said, I am absolutely impressed with how far along this game seems to be at this point. The art is mostly complete and it is simply amazing. Beth Sobel has always received high praise from us here, and never disappoints on anything she touches. I think the cards have a great look to them, and the suits are differentiated not only by color, but also by iconography – a boon for our colorblind gamer friends. I am very excited to see where the components end up at the end of the Kickstarter campaign for sure.
Euchre has always been one of my favorite games, and it is something I can play with any type of teammate or opponent. I learned how to play on a bus in France in college and will always accept an invitation to play it. So to have a themed version of Euchre to play that also adds so many interesting new decisions and teammate roles and physical score-keeping components just hits on every level. The theme and game are not necessarily securely tied together – I think those that are opposed to a fantasy setting can easily enjoy the game or simply re-theme it themselves to almost anything.
This one is a sneaky little game that pulls you in and keeps you interested throughout its entirety, and that is a mark of a great game for me. Once game nights can get back to normal soon (I hope) I can see this coming out to the table quite often. If you are in the market for a swole Euchre replacement (or extremely fun side session for the die-hards), then I recommend you take a look at Wicked & Wise. It adds so many great new ideas to keep an old standard fresh and tasty. Do consider backing it on Kickstarter when it launches in August, and let’s see if we can get Carla to drop an image of the Lead Player Token they are planning.