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Naomi Forrest (42 KP) rated The Missing Barbegazi in Books
Jan 4, 2019
This is Helle Norup's debut novel and was featured as a Sunday Times Children's Book of the Year. It is magical and the perfect book to read as you curl up in your pyjamas with a cup of hot chocolate.
A Barbegazi, in case you are wondering as I did, is a type of Swiss mountain/snow elf with a long beard that can only live in freezing conditions and has a severe intolerance to iron. The story is told from the point of view of Tessa, a young skier and Gaiwon, a barbegazi who is hunting for his missing sister. No-one believes the barbegazi exist anymore except Tessa. The only other believer was her recently deceased opa (grandad) and a professor who wrote about them years before. The barbegazi, for their part, rescue humans who have been trapped and injured in avalanches, erasing their memories afterwards. They are extremely mistrusting of humans.
. Norup's passion for skiing, the Alps and magic are clear throughout the novel and I think this is what makes the story so captivating. I loved the development of Tessa from grieving for her grandfather and wanting everybody to believe he was right about the barbegazi to realising that fame and proving a point are less important than trust and friendship. She never wavers in her faith that the barbegazi still exist and is a headstrong and loveable character.
The highlight for me was definitely reading about the barbegazi themselves. I particularly love that despite being more than a hundred old, Gaiwon's parents still treat him like a child. I loved the argument between Gaiwon and his father as Gaiwon shouts "I cannot wait to get my own cave" and his father retorts: "You can build one right now. And take your sesquicentennial hormones with you." This highlights that Norup doesn't 'write down' to the target audience but includes wide ranging vocabulary, as well as her own inventions, such as 'potzblitz', an emphatic expression of the barbegazi.
There is peril throughout the book though this is very mild. Tessa learns that people are not always as trustworthy as they seem. I always love the text-book sections that punctuate the novel (see photo below), describing features and traits of the barbegazi. This is really effective with ambitious vocabulary for children and introduces them to another style of writing, combining fictive and non-fiction styles. The book is set between Boxing Day and New Year's Eve, that magical time when you don't know what day it really is and we are all enjoying the post-Christmas days where we live in our pyjamas, eat too much and don't really do much of anything except relax and catch up. It was simply the most perfect time to read this book and imagine I was in a gorgeous Alpine ski lodge, surrounded by magical folk who will keep me safe in the snow. This is a fantastic debut novel and I really can't wait to see what Norup offers up next. Thanks for making my Christmas even more magical, Helle!
A Barbegazi, in case you are wondering as I did, is a type of Swiss mountain/snow elf with a long beard that can only live in freezing conditions and has a severe intolerance to iron. The story is told from the point of view of Tessa, a young skier and Gaiwon, a barbegazi who is hunting for his missing sister. No-one believes the barbegazi exist anymore except Tessa. The only other believer was her recently deceased opa (grandad) and a professor who wrote about them years before. The barbegazi, for their part, rescue humans who have been trapped and injured in avalanches, erasing their memories afterwards. They are extremely mistrusting of humans.
. Norup's passion for skiing, the Alps and magic are clear throughout the novel and I think this is what makes the story so captivating. I loved the development of Tessa from grieving for her grandfather and wanting everybody to believe he was right about the barbegazi to realising that fame and proving a point are less important than trust and friendship. She never wavers in her faith that the barbegazi still exist and is a headstrong and loveable character.
The highlight for me was definitely reading about the barbegazi themselves. I particularly love that despite being more than a hundred old, Gaiwon's parents still treat him like a child. I loved the argument between Gaiwon and his father as Gaiwon shouts "I cannot wait to get my own cave" and his father retorts: "You can build one right now. And take your sesquicentennial hormones with you." This highlights that Norup doesn't 'write down' to the target audience but includes wide ranging vocabulary, as well as her own inventions, such as 'potzblitz', an emphatic expression of the barbegazi.
There is peril throughout the book though this is very mild. Tessa learns that people are not always as trustworthy as they seem. I always love the text-book sections that punctuate the novel (see photo below), describing features and traits of the barbegazi. This is really effective with ambitious vocabulary for children and introduces them to another style of writing, combining fictive and non-fiction styles. The book is set between Boxing Day and New Year's Eve, that magical time when you don't know what day it really is and we are all enjoying the post-Christmas days where we live in our pyjamas, eat too much and don't really do much of anything except relax and catch up. It was simply the most perfect time to read this book and imagine I was in a gorgeous Alpine ski lodge, surrounded by magical folk who will keep me safe in the snow. This is a fantastic debut novel and I really can't wait to see what Norup offers up next. Thanks for making my Christmas even more magical, Helle!
Purple Phoenix Games (2266 KP) rated Harsh Shadows in Tabletop Games
Apr 20, 2021
I am definitely a social gamer, but if there is one positive thing to come from the year 2020, it was rediscovering my love of playing solo games. So when Wonderspell reached out about previewing their newest casual solo card game, I was hooked! Taking on the role of a secret agent trying to track down an enemy spy? Yes please! Keep reading to find out more.
Disclaimer: We were provided a copy of this game for the purposes of this preview. The pictured components might not be finalized, and could differ after a successful Kickstarter campaign. -L
Harsh Shadows is a solo card game of hand management, grid movement, and deduction where you are an agent working to collect evidence necessary to apprehend an enemy spy. To setup for a game, randomly place the 9 Location cards in a 3×3 grid. Prepare the Discovery deck as described in the rules, place 1 face-down Discovery card to the right of each Location, and place the rest of the deck off to the side of the grid. Shuffle the Confiscated Item cards and deal the appropriate number to each of the Case File cards – 3 to Evidence, 1 to Red Herring, and 4 to False Leads. The Spy card is placed on the upper-left-most Location, and your Agent card on the lower-right-most Location. Shuffle the Spy Movement cards, and the game is ready to begin! It should look similar to the picture below.
The game is played over a series of rounds in which you will be moving your Agent, performing additional actions, and then moving the Spy. The goal is to track down the Spy, with the correct evidence in hand, before the Spy is able to flee the scene. The first thing that you will do each round is to move your Agent. You may only move to a Location that is adjacent or diagonal to your current Location. Once you move to a new Location, you will draw the top Discovery card from that Location. Discovery cards will either be Items, Clues, or Bombs. Items are collected as potential Evidence, Clues are used to reveal Confiscated Items from Case Files, and Bombs force you to discard a card from your tableau. After you have moved and collected a new Discovery card, you may perform any/all of these additional actions: Use Clue Cards, Place the Tracking Bug, Track the Spy, or Use your current Location’s ability. To Use Clue cards, you will discard a number of clues in order to reveal a Confiscated Item card from a Case File. The Confiscated Items under the Evidence Case File show the 3 items you are required to have in hand to apprehend the Spy by the end of the game. The item under the Red Herring, if you have it in hand at game’s end, will cause you to automatically lose. The 4 items under the False Leads will neither help you win, nor cause you to lose – they simply offer fodder for you to discard when necessary.
