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Purple Phoenix Games (2266 KP) rated Slip Strike in Tabletop Games
Jan 28, 2020
Slip Strike is a card game of bluffing, running, and managing your resources. The goal of the game is to get one hit on your opponent: the final strike. This could come from a bullet, a knife wound, or several other injuries that lead to your opponent’s demise. You each have ways of “slipping” out of trouble, but they are limited and certainly give your opponent the upper hand.
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 will probably 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, you may 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 chooses a color (in this edition either blue or black) and receives the cards and spy-eeple (speeple?) of that color. Randomly place the location cards in a circle, or pentagon shape, to mark the map. Each player will select a location card at which they would like to begin the game, and reveal these simultaneously. Players will place their speeples on those locations and the game is setup and ready to play! For a more hardcore game, you may include one or two special Asset cards. We did that.
Slip Strike has no “turns” in the traditional sense. Instead, players will be choosing two cards to be played in succession. These cards are all from their hands and can include movement, teleportation, and weapon cards. Once the players have set their two cards in front of themselves, the cards in the first slot will be revealed simultaneously and resolved. Movement happens first, then any teleportations, then weapon effects.
If a player chose to play a movement card (left or right), simply move the speeple one space in that direction. Teleportation cards have the speeples moving directly to the location specified on the card. Weapon cards will have text on them referring to which spaces will be affected by the weapon – same space, one space away, or two spaces away usually. Should an enemy speeple reside in a space and is to be hit, the attacking player either wins with a successful strike or the defending player will need to “slip” to another location by playing (and therefore also discarding) a location card. This location card is now out of play and essentially is used as a countdown to their end, as players only have one card per location to use for a future slip.
Each card will also feature a cooldown number on it. This number reflects how many game rounds this card will need to sit on the table before it can be shuffled back into the player’s hand. I believe this to be the greatest aspect of this game: utilizing the cool downs effectively in order to exact the most damaging tactics for victory. Some more powerful cards will also show an asterisk in place of a cool down number. This means that the card must remain out of play for three or more rounds before entering the player’s hand (see photo below for the Flamethrower Asset).
The player that can guess their opponent’s next moves, play their corresponding cards, and whittle down the location slips the fastest will become the ultimate spy and someone I definitely do NOT want to play against.
Components. As previously mentioned, we were provided a prototype copy of Slip Strike, and the components may change during the Kickstarter campaign. That said, this game is a bunch of cards and two speeples. The cards look incredible and the art is spot-in with the theme. I quite enjoy the art style and it stays out of the way while playing, but is also interesting enough that you can spend lots of time inspecting it when playing against AP-prone opponents. The speeples are cool, and I am excited to see where they end up as a result of a successful Kickstarter campaign. All thumbs up from us on components!
The game play is super solid. We had no questions on how to play the game after reading the rules (which are super short – thank you!), and we were off to murder each other in seconds flat. What I really appreciate about this game is that anyone can be successful with it and really get into the theme. Do you want to play as Agent Smith from The Matrix? Go for it! Want to play as Hiro Nakamura from Heroes (when he could control his powers, that is)? Do it! Slip Strike is quick, super engaging, and gives me the feeling of high-stakes, adrenaline rushing, globetrotting secret agents that I have been looking for. If you are interested in picking this one up, consider backing it on Kickstarter, purchasing from the publisher directly, from your FLGS, or your favorite online retailer once this one hits market. You won’t regret it.
Kaysee Hood (83 KP) rated Tower Of Dawn in Books
Nov 3, 2017
Once more Mass had me caught up in the pages of her book and it was kind of bizarre to be captured by a ToG novel, yet the focus is on the Hand of the King and the newly appointed Captain of the Guard rather than Aelin, which I was glad for. I don't believe if EoS and ToD were combined as planned it could not have conveyed important plot points, character growth, and development of new characters and plots as well as being two separate books. In ToD we're able to see Chaol progress not only with his injury, but within himself as he deals with the horrors from QoS. We're able to read through how Yrene is unwillingly to work with Chaol to how she realizes it is within herself. Nesryn is able to find herself, her actual self she was not able to express in Adarlan., Even the royal family here makes progress, tiny steps to better themselves. Combined that with what is found about the Vlag as well as a certain few people and Tower of Dawn is another successful ToG book.
So if you're a fan of the others then go find a copy. If you've been wanting to read the series then it is a good time to start as the end is getting closer.
Mark @ Carstairs Considers (2200 KP) rated Spy School British Invasion in Books
May 18, 2019
This book picks up moments after the previous book in the series ended, so it does discuss some of what happened in that book. As a result, if you want to go into that book completely surprised, you’ll want to read the books in order. But that’s no problem since the entire series is so fun. Once again, we get a wild ride filled with twists, turns, and extremely narrow escapes. Yet in the quieter moments, we get to see some depth and growth in the characters, which I loved. The action can be a bit over the top, but that plays into the comedy of the book and series perfectly. I might not have laughed quite as much as I did while reading the previous book, but I was chuckling before I finished the first page, and I did grin and laugh the entire way through. Middle Graders will love this book, and anyone looking for a fun read will be glad they picked it up as well.
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