Purple Phoenix Games (2266 KP) rated Talisman: Kingdom Hearts in Tabletop Games
Dec 10, 2020
In Talisman Kingdom Hearts (which I will now call simply Talisman for this review) players will be taking on roles of Kingdom Hearts characters to traverse the world with the ultimate goal of reaching the Door to Darkness and sealing it forever. The player who seals the Door ends the game, but it does not necessarily mean they will win this semi-cooperative-but-mostly-competitive roll-and-move game.
DISCLAIMER: We were provided a copy of this game for the purposes of this review. This is a retail copy of the game, so what you see in these photos is exactly what would be received in your box. I do not intend to cover every single rule included in the rulebook, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy online or from your FLGS. -T
To setup, follow the instructions in the rulebook. Each player will either be dealt a character at random or may choose from the 11 characters in the box. The gigantic board goes wherever it will fit on the table, and the decks of cards are to be shuffled and stacked nearby. The Object cards will be separated by type and placed face-up near the face-up pile of Keyblade cards. Players will adjust their Stat Dials to match the starting stats printed on their character card and the game is ready to begin!
Talisman is a game played over a series of many very quick turns. Each turn is comprised of two phases: Movement and Encounters. During the Movement phase within the Outer and Middle Regions the active player will roll 1d6 and decide to move clockwise or counter-clockwise that many spaces around the board. Once within the Inner Region players will move one space at a time and no longer need to roll. Once a player lands on a space they will have Encounters while stopping.
Encounters on a space may involve several cards in play. Spaces on the board will have written instructions or merely iconography to instruct players what to do on each space. If drawing an Adventure Card from the deck, the active player may come across enemies to fight, followers to recruit, or even items to help in their journeys.
Combat is pretty slick and easy in the game: the player has a base Strength or Magic stat on their dials to which is added the result of a die roll. Compare this to the enemy’s matching base stat plus their roll. The larger result wins the combat. The player takes the enemy card as a trophy when they win, and loses a Health value when they lose and the enemy typically stays on the board space until defeated.
Play continues in this way (with a few more surprises along the way that I will have you play to discover on your own) of taking turns moving and encountering spaces until one player seals the Door to Darkness. Players are then awarded VP for various numbers of cards, where they end up on the board, stat differentials, and other means. The player with the most VP wins the game!
Components. This is a large box and comes with several different types of components. The first is a monstrously-sized game board that takes up a lot of space. That’s not at all bad, but it is certainly a busy board. There is so much information and artwork on the board, and also may have tokens set upon it to be linked to cards on the table. With over 200 cards in the box along with player character cards, stat dials, and 11 plastic minis you get a lot in the box for your money. I would say that all of the components are of excellent quality and I have no qualms with any of them aside from the very large and very busy main board.
I have some good and bad news here. First the bad. This plays somewhat similarly to a game I happen to have very lukewarm feelings for: Jim Henson’s Labyrinth. In both games players are rolling a die and deciding which direction to travel in order to have an encounter on the space. Combat is decided primarily by stats and die rolls with only the Fate tokens in Talisman to assist with a re-roll of one die. Combine that with the frustration of needing to land exactly on a space on the board in order to progress to the next Region inward and players may be volleying themselves back and forth trying to roll just the right number to hop into the Middle or Inner Regions.
That all said, I still do enjoy this game. Yes, I like it because of the art and the theme. I have always said that I prefer my games to have great art and a great theme before I start to care about mechanics and other attributes. This is a case in point. I love the look of the game, the table presence, the Kingdom Hearts IP, and I typically do not gravitate toward roll-and-move games. But, there is enough in Talisman that it keeps me interested in playing more and more. I will eventually be able to play with all of the different characters to experience their own unique special abilities and select a character with whom I most relate. I think I will enjoy that journey.
I can also play this game with my wife pretty readily, and that is a huge positive for me. I know that in time my children will be able to play this game without much arm-twisting as well as we are a huge Disney household. The rules are relatively light, and the rulebook does a great job of breaking everything down. That said, Purple Phoenix Games gives this one a hybridized and limit broken 9 / 12. If you love the Kingdom Hearts IP, or the Talisman games, or even games to introduce to newer players, then you need to take a look at Talisman Kingdom Hearts. I am still discovering things in the game that I hadn’t noticed on previous plays and that keeps me coming back for more. You won’t feel the brain burn here but you will have a great time having Chip ‘n Dale, Dumbo, and Tinkerbell following you along your adventure.
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Jordan Binkerd (567 KP) rated The Scorpion King 3: Battle For Redemption (2012) in Movies
Oct 27, 2019
-The Mummy Returns: At the end of his life, the Scorpion King leads an army to take over and subjugate the world, aided by Anubis, which proves that the Egyptian gods are, you know, gods.
-The Scorpion King: Mathayus is ostensibly the last living Akkadian, and leads a revolt against an evil king who....wants to take over and subjugate the world. Some tragic irony there, knowing where he ends up.
-The Scorpion King II: Rise of a Warrior: There's a whole kingdom of Akkadians, and Mathayus leads a revolt against the general who killed both his father and the rightful King, usurping the throne. Given that just a decade or two later the entire race has been wiped out, maybe putting the rightful heir back on the throne didn't end well?
Which brings us to this movie, featuring numerous human characters with the names of the Egyptian pantheon (maybe named in homage to their gods, but it feels like the idea is that these men will be mistaken for God's by myth and legend) and doubles down on the "conquest is evil" theme. Mathayus has lost his queen and kingdom from the first film to plague, reduced to being a mercenary again. The action primarily happens in Egypt and.... Cambodia? Vietnam? Thailand? Somewhere around there, with little explanation of how the characters go that distance. This just makes the whole thing more inconsistent and convoluted. I shudder to think about the damage the next one will do....
Goddess in the Stacks (553 KP) rated We Hunt The Flame (Sands of Arawiya #1) in Books
Jul 23, 2019
These characters, and this setting, and this worldbuilding, and this plot...Faizal has blown me away with this book. There are twists I saw coming, and some I did not, so I'm not going to go into much detail about the plot, but Zafira and a few other people are searching for a magical artifact to restore magic to their kingdom, after it was locked away many years ago. I don't remember exactly how long it's been; Zafira can't remember having magic, but she does mention at one point that her mother was a healer. So sometime during her mother's lifetime? The kingdom has been cursed in the absence of magic, different curses for the different districts, and the Arz is a magical forest encroaching on the borders. Almost no one who goes into the Arz ever comes out again, so it's incredibly dangerous for anyone who isn't Zafira. Zafira has the unique ability to always know which direction she needs to go to reach her goal, and it's this ability that brings her to the attention of the Silver Witch, who sets her on the path to find the artifact. The artifact is, of course, on the enchanted island that serves as a prison for all the magical objects and creatures, so Zafira and her companions face all kinds of unknown dangers.
I really enjoyed basically everything about this book. There was character development, a touch of romance, a team learning to work as a team, secrets, magic, ancient evils, trauma and emotional work...just a lot. (Also enemies-to-lovers, if you're into that.) It is a brilliant epic fantasy, and I cannot WAIT for the second book. I need to know what happens! (It doesn't end on a cliffhanger, exactly, but things are definitely NOT. RESOLVED.)
You can find all my reviews and more at http://goddessinthestacks.com
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