Another element required to win the game is to place the Tracking Bug on the Spy. On your turn, you may place the Tracking Bug at your current Location card – if the Spy moves to the Location on a future turn, they are considered to be ‘bugged’ and the Tracking Bug is live! Twice per game, you are allowed to Track the Spy. To do so, you will look at the top card of the Spy Movement deck, and return it to the top. This just lets you see to which Location the Spy is about to move. And finally, you can use your Location’s ability. Once you have taken as many of the additional actions as you want, it is time to move the Spy. Reveal the top card of the Spy Movement deck, and move the Spy in the appropriate direction to a new Location. At the Spy’s new Location, add a Discovery card to its pile. Play continues in this manner until either you make an accusation, or the Spy escapes. In order to make an accusation, you must have Evidence cards in hand, the Spy must be bugged, and you must be at the same Location as the Spy. When you make an accusation, you will reveal any remaining cards under the Evidence and Red Herring Case Files. If you have the 3 matching Evidence cards, you win and apprehend the Spy! BUT if you have the Red Herring card, or you are missing any of the required Evidence cards, you lose. If you haven’t made an accusation in time, the Spy could escape, causing you to lose the game as well – I’ll leave those details for you to discover on your own!
In theory, Harsh Shadows seems like a neat and strategic card game, but how does it hold up in reality? Pretty well, actually! The first thing I want to talk about is how strategic it is, even with its elements of deduction. You need to collect Evidence fast in order to catch the Spy, so what’s the best plan of movement? Also, each Location has a special ability, so is there an ability you need to use now or do you want to wait a bit longer? After using a Location’s ability, it is no longer available for the rest of the game, so you have to time those uses carefully. Along those lines comes the deduction. Sure, you can try to reveal all the Confiscated Items so that you’re 100% sure that you’ve got the right Evidence. But if you don’t work fast enough, the Spy could escape. Are you willing to risk only knowing for sure what 1 piece of Evidence in order to confront the Spy before it’s too late? Or do you want to save up Clues to purchase that coveted Red Herring, to know for sure what not to keep in order to win. There’s a balance of risk with deduction, as well as a real-time element in the sense that the game has a finite amount of rounds. You’re not racing a physical clock, but once the Discovery deck runs out, the Spy is considered to be on the run, on the verge of escaping. Overall, this is a casual card game, but it has a decent amount of strategy to keep you engaged and entertained.
Let’s touch on components for a second. Obviously, this is just a card game, and this is a preview copy. As I said earlier, the final production could differ from this version, but I have to say that this preview copy is good quality. The cards are nice and thick, the artwork thematic and clean. I imagine the rules would get some final edits for slight clarifications, but for the most part the production quality is already pretty decent.
I have to say that Harsh Shadows surprised me. I’d never played a solo game with deduction elements, and it was actually quite exciting. Usually the deduction games I’ve played are based around sussing out a traitor amongst a group of people, so there is that human interaction element that can really help guide your thoughts and decisions. In Harsh Shadows, there’s nobody but yourself – you can’t look for tells in other players because the cards won’t speak to you. It feels riskier in this way because it’s more a game of odds then, instead of your ability to pick out social cues. Other people may feel differently, but I thought this was a neat twist on the deduction mechanic. If you’re looking for a strategic solo game, that plays relatively quickly and casually, I would definitely recommend checking out Harsh Shadows. It goes live on Kickstarter here in April, and I look forward to following its progress!
Disclaimer: We were provided a copy of this game for the purposes of this preview. The pictured components might not be finalized, and could differ after a successful Kickstarter campaign. -L
Harsh Shadows is a solo card game of hand management, grid movement, and deduction where you are an agent working to collect evidence necessary to apprehend an enemy spy. To setup for a game, randomly place the 9 Location cards in a 3×3 grid. Prepare the Discovery deck as described in the rules, place 1 face-down Discovery card to the right of each Location, and place the rest of the deck off to the side of the grid. Shuffle the Confiscated Item cards and deal the appropriate number to each of the Case File cards – 3 to Evidence, 1 to Red Herring, and 4 to False Leads. The Spy card is placed on the upper-left-most Location, and your Agent card on the lower-right-most Location. Shuffle the Spy Movement cards, and the game is ready to begin! It should look similar to the picture below.
The game is played over a series of rounds in which you will be moving your Agent, performing additional actions, and then moving the Spy. The goal is to track down the Spy, with the correct evidence in hand, before the Spy is able to flee the scene. The first thing that you will do each round is to move your Agent. You may only move to a Location that is adjacent or diagonal to your current Location. Once you move to a new Location, you will draw the top Discovery card from that Location. Discovery cards will either be Items, Clues, or Bombs. Items are collected as potential Evidence, Clues are used to reveal Confiscated Items from Case Files, and Bombs force you to discard a card from your tableau. After you have moved and collected a new Discovery card, you may perform any/all of these additional actions: Use Clue Cards, Place the Tracking Bug, Track the Spy, or Use your current Location’s ability. To Use Clue cards, you will discard a number of clues in order to reveal a Confiscated Item card from a Case File. The Confiscated Items under the Evidence Case File show the 3 items you are required to have in hand to apprehend the Spy by the end of the game. The item under the Red Herring, if you have it in hand at game’s end, will cause you to automatically lose. The 4 items under the False Leads will neither help you win, nor cause you to lose – they simply offer fodder for you to discard when necessary.
Another element required to win the game is to place the Tracking Bug on the Spy. On your turn, you may place the Tracking Bug at your current Location card – if the Spy moves to the Location on a future turn, they are considered to be ‘bugged’ and the Tracking Bug is live! Twice per game, you are allowed to Track the Spy. To do so, you will look at the top card of the Spy Movement deck, and return it to the top. This just lets you see to which Location the Spy is about to move. And finally, you can use your Location’s ability. Once you have taken as many of the additional actions as you want, it is time to move the Spy. Reveal the top card of the Spy Movement deck, and move the Spy in the appropriate direction to a new Location. At the Spy’s new Location, add a Discovery card to its pile. Play continues in this manner until either you make an accusation, or the Spy escapes. In order to make an accusation, you must have Evidence cards in hand, the Spy must be bugged, and you must be at the same Location as the Spy. When you make an accusation, you will reveal any remaining cards under the Evidence and Red Herring Case Files. If you have the 3 matching Evidence cards, you win and apprehend the Spy! BUT if you have the Red Herring card, or you are missing any of the required Evidence cards, you lose. If you haven’t made an accusation in time, the Spy could escape, causing you to lose the game as well – I’ll leave those details for you to discover on your own!
