David McK (3425 KP) rated Grail Knight: (Outlaw Chronicles, #5) in Books
Jan 30, 2019
At the start of this, Alan is newly married and enjoying life in his new manor with his wife. It's not long, however, before he is thrust back into action when word comes that The Knights Templar are holding himself responsible for gold stolen (by Robin, in a previous novel - possibly [b:King's Man|943289|King's Man (Viking, #3)|Tim Severin|https://d.gr-assets.com/books/1328870438s/943289.jpg|928226]) as it was his promissary note that Robin copied and forged.
Following the burning down of his manor, and with the failing health of his wife who is carrying his unborn child, Alan, Robin and a bunch of assorted misfit companions go off in search of that most medieval of all legends: the Holy Grail itself. In Alan's case, he hopes it can save his wife; in Robin's case: well, he's just after the money!
Another solid entry, even if (to my mind) none have been as strong as [b:Outlaw|17333533|Outlaw|Ted Dekker|https://d.gr-assets.com/books/1364009572s/17333533.jpg|24064806].
Merissa (12051 KP) rated Taming My Whiskey (The Whiskeys: Dark Knights at Peaceful Harbor #6) in Books
Nov 19, 2019
I love dipping into this world. The Dark Knights and their ladies are always a delight, and Dixie and Jace are no exception. Jace is a strong man, who thinks he has all he needs. He's had his eyes on Dixie for years but hasn't made a move due to her being his friend's little sister. Now she is all grown up (and has been for a while!) and is not prepared to settle for second best in any part of her life.
This was written in the same high-class standard I have come to expect from Melissa Foster, with plenty of quips and snark to keep me amused. Emotions also ride high in this book, from that leaping-off-the-page attraction to the steam that rose from my kindle when they got together.
I adored this story and all the cameos given by the others. I love Melissa Foster's writing, and can't wait to see what comes next. Absolutely recommended by me.
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Purple Phoenix Games (2266 KP) rated Of Knights & Ninjas in Tabletop Games
Jan 23, 2020
Of Knights & Ninjas is a card game about claiming enough treasure to ascend to kinghood and rule all the lands. You can accomplish this by sending forces to your opponents’ realms and stealing their glorious gems. The first lord to amass 10 gems will have sufficient wealth to assume the kinghood and rule all realms!
DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and the final components may be different from these shown. Also, it is not my intention to detail every rule in the game, but to give our readers an idea of how the game plays. If you would like to read the rulebook in full, you may visit the publisher’s website, purchase the game through the publisher, back the game through the Kickstarter campaign, or through any retailers stocking it after fulfillment. -T
To setup, each player will take five gems of their preferred color in front of them. Shuffle the large deck of cards, and deal each player four cards (this rule was updated after our play-throughs). You are now ready to play!
On your turn, you will draw two cards from the deck (unless it’s the first draw of the game – that player will draw just one). You must now play a card to the table or discard a card from your hand. Cards that you can play from your hand will each have different abilities, and thankfully the designer will be providing a reference sheet for these, as there are many cards with wildly different abilities. This is also why I will not be explaining the entire rulebook.
Typically you will be able to play Fortify cards (castles, archers), Attack cards (knights, ninjas, etc), Respond cards, and Special cards (minstrels, jesters, etc). Fortify cards protect your gems from certain Attack cards, like an Archer only being able to attack another Archer, or a Dragon being able to attack a Castle – but not if an Archer is stationed there (logic). Although, a Ninja can scale a Castle wall, and a Catapult can destroy a Castle altogether (but not that pesky Archer that happens to be sitting on top)…
Attack cards are just that: they Attack. Each Attack card will show a number in a starburst icon in the upper right hand corner that signifies how many gems they are able to steal. Once an opponent is declared and an Attack card played, let’s say a 1-power Peasant, the defender may then play a card with the Respond keyword (which will also have a starburst number) to offset the number of stolen gems. If the attacker chooses, they may continue playing Attack cards against the same opponent in order to draw out all the Respond cards and come away with some sweet, sweet gems.
But maybe once all is said and done, and gems are about to change hands, another opponent plays a Special card – a Highwayman, for example. These characters will steal all the gems that are about to change hands (as if he was robbing the gem carriage en route to the new owner). But then again, perhaps yet ANOTHER opponent plays a Highwayman as well, and steals those gems a second time! You just never know when these Special cards will come out and how they may affect the best laid plans.
Play continues in this fashion until one player has amassed the 10 gems they require to win the game!
Components. Again, we were provided a prototype copy of this game, and we understand that components can change during the course of a successful Kickstarter campaign. That said, this game is a ton of cards and some plastic gem pieces. The art is stellar – cartoony, but whimsical and fun. The card layouts make sense and are very easy to read and understand. The gems are colorful and fun to play with. I only have one concern/suggestion/wish for the components here. I wish the individual card’s abilities were somehow printed on the cards themselves. That would alleviate the need for a reference sheet, but it would then detract from the cute art on the cards. So, maybe that wouldn’t be so great after all. I’m torn on that.
All in all, this game is super fun to play. It will be chaotic one moment, and strategically tense the next. Being able to whittle an opponent’s hand down to nothing and then slapping them with a King card to steal a huge chunk of gems is just so sneakily satisfying. Or sending your Ninja to infiltrate their unArchered (I know it’s not a word) Castle and slither away with the goods. Don’t get too attached to your gems, because you may find yourself without for several rounds. You can always rebuild, but make haste as your opponents will keep you down if you let them.
If you are a fan of games that are cute, fun, and relatively quick with a quirky, but light-hearted theme, then definitely check this one out.
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