In theory, Harsh Shadows seems like a neat and strategic card game, but how does it hold up in reality? Pretty well, actually! The first thing I want to talk about is how strategic it is, even with its elements of deduction. You need to collect Evidence fast in order to catch the Spy, so what’s the best plan of movement? Also, each Location has a special ability, so is there an ability you need to use now or do you want to wait a bit longer? After using a Location’s ability, it is no longer available for the rest of the game, so you have to time those uses carefully. Along those lines comes the deduction. Sure, you can try to reveal all the Confiscated Items so that you’re 100% sure that you’ve got the right Evidence. But if you don’t work fast enough, the Spy could escape. Are you willing to risk only knowing for sure what 1 piece of Evidence in order to confront the Spy before it’s too late? Or do you want to save up Clues to purchase that coveted Red Herring, to know for sure what not to keep in order to win. There’s a balance of risk with deduction, as well as a real-time element in the sense that the game has a finite amount of rounds. You’re not racing a physical clock, but once the Discovery deck runs out, the Spy is considered to be on the run, on the verge of escaping. Overall, this is a casual card game, but it has a decent amount of strategy to keep you engaged and entertained.
Let’s touch on components for a second. Obviously, this is just a card game, and this is a preview copy. As I said earlier, the final production could differ from this version, but I have to say that this preview copy is good quality. The cards are nice and thick, the artwork thematic and clean. I imagine the rules would get some final edits for slight clarifications, but for the most part the production quality is already pretty decent.
I have to say that Harsh Shadows surprised me. I’d never played a solo game with deduction elements, and it was actually quite exciting. Usually the deduction games I’ve played are based around sussing out a traitor amongst a group of people, so there is that human interaction element that can really help guide your thoughts and decisions. In Harsh Shadows, there’s nobody but yourself – you can’t look for tells in other players because the cards won’t speak to you. It feels riskier in this way because it’s more a game of odds then, instead of your ability to pick out social cues. Other people may feel differently, but I thought this was a neat twist on the deduction mechanic. If you’re looking for a strategic solo game, that plays relatively quickly and casually, I would definitely recommend checking out Harsh Shadows. It goes live on Kickstarter here in April, and I look forward to following its progress!
Lyndsey Gollogly (2893 KP) rated Wyrd and Other Derelictions in Books
Oct 25, 2020
179 of 200
Book
Wyrd and other derelictions
By Adam L.G. Nevill
Derelictions are horror stories told in ways you may not have encountered before.
Something is missing from the silent places and worlds inside these stories. Something has been removed, taken flight, or been destroyed. Us.
Derelictions are weird tales that tell of aftermaths and of new and liminal places. Each location has witnessed catastrophe, infernal visitations, or unearthly transformations. But across these landscapes of murder, genocide and invasion, crucial evidence remains. And it is the task of the reader to sift through ruin and ponder the residual enigma, to behold and wonder at the full horror that was visited upon mankind.
A dead ship carries a terrible cargo across a black ocean. Below deck, signs of slaughter and devotion await to tell a ghastly tale.
On a barren and hostile shore a great ritual has been enacted successfully. The act of a god may have taken place. But what kind of deity did this?
An eerily silent campsite. No sign of life. Look closer and observe the grisly artefacts of annihilation.
In the very foundations of this dreadful house, was something supernormal called upon to abolish life so mercilessly?
Wyrd contains seven derelictions, original horror stories from the author of 'Hasty for the Dark' and 'Some Will Not Sleep' (winner of The British Fantasy Award for Best Collection).
I’ve followed Adam and his been a fan of his books for years, his characters, his monsters and his storytelling is just fascinating. He really uses his surroundings to influence his writing. So this was a bit different to read where the only humans you come across are corpses and usually torn to pieces or sacrificed! The Wyrd and other shorts are just brilliant and each one leaves you wanting and needing to know more!
I’m not great with long wordy reviews with words even I don’t understand I tend to write how I feel once finishing a book. I absolutely loved this book I have read Hippocampus a few times and would absolutely love a full novel! Below are just a few words on how I felt about some of the stories.
Hippocampus
I’ve read this a few time and I pick up something I somehow missed in this short each time (don’t ask me how I have no clue)!
You genuinely feel you are walking the ship seeing what Adams describing! I would love to delve deeper into this tale and really hoping it will turn into a full novel!
Wyrd
Well that was just brilliant! Really drags you in! The best way to read this is sitting in a calm quiet place so you just get absorbed into following the trail we are lead on! Again I would love to know more it leaves you wanting more!!
Turning of the tide
Ok I’m good with the black lambs and human remains but dear god what did the dog do? 😂
It all started so well with the calming beach description then you keep reading and the sight
Of the phones and debris your stomach kinda lurches as you wait the the decimated corpses to follow! The poor golden retriever!
Enlivened
This one was full of gore and made my bones shiver! Great imagery on the monster too!! I love Adams imagination when it comes to his monsters!
Monument
I definitely hate dark craw spaces and certainly wouldn’t go delving in a cave like structures! This one definitely left me wanting to know where it was going and what had done this in the houses!
Hold the world in my arms for three days and All Will Be Changed
This creeped me out! Especially with the world being as it is now! Here you are walking in the footsteps of a world that’s changing that’s being changed by something!
Eagerly awaiting a new book!
Book
Wyrd and other derelictions
By Adam L.G. Nevill
Derelictions are horror stories told in ways you may not have encountered before.
Something is missing from the silent places and worlds inside these stories. Something has been removed, taken flight, or been destroyed. Us.
Derelictions are weird tales that tell of aftermaths and of new and liminal places. Each location has witnessed catastrophe, infernal visitations, or unearthly transformations. But across these landscapes of murder, genocide and invasion, crucial evidence remains. And it is the task of the reader to sift through ruin and ponder the residual enigma, to behold and wonder at the full horror that was visited upon mankind.
A dead ship carries a terrible cargo across a black ocean. Below deck, signs of slaughter and devotion await to tell a ghastly tale.
On a barren and hostile shore a great ritual has been enacted successfully. The act of a god may have taken place. But what kind of deity did this?
An eerily silent campsite. No sign of life. Look closer and observe the grisly artefacts of annihilation.
In the very foundations of this dreadful house, was something supernormal called upon to abolish life so mercilessly?
Wyrd contains seven derelictions, original horror stories from the author of 'Hasty for the Dark' and 'Some Will Not Sleep' (winner of The British Fantasy Award for Best Collection).
I’ve followed Adam and his been a fan of his books for years, his characters, his monsters and his storytelling is just fascinating. He really uses his surroundings to influence his writing. So this was a bit different to read where the only humans you come across are corpses and usually torn to pieces or sacrificed! The Wyrd and other shorts are just brilliant and each one leaves you wanting and needing to know more!
I’m not great with long wordy reviews with words even I don’t understand I tend to write how I feel once finishing a book. I absolutely loved this book I have read Hippocampus a few times and would absolutely love a full novel! Below are just a few words on how I felt about some of the stories.
Hippocampus
I’ve read this a few time and I pick up something I somehow missed in this short each time (don’t ask me how I have no clue)!
You genuinely feel you are walking the ship seeing what Adams describing! I would love to delve deeper into this tale and really hoping it will turn into a full novel!
Wyrd
Well that was just brilliant! Really drags you in! The best way to read this is sitting in a calm quiet place so you just get absorbed into following the trail we are lead on! Again I would love to know more it leaves you wanting more!!
Turning of the tide
Ok I’m good with the black lambs and human remains but dear god what did the dog do? 😂
It all started so well with the calming beach description then you keep reading and the sight
Of the phones and debris your stomach kinda lurches as you wait the the decimated corpses to follow! The poor golden retriever!
Enlivened
This one was full of gore and made my bones shiver! Great imagery on the monster too!! I love Adams imagination when it comes to his monsters!
Monument
I definitely hate dark craw spaces and certainly wouldn’t go delving in a cave like structures! This one definitely left me wanting to know where it was going and what had done this in the houses!
Hold the world in my arms for three days and All Will Be Changed
This creeped me out! Especially with the world being as it is now! Here you are walking in the footsteps of a world that’s changing that’s being changed by something!
Eagerly awaiting a new book!
Lyndsey Gollogly (2893 KP) rated Wyrd and Other Derelictions in Books
Oct 25, 2020
179 of 200
Book
Wyrd and other derelictions
By Adam L.G. Nevill
Derelictions are horror stories told in ways you may not have encountered before.
Something is missing from the silent places and worlds inside these stories. Something has been removed, taken flight, or been destroyed. Us.
Derelictions are weird tales that tell of aftermaths and of new and liminal places. Each location has witnessed catastrophe, infernal visitations, or unearthly transformations. But across these landscapes of murder, genocide and invasion, crucial evidence remains. And it is the task of the reader to sift through ruin and ponder the residual enigma, to behold and wonder at the full horror that was visited upon mankind.
A dead ship carries a terrible cargo across a black ocean. Below deck, signs of slaughter and devotion await to tell a ghastly tale.
On a barren and hostile shore a great ritual has been enacted successfully. The act of a god may have taken place. But what kind of deity did this?
An eerily silent campsite. No sign of life. Look closer and observe the grisly artefacts of annihilation.
In the very foundations of this dreadful house, was something supernormal called upon to abolish life so mercilessly?
Wyrd contains seven derelictions, original horror stories from the author of 'Hasty for the Dark' and 'Some Will Not Sleep' (winner of The British Fantasy Award for Best Collection).
I’ve followed Adam and his been a fan of his books for years, his characters, his monsters and his storytelling is just fascinating. He really uses his surroundings to influence his writing. So this was a bit different to read where the only humans you come across are corpses and usually torn to pieces or sacrificed! The Wyrd and other shorts are just brilliant and each one leaves you wanting and needing to know more!
I’m not great with long wordy reviews with words even I don’t understand I tend to write how I feel once finishing a book. I absolutely loved this book I have read Hippocampus a few times and would absolutely love a full novel! Below are just a few words on how I felt about some of the stories.
Hippocampus
I’ve read this a few time and I pick up something I somehow missed in this short each time (don’t ask me how I have no clue)!
You genuinely feel you are walking the ship seeing what Adams describing! I would love to delve deeper into this tale and really hoping it will turn into a full novel!
Wyrd
Well that was just brilliant! Really drags you in! The best way to read this is sitting in a calm quiet place so you just get absorbed into following the trail we are lead on! Again I would love to know more it leaves you wanting more!!
Turning of the tide
Ok I’m good with the black lambs and human remains but dear god what did the dog do? 😂
It all started so well with the calming beach description then you keep reading and the sight
Of the phones and debris your stomach kinda lurches as you wait the the decimated corpses to follow! The poor golden retriever!
Enlivened
This one was full of gore and made my bones shiver! Great imagery on the monster too!! I love Adams imagination when it comes to his monsters!
Monument
I definitely hate dark craw spaces and certainly wouldn’t go delving in a cave like structures! This one definitely left me wanting to know where it was going and what had done this in the houses!
Hold the world in my arms for three days and All Will Be Changed
This creeped me out! Especially with the world being as it is now! Here you are walking in the footsteps of a world that’s changing that’s being changed by something!
Eagerly awaiting a new book!
Book
Wyrd and other derelictions
By Adam L.G. Nevill
Derelictions are horror stories told in ways you may not have encountered before.
Something is missing from the silent places and worlds inside these stories. Something has been removed, taken flight, or been destroyed. Us.
Derelictions are weird tales that tell of aftermaths and of new and liminal places. Each location has witnessed catastrophe, infernal visitations, or unearthly transformations. But across these landscapes of murder, genocide and invasion, crucial evidence remains. And it is the task of the reader to sift through ruin and ponder the residual enigma, to behold and wonder at the full horror that was visited upon mankind.
A dead ship carries a terrible cargo across a black ocean. Below deck, signs of slaughter and devotion await to tell a ghastly tale.
On a barren and hostile shore a great ritual has been enacted successfully. The act of a god may have taken place. But what kind of deity did this?
An eerily silent campsite. No sign of life. Look closer and observe the grisly artefacts of annihilation.
In the very foundations of this dreadful house, was something supernormal called upon to abolish life so mercilessly?
Wyrd contains seven derelictions, original horror stories from the author of 'Hasty for the Dark' and 'Some Will Not Sleep' (winner of The British Fantasy Award for Best Collection).
I’ve followed Adam and his been a fan of his books for years, his characters, his monsters and his storytelling is just fascinating. He really uses his surroundings to influence his writing. So this was a bit different to read where the only humans you come across are corpses and usually torn to pieces or sacrificed! The Wyrd and other shorts are just brilliant and each one leaves you wanting and needing to know more!
I’m not great with long wordy reviews with words even I don’t understand I tend to write how I feel once finishing a book. I absolutely loved this book I have read Hippocampus a few times and would absolutely love a full novel! Below are just a few words on how I felt about some of the stories.
Hippocampus
I’ve read this a few time and I pick up something I somehow missed in this short each time (don’t ask me how I have no clue)!
You genuinely feel you are walking the ship seeing what Adams describing! I would love to delve deeper into this tale and really hoping it will turn into a full novel!
Wyrd
Well that was just brilliant! Really drags you in! The best way to read this is sitting in a calm quiet place so you just get absorbed into following the trail we are lead on! Again I would love to know more it leaves you wanting more!!
Turning of the tide
Ok I’m good with the black lambs and human remains but dear god what did the dog do? 😂
It all started so well with the calming beach description then you keep reading and the sight
Of the phones and debris your stomach kinda lurches as you wait the the decimated corpses to follow! The poor golden retriever!
Enlivened
This one was full of gore and made my bones shiver! Great imagery on the monster too!! I love Adams imagination when it comes to his monsters!
Monument
I definitely hate dark craw spaces and certainly wouldn’t go delving in a cave like structures! This one definitely left me wanting to know where it was going and what had done this in the houses!
Hold the world in my arms for three days and All Will Be Changed
This creeped me out! Especially with the world being as it is now! Here you are walking in the footsteps of a world that’s changing that’s being changed by something!
Eagerly awaiting a new book!
Stellaris: Infinite Legacy
Tabletop Game
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Photo Blend.er Edit.or: Merge & Overlap Pic Effect
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Kristy H (1252 KP) rated Between Me and You in Books
Dec 23, 2017
confusing (1 more)
repetitive
Repetitive but oddly compelling romance
When Ben Livingston and Tatum Connelly meet, they are both dreaming of success in Hollywood--Ben as a scriptwriter and Tatum as an actress. It's Ben who hits it big first, becoming Hollywood's It Guy and a Sundance favorite. But over time, his star slowly fades while Tatum rises to a stardom neither could have ever fully imagined. Along the way, the two wed, have a son, and experience a variety of ups and downs in their marriage. This includes several losses in their personal lives and slowly drifting apart. They once were incredibly close and deeply in love; can their love sustain everything that life throws at them?
This was a really interesting book, starting with the format. The story is told from both Tatum and Ben's perspectives. No big deal, you think, right? Except Tatum's portions start at the beginning of their journey and go in chronological order, while Ben tells his part of the story backward, starting with how they've fallen apart and going back in time. It's an odd device and definitely takes some getting used to. It was hard to keep some of the dates and timelines straight; it was one of the times where I wished I had a hardcopy of the book so I could flip back and forth more easily.
It also seemed to make the story more repetitive--when you have two people telling the same stories, you're bound to get some repetition. But what was really strange was that it sometimes felt like each chapter was a mini story that needed to reintroduce everything all over again. I don't know why the author felt this was necessary, because it's an oddly compelling book on its own even when neither main character is really that likeable. But we heard over and over about Tatum and Ben's daddy issues, career issues, that he never wrote anything for her. And oh yeah, did we mention that Tatum's an actress and doesn't eat, etc.?
At the core, this isn't really a happy book, despite it being romantic at times. Both Tatum and Ben have a lot of petty issues, but also really serious issues relating to their parents. This is fine, except we hear about it (a lot) due to the repetitive way the story is told. There's a lot of mourning and grieving and there's a dark side that deals with addiction, too. The focus on that fact that Ben has never written a script for Tatum--while this does have a point in the end--this gets to be a little much, too. The problem with all the focus on these things is that I felt like I never really learn a lot about Tatum and Ben in this format. I was always yearning for more. Is the story of two people growing apart interesting? Am I invested in them? (I was.)
It's sad, because despite everything I have said, I found this book weirdly compelling. Maybe it's because Tatum is a famous actress and there's a Hollywood setting, even if it's not really fleshed out. I wanted to know more about Tatum and Ben. I wanted them to work out. I wanted to read the book, even with the odd format and rehashing of things. It's a little hard to describe. It's like watching a romantic comedy where you desperately want the two leads to get together, despite all the odds.
So, I'm still glad I read this one. It was engaging and different. I do wish I knew more about Ben and Tatum and their motivations and what led them together (and apart).
This was a really interesting book, starting with the format. The story is told from both Tatum and Ben's perspectives. No big deal, you think, right? Except Tatum's portions start at the beginning of their journey and go in chronological order, while Ben tells his part of the story backward, starting with how they've fallen apart and going back in time. It's an odd device and definitely takes some getting used to. It was hard to keep some of the dates and timelines straight; it was one of the times where I wished I had a hardcopy of the book so I could flip back and forth more easily.
It also seemed to make the story more repetitive--when you have two people telling the same stories, you're bound to get some repetition. But what was really strange was that it sometimes felt like each chapter was a mini story that needed to reintroduce everything all over again. I don't know why the author felt this was necessary, because it's an oddly compelling book on its own even when neither main character is really that likeable. But we heard over and over about Tatum and Ben's daddy issues, career issues, that he never wrote anything for her. And oh yeah, did we mention that Tatum's an actress and doesn't eat, etc.?
At the core, this isn't really a happy book, despite it being romantic at times. Both Tatum and Ben have a lot of petty issues, but also really serious issues relating to their parents. This is fine, except we hear about it (a lot) due to the repetitive way the story is told. There's a lot of mourning and grieving and there's a dark side that deals with addiction, too. The focus on that fact that Ben has never written a script for Tatum--while this does have a point in the end--this gets to be a little much, too. The problem with all the focus on these things is that I felt like I never really learn a lot about Tatum and Ben in this format. I was always yearning for more. Is the story of two people growing apart interesting? Am I invested in them? (I was.)
It's sad, because despite everything I have said, I found this book weirdly compelling. Maybe it's because Tatum is a famous actress and there's a Hollywood setting, even if it's not really fleshed out. I wanted to know more about Tatum and Ben. I wanted them to work out. I wanted to read the book, even with the odd format and rehashing of things. It's a little hard to describe. It's like watching a romantic comedy where you desperately want the two leads to get together, despite all the odds.
So, I'm still glad I read this one. It was engaging and different. I do wish I knew more about Ben and Tatum and their motivations and what led them together (and apart).
Purple Phoenix Games (2266 KP) rated The Grimm Masquerade in Tabletop Games
Apr 8, 2021
Have you ever been to a proper masquerade? I have not, though I would enjoy it, I think. I would enjoy it even more if I were competing against the other attendees to figure out who is who (and avoid having to do those Victorian square dances). But what if I were actually fairytale folk cavorting around with others trying to gain artifacts that speak to me while refusing any artifacts that may hurt me. Well now you understand my plight and the premise of this game.
The Grimm Masquerade is a hidden role competitive bluffing game for two to five players. In it player take on the roles of well-known fairytale folk attending a magical masquerade thrown by The Beast (I mean, he has a name, right? Not just “The Beast…”). Attendees are tasked with trying to unmask other attendees while earning magical roses in the process. The winner is the player who can earn the most roses at the end of three rounds of bluffing and guessing, unless one player is able to earn 10 roses before the end.
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. Also, this review concentrates on the two-player variant for the game as I played it mostly with my wife. -T
To setup, place the main board showing all the fairytale folk in the middle of the table. Each player will receive two (one if playing multi-player rules) Character cards, all Evidence Markers of their chosen color, and Reference cards. Around the board is placed the remaining Character cards, the Artifact deck, the stack of Broken Mirror tokens, the pile of roses, and the Action Board with two random Action cards revealed on either side. For the two-player game six Artifact cards are revealed in a line and each player will choose one Artifact for each of their two characters they are playing. The unchosen Artifacts will form the discard pile near the Artifact draw pile. Whomever most recently wore a costume will be the lead player and the game may begin!
The game is played in rounds, with each turn of a round consisting of two steps. First, the active player draws an Artifact card and decides to keep it in their face-up tableau of Artifacts for all to see or give the Artifact to another player. Then the active player will draw a second card and either keep or give, whichever is opposite of their first choice. For example, should the first card drawn be kept, the next card would need to be given away. Each character has one Boon suit (which they love), and one Bane suit (which they despise). If at any time a character receives a card to create a matching pair in their tableau they must indicate whether that Artifact is in fact their Bane suit or not. They do this by placing one of their Evidence Markers on the character who owns that suit’s Bane value. However, if the player is actually the character who has that suit as their Bane, they have been unmasked and will play their other character in hopes of winning with them.
Should a player receive a card that would cause a set of three matching suit cards, they must indicate that they have either won the round or that they are not the character that matches that suit’s Boon value. For example, should a player receive their third Treats card they must declare they have won the round (if they happen to be Red Riding Hood), or that they are not indeed Red Riding Hood by placing an Evidence Marker on Red Riding Hood.
After this card play at the beginning of their turn the active player may choose to discard a matching pair of Artifact cards in order to activate an Action available (optional step). The Actions available are on the revealed Action cards on either side of the Action Board (which also shows an always-available Action of Point the Finger). So by discarding a pair of Crowns, for example, a player could utilize the Action card Eavesdrop in order to force the other player(s) to place Evidence Markers on characters they are NOT. This gives the active player more insight into who the other player(s) may actually BE.
Once cards have been drawn and the optional Actions taken, play passes to the next player. Players win the round by collecting three matching Boon Artifact cards or by unmasking all other characters in play. Whichever player wins the round also takes the Rose Trophy depending on which of the three rounds was just completed (value 1 for the first round, 3 for the second, and 5 for the third). At the end of the third round players count up their total roses (unless one player has earned 10 or more at the end of a previous round) and whomever has collected the most is the winner of The Grimm Masquerade!
Components. I have to say, every game I have played by Druid City Games has had amazing components, and this one is certainly no different. All the cardboard pieces, the cards, and the wooden discs are all excellent quality. But what I want to concentrate on here is the perfect choice to employ Mr. Cuddington for the art. Every time I see Mr. Cuddington on the credits for a game I know I am going to love looking at it on the table. They just have amazing style and everything is so detailed and perfectly matched for the setting. This FEELS like a Grimm’s Fairy Tales game for sure, and I love it.
It is definitely no secret that I love this one. I enjoy hidden role games to begin with (The Resistance: Avalon also being one of my favorites), and this setting feels excellently matched to the genre and the execution is wonderful. I really have a great time sussing out who is who and giving those final Artifacts in order to unmask players that are perceived to be leading is so fulfilling. Being able to spend matching cards in order to use Actions is also great design, especially when you can bluff by discarding your Boon cards to throw opponents off your trail. So much deceit in a fun package.
If you have few hidden role games and you want something with a light theme and relatively quick playtime, please do yourself a favor and check out The Grimm Masquerade. Purple Phoenix Games gives this one a playful 15 / 18. If you are like us and enjoy games where you control some information and can guess other players’ identities, but also like games where you can still play on even when you have been found out, this one is for you. If only this could support even more players, I could see it unseating Avalon for me. As it is, I may still end up using this one more often than Avalon unless I have a larger group of people at the table. That is a big statement from me as Avalon is a proven winner and has been a staple of my collection for years. But The Grimm Masquerade is that good. Play it and let me know if you agree.
The Grimm Masquerade is a hidden role competitive bluffing game for two to five players. In it player take on the roles of well-known fairytale folk attending a magical masquerade thrown by The Beast (I mean, he has a name, right? Not just “The Beast…”). Attendees are tasked with trying to unmask other attendees while earning magical roses in the process. The winner is the player who can earn the most roses at the end of three rounds of bluffing and guessing, unless one player is able to earn 10 roses before the end.
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. Also, this review concentrates on the two-player variant for the game as I played it mostly with my wife. -T
To setup, place the main board showing all the fairytale folk in the middle of the table. Each player will receive two (one if playing multi-player rules) Character cards, all Evidence Markers of their chosen color, and Reference cards. Around the board is placed the remaining Character cards, the Artifact deck, the stack of Broken Mirror tokens, the pile of roses, and the Action Board with two random Action cards revealed on either side. For the two-player game six Artifact cards are revealed in a line and each player will choose one Artifact for each of their two characters they are playing. The unchosen Artifacts will form the discard pile near the Artifact draw pile. Whomever most recently wore a costume will be the lead player and the game may begin!
The game is played in rounds, with each turn of a round consisting of two steps. First, the active player draws an Artifact card and decides to keep it in their face-up tableau of Artifacts for all to see or give the Artifact to another player. Then the active player will draw a second card and either keep or give, whichever is opposite of their first choice. For example, should the first card drawn be kept, the next card would need to be given away. Each character has one Boon suit (which they love), and one Bane suit (which they despise). If at any time a character receives a card to create a matching pair in their tableau they must indicate whether that Artifact is in fact their Bane suit or not. They do this by placing one of their Evidence Markers on the character who owns that suit’s Bane value. However, if the player is actually the character who has that suit as their Bane, they have been unmasked and will play their other character in hopes of winning with them.
Should a player receive a card that would cause a set of three matching suit cards, they must indicate that they have either won the round or that they are not the character that matches that suit’s Boon value. For example, should a player receive their third Treats card they must declare they have won the round (if they happen to be Red Riding Hood), or that they are not indeed Red Riding Hood by placing an Evidence Marker on Red Riding Hood.
After this card play at the beginning of their turn the active player may choose to discard a matching pair of Artifact cards in order to activate an Action available (optional step). The Actions available are on the revealed Action cards on either side of the Action Board (which also shows an always-available Action of Point the Finger). So by discarding a pair of Crowns, for example, a player could utilize the Action card Eavesdrop in order to force the other player(s) to place Evidence Markers on characters they are NOT. This gives the active player more insight into who the other player(s) may actually BE.
Once cards have been drawn and the optional Actions taken, play passes to the next player. Players win the round by collecting three matching Boon Artifact cards or by unmasking all other characters in play. Whichever player wins the round also takes the Rose Trophy depending on which of the three rounds was just completed (value 1 for the first round, 3 for the second, and 5 for the third). At the end of the third round players count up their total roses (unless one player has earned 10 or more at the end of a previous round) and whomever has collected the most is the winner of The Grimm Masquerade!
Components. I have to say, every game I have played by Druid City Games has had amazing components, and this one is certainly no different. All the cardboard pieces, the cards, and the wooden discs are all excellent quality. But what I want to concentrate on here is the perfect choice to employ Mr. Cuddington for the art. Every time I see Mr. Cuddington on the credits for a game I know I am going to love looking at it on the table. They just have amazing style and everything is so detailed and perfectly matched for the setting. This FEELS like a Grimm’s Fairy Tales game for sure, and I love it.
It is definitely no secret that I love this one. I enjoy hidden role games to begin with (The Resistance: Avalon also being one of my favorites), and this setting feels excellently matched to the genre and the execution is wonderful. I really have a great time sussing out who is who and giving those final Artifacts in order to unmask players that are perceived to be leading is so fulfilling. Being able to spend matching cards in order to use Actions is also great design, especially when you can bluff by discarding your Boon cards to throw opponents off your trail. So much deceit in a fun package.
If you have few hidden role games and you want something with a light theme and relatively quick playtime, please do yourself a favor and check out The Grimm Masquerade. Purple Phoenix Games gives this one a playful 15 / 18. If you are like us and enjoy games where you control some information and can guess other players’ identities, but also like games where you can still play on even when you have been found out, this one is for you. If only this could support even more players, I could see it unseating Avalon for me. As it is, I may still end up using this one more often than Avalon unless I have a larger group of people at the table. That is a big statement from me as Avalon is a proven winner and has been a staple of my collection for years. But The Grimm Masquerade is that good. Play it and let me know if you agree.
Gareth von Kallenbach (980 KP) rated Teen Titans Go! To the Movies (2018) in Movies
Jul 8, 2019
This summer has brought us many of the best and highest rated superhero movies of all time. After seeing big blockbusters such as Avengers: Infinity War and Deadpool 2 and even Disney Pixar’s animated superhero hit Incredibles 2, folks may have a bit of superhero overload. With so many genre-defining films one right after the other it would be easy to miss the newest contender, Teen Titans Go! To the Movies, but it’s absolutely a movie you should make a point to see.
Robin (Scott Menville), the leader of the Teen Titans dreams of nothing more than having a movie made about him. It seems like there is a movie about every other major superhero (even if it wasn’t a particularly good one as Green Lantern reluctantly admits too), so why not him? When he and his team Beast Boy (Greg Cipes), Cyborg (Khary Payton), Raven (Tara Strong) and Starfire (Hynden Walch) inquire why a movie has yet to be made about them, they are laughed at. After all, who would ever make a movie dedicated to the lowly sidekicks?
The Titans realize that there is one thing that all superheroes have that they are missing…an archnemesis, someone they could prove their heroic talents defeating and ultimately earn them a place among the stars. The Titans, due the other major superheroes being unavailable, come across Slade (Will Arnett) attempting to steal a precious crystal. Jumping quickly into action, the team realizes that this may be the archnemesis they are searching for.
Teen Titans is a movie that certainly does not take itself seriously, even their first battle is against a giant balloon man who steals safes by stuffing them inside helium filled balloons. There are also the occasional fart jokes and the expected waffles references, which are all the things that young kids have grown to love about the series. Even though those jokes and references were very funny, they are really only surface level jokes, ones to make the kids in the audience laugh. To get to the real genius of this movie you have to look a little deeper. Teen Titans is full of 80’s and pop culture references, so many that it’d be easy to overlook them the first time you see it. The movie includes subtle nods to everything from Back to the Future to superhero origin stories and every one of them is pure genius. The references were clearly made for the adults to catch, yet you’ll still see the younger audience members laughing (although they may not know why). One of my absolute favorite parts in the movie involves Aquaman, and 3 days later I’m still laughing about it. The joy this movie brings will stay with you for a very long time.
Teen Titans! Go to the Movies has my vote for best superhero movie of the year. It’s a bright shining star in the otherwise dismal DC Universe. It’s a movie that is made for young and old alike, but for entirely different reasons. It is both nostalgic and new, something that is incredibly difficult for most movies to accomplish these days. It will have you laughing throughout, but deep down teaches an incredibly important lesson about friendship, and what it means to be a true hero. For fans of the television series this is an absolute must see movie, in fact you should already have your tickets and know exactly when you are going. For those who have never seen a single episode but love superhero movies, don’t just sit there, fly/swim/portal your way over to the theater. If you have a fondness for the 80s, you’ll be in for a serious treat, in many, many ways. As cliché as this may seem, it’s the must-see movie of the summer and in my opinion the entire year. Oh, and make sure you stay for the credits…the genius lasts until the very end.
What I liked: Incredibly clever 80s and pop culture references, vivid and amazing animation, the superhero origin stories (you’ll understand when you watch it)
What I liked less: I couldn’t immediately go see it again
Robin (Scott Menville), the leader of the Teen Titans dreams of nothing more than having a movie made about him. It seems like there is a movie about every other major superhero (even if it wasn’t a particularly good one as Green Lantern reluctantly admits too), so why not him? When he and his team Beast Boy (Greg Cipes), Cyborg (Khary Payton), Raven (Tara Strong) and Starfire (Hynden Walch) inquire why a movie has yet to be made about them, they are laughed at. After all, who would ever make a movie dedicated to the lowly sidekicks?
The Titans realize that there is one thing that all superheroes have that they are missing…an archnemesis, someone they could prove their heroic talents defeating and ultimately earn them a place among the stars. The Titans, due the other major superheroes being unavailable, come across Slade (Will Arnett) attempting to steal a precious crystal. Jumping quickly into action, the team realizes that this may be the archnemesis they are searching for.
Teen Titans is a movie that certainly does not take itself seriously, even their first battle is against a giant balloon man who steals safes by stuffing them inside helium filled balloons. There are also the occasional fart jokes and the expected waffles references, which are all the things that young kids have grown to love about the series. Even though those jokes and references were very funny, they are really only surface level jokes, ones to make the kids in the audience laugh. To get to the real genius of this movie you have to look a little deeper. Teen Titans is full of 80’s and pop culture references, so many that it’d be easy to overlook them the first time you see it. The movie includes subtle nods to everything from Back to the Future to superhero origin stories and every one of them is pure genius. The references were clearly made for the adults to catch, yet you’ll still see the younger audience members laughing (although they may not know why). One of my absolute favorite parts in the movie involves Aquaman, and 3 days later I’m still laughing about it. The joy this movie brings will stay with you for a very long time.
Teen Titans! Go to the Movies has my vote for best superhero movie of the year. It’s a bright shining star in the otherwise dismal DC Universe. It’s a movie that is made for young and old alike, but for entirely different reasons. It is both nostalgic and new, something that is incredibly difficult for most movies to accomplish these days. It will have you laughing throughout, but deep down teaches an incredibly important lesson about friendship, and what it means to be a true hero. For fans of the television series this is an absolute must see movie, in fact you should already have your tickets and know exactly when you are going. For those who have never seen a single episode but love superhero movies, don’t just sit there, fly/swim/portal your way over to the theater. If you have a fondness for the 80s, you’ll be in for a serious treat, in many, many ways. As cliché as this may seem, it’s the must-see movie of the summer and in my opinion the entire year. Oh, and make sure you stay for the credits…the genius lasts until the very end.
What I liked: Incredibly clever 80s and pop culture references, vivid and amazing animation, the superhero origin stories (you’ll understand when you watch it)
What I liked less: I couldn’t immediately go see it again
Purple Phoenix Games (2266 KP) rated Houses of Knowledge in Tabletop Games
Mar 26, 2020 (Updated Mar 26, 2020)
Museums. You know, the places you go with your family for, “fun bonding and learning experiences.” I have always been a big fan of museums. Art, Science & History, Aquariums, all of them! I like to stop and read the plaques too, but many times I am rushed along because EVERYTHING has to be seen. But did you know that museum curation could be interesting and cutthroat? I did not. Not until I played Houses of Knowledge, that is.
Houses of Knowledge pits 2-4 players against each other as museum curators desperately trying to fill their museums with interesting rooms and curious artifacts. In fact, a curator can end the competition once they are able to display eight lovely pieces in their halls. Beware, however, as the competition is also trying to gather the best gallery and may even attempt to pilfer your displayed items!
DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, but the final components will be exactly the same as these shown, if the pending Kickstarter campaign is successful. Also, it is not my intention to detail every rule in the game, but to give our readers a general feel for how the game plays. You can back the game through the Kickstarter campaign, order from your FLGS, or purchase through any retailers stocking it after fulfillment. -T
Setting up a game of Houses of Knowledge is quite a feat, as different decks need to be assembled according to player count. Refer to the rules to setup each deck. Once the decks are prepared and starting cards dealt to each player, create the Items and Actions markets by revealing six cards from each deck and assigning cost discs in decending order from the draw decks. Furthest away from the two draw decks will be placed the deck of Room cards, with two visible and available for purchase. These rooms will receive the leftover 5-value cost disc. Set the monicash aside to be used as a central bank. Determine the starting player and you are ready to begin!
Luckily, the game furnishes the players with reference cards so that all players have access to all options they are afforded on their turns. The first thing that happens on a turn is collecting income. Each turn a player earns 3 monicash (MC) plus the amounts earned from Rooms in their tableau. From here a turn has several options: buying Items or Actions from the market to your hand, paying 2 MC to play a card from your hand to your tableau, selling two cards for 2 MC, and buying Room cards.
When a player buys an Item or Action card from the market the new card is taken in hand, paying the cost shown on the cost disc either above or below the card taken. To play a card from hand, the player pays 2 MC to the bank and places an Item onto a corresponding Room card, or plays an Action card either on their own tableau or against an opponent.
Play continues in this fashion until one player is displaying eight Items in their Rooms or the draw decks are depleted. The round finishes completely so all players have an equal amount of turns, and then points are tallied and summed to determine the greatest curator and winner of Houses of Knowledge!
Components. As I mentioned in my disclaimer, we were provided a copy of this game for this preview. All components we were provided are finalized, so everything you see pictured here is how it will be upon a successful Kickstarter campaign. That said, the components are fantastic! The cards are good quality, the cost discs are good cardboard chips, and the money is the faux-paper money we are starting to see in games nowadays – and thank heavens for that! No more cheap Monopoly money! Oh by the way, the art on this one is superb and very chic. I love it!
So the game looks and feels great, but does it play well? YES. This one is excellent! At first it feels too simple because it is relatively easy to collect Rooms and Items to fit on those Rooms, so you think, “Heck, I can get eight Items in like four rounds!” That is, until your opponents hit you with some of the Action cards they’ve been hoarding unseen by you. One “friend” maybe steals one of your Items because you neglected to assign Guards to it, or the “pal” just before you in initiative order rearranges the Item cards so that the ones you wanted are now much more expensive, thus throwing your carefully-planned tactics down the drain. Ooh, it’s great tension! My one gripe: I wish it was longer so that I could really stick it to my enem- uhh, friends.
If you are a fan of card games that pack more of a punch than it first seems, and games that keep you wanting more, whilst giving you a grand feeling of quirky opulence, then you should certainly check out Houses of Knowledge. We are happy to recommend this one. Go back it on Kickstarter when the campaign begins!
Houses of Knowledge pits 2-4 players against each other as museum curators desperately trying to fill their museums with interesting rooms and curious artifacts. In fact, a curator can end the competition once they are able to display eight lovely pieces in their halls. Beware, however, as the competition is also trying to gather the best gallery and may even attempt to pilfer your displayed items!
DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, but the final components will be exactly the same as these shown, if the pending Kickstarter campaign is successful. Also, it is not my intention to detail every rule in the game, but to give our readers a general feel for how the game plays. You can back the game through the Kickstarter campaign, order from your FLGS, or purchase through any retailers stocking it after fulfillment. -T
Setting up a game of Houses of Knowledge is quite a feat, as different decks need to be assembled according to player count. Refer to the rules to setup each deck. Once the decks are prepared and starting cards dealt to each player, create the Items and Actions markets by revealing six cards from each deck and assigning cost discs in decending order from the draw decks. Furthest away from the two draw decks will be placed the deck of Room cards, with two visible and available for purchase. These rooms will receive the leftover 5-value cost disc. Set the monicash aside to be used as a central bank. Determine the starting player and you are ready to begin!
Luckily, the game furnishes the players with reference cards so that all players have access to all options they are afforded on their turns. The first thing that happens on a turn is collecting income. Each turn a player earns 3 monicash (MC) plus the amounts earned from Rooms in their tableau. From here a turn has several options: buying Items or Actions from the market to your hand, paying 2 MC to play a card from your hand to your tableau, selling two cards for 2 MC, and buying Room cards.
When a player buys an Item or Action card from the market the new card is taken in hand, paying the cost shown on the cost disc either above or below the card taken. To play a card from hand, the player pays 2 MC to the bank and places an Item onto a corresponding Room card, or plays an Action card either on their own tableau or against an opponent.
Play continues in this fashion until one player is displaying eight Items in their Rooms or the draw decks are depleted. The round finishes completely so all players have an equal amount of turns, and then points are tallied and summed to determine the greatest curator and winner of Houses of Knowledge!
Components. As I mentioned in my disclaimer, we were provided a copy of this game for this preview. All components we were provided are finalized, so everything you see pictured here is how it will be upon a successful Kickstarter campaign. That said, the components are fantastic! The cards are good quality, the cost discs are good cardboard chips, and the money is the faux-paper money we are starting to see in games nowadays – and thank heavens for that! No more cheap Monopoly money! Oh by the way, the art on this one is superb and very chic. I love it!
So the game looks and feels great, but does it play well? YES. This one is excellent! At first it feels too simple because it is relatively easy to collect Rooms and Items to fit on those Rooms, so you think, “Heck, I can get eight Items in like four rounds!” That is, until your opponents hit you with some of the Action cards they’ve been hoarding unseen by you. One “friend” maybe steals one of your Items because you neglected to assign Guards to it, or the “pal” just before you in initiative order rearranges the Item cards so that the ones you wanted are now much more expensive, thus throwing your carefully-planned tactics down the drain. Ooh, it’s great tension! My one gripe: I wish it was longer so that I could really stick it to my enem- uhh, friends.
If you are a fan of card games that pack more of a punch than it first seems, and games that keep you wanting more, whilst giving you a grand feeling of quirky opulence, then you should certainly check out Houses of Knowledge. We are happy to recommend this one. Go back it on Kickstarter when the campaign begins!






