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Tales of Evil
Tales of Evil
2020 | Adventure, Horror, Miniatures, Murder & Mystery
It is no surprise that following the enormous success of Netflix’s “Stranger Things” that creators would begin developing ideas borrowed from the show’s setting or characters. Of course we have seen games in this “80s kids Goonie-esque adventure game” genre before, and I have to say that I love the setting. When I saw the Kickstarter campaign for Tales of Evil I was immediately drawn to it. Did my investment pay off or is this one a gnarly bust?

Tales of Evil is a cooperative, horror, storytelling, adventure game that uses a unique new “Fusion System” throughout the game. Players will be taking on personas of kids from the 1980s who belong to a club named “Pizza & Investigation.” I do not wish to reveal too much in this review, so I will be covering this as a Solo Chronicles using one character going through the introductory tutorial mission.

DISCLAIMER: We are using the Kickstarter Deluxe version of the game. We do have the expansions from the KS campaign, but will not be using those for this review. Also, we do not intend to cover every single rule included in the rule book, 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 from the publisher directly or from your FLGS. -T


To setup, well, just follow the setup instructions in the rulebook. There’s too much for me to explain here. For one character playing the tutorial scenario, the game setup should look similar to what is pictured below. Maybe. The rulebook does not specifically state WHERE each item should be placed, so players will have ultimate freedom to setup items where they see fit to be most efficient for themselves.
Players in Tales of Evil will have no real “turn structure” as most games do, because all players will be adventuring together as a group. So characters will be moving as a group and never splitting the party (RPGers breathe a sigh of relief… maybe). However, as with many adventure games of this style, once players explore into new areas certain markers will placed on the board (Clue, Darkness, Mystery, Search, etc). These markers signify different actions that can be taken, or entrances to areas that are blocked or found, or something that could be traced from one area to another. The leader of the group for the time being is in possession of the Walkie-Talkie and will make all final decisions for the group after any discussion (for solo players, it is just a nice prop). Usually searching for items will result in a card draw and upon the card will be a test to pass using the stats on the player character mat to roll dice for successes. Of course, the other side of that are horrible losses as well.


Players will be traipsing through the area and reading passages from two actual books: the Story Book and the Event Book. Most of the action happens in the Story Book and it will guide players through the story and once choices are made or tests succeeded/failed, the book will instruct players what to do next and to which section to turn to further the story (a la Tales of the Arabian Nights). The game continues in this fashion until the story ends with victory or defeat.
Components. Why yes, that is a real spoon in the photo above. No, it does not come with the game. I will explain in a bit. The components in this game are great. Each character has their own mat for organization, action cards, equipment cards, and status cards that dictate the difficulty of the game and how the character degrades over time in the horror-filled mission. Some components are even glow-in-the-dark! A nice touch, but certainly unnecessary. I find everything to be wonderful quality, even the cards that are kind of polarizing on the KS comments are nice (people are complaining that they are not linen-finished, but I believe the publisher made the right call to make them matte finished if the linen obscured the look and art on them). Thumbs up for components from me.

I wanted to wait until my final thoughts to explain the whole “Fusion System” that is in play here. Tales of Evil uses the catchphrase, “You will get into the game and the game will get into you!” Now, I’m not sure exactly how this game is getting into me, but I’m certainly digging the game and this Fusion System. You see, some cards (in the tutorial, remember, so I’m not really giving much away here) will give players 60 seconds to grab a kitchen spoon for some benefit and a debilitation if they are unable to find one – hence the spoon in my photos. Another card relies on the character (and also then the player) removing their shoes. Still yet another deals with fire or people smoking in the vicinity. If there is fire nearby in real life, it affects the effects of the card drawn. It’s ingenious and I love every little bit of it! I can’t wait to see how the Fusion System will work in this game more and how it can be applied to other games in the future.

All in all I love everything about Tales of Evil. The setting is great, the Pizza & Investigation kids are awesome, and the game itself is incredibly engaging and makes you really think about the choices you make within. Perhaps the haunting feeling of doubting some choices is how the game gets into you, because I did find myself wondering what would have happened had I chosen a different course for some instances. I am very drawn to this game and I want to tackle all of the scenarios. Even solo! And another great thing about Tales of Evil is the fact that a player (or players) can join a game already in progress! So if I am exploring solo and my wife decides she wants to hop in, she just grabs a character mat, sets up the character, and dives right in with me. I LOVE games like that. So versatile.

While I should probably stop gushing at this point I just can’t. This game is so much fun and worth every penny spent on it. I implore you, if you are a fan of exploration adventure games in this vein you definitely need to snatch up a copy whenever you see one. And if you love it as much as I do let me know. We can swap adventure stories.

Oh did I mention the designer is even created a way for us normies to create our own scenarios and upload them to other Tales of Evil players? Yeah, I’m fascinated by that as well…
  
Cthulhu's Vault
Cthulhu's Vault
2015 | Adventure, Card Game
As a kid, one thing my siblings and I used to do was play a storytelling game in which we created a (usually) hilarious story, one word at a time. You know the kind. One person starts the sentence with a single word, the next person in line adds a word, and so on, resulting in some ridiculous storyline that ultimately makes little overall sense. So when I heard about Cthulhu’s Vault, a game with a storytelling aspect, I was keen to try it! Even though the subject matter is obviously a little darker, does the overall game live up to my childhood memories of creating stories?

Cthulhu’s Vault is a card game in which players are working together to craft an occult story, which will ultimately lead to a final battle with one of the Ancient Ones. To setup the game, each player receives an Ancient One card (kept face-down), 7 Story cards, and 2 Power tokens (one Investigator and one Cultist). Power tokens are kept face-down and are secret from other players. The remaining Power tokens are placed into two pools – either face-up or face-down as described in the rules – and a starting Story card is drawn and placed in the middle of the play area. The Power Guide card is placed off to the side, visible to players, and shows the amount of Cultist Power necessary to awaken your Ancient One during play. Select a starting player, and the game is ready to begin!

The game is broken down into two phases: the Mystery Stage and the Epic Battle Stage. The Mystery Stage begins the game, and consists of the storytelling element. On your turn, you will select a Story card from your hand and play it to the table. Here’s the catch – all players are trying to create a cohesive storyline, so you are encouraged to narrate and chain together a single story with the addition of each new Story card. After you play your Story card and tell your brief addition to the tale, you will collect a number of Power tokens as described on your played Story card, receiving Bonus tokens if applicable. The Mystery Stage continues in this fashion until a player has acquired the requisite number of Cultist Power tokens necessary to awaken their Ancient One. At the start of that turn, the player will reveal their Ancient One, and the Mystery Stage ends immediately.

Moving on to the Epic Battle Stage, there is a small bit of setup. All remaining Story cards are discarded, and Investigator cards are displayed. The player who awoke their Ancient One collects a number of Power tokens equal to the health of their creature, gathers/shuffles the Ancient One Combat Deck, and draws a hand of 3 Combat cards. All remaining players will select an Investigator to play, in order, depending on the total number of Investigator Power tokens gained during the Mystery Stage. Players will discard down to/collect a number of Power tokens to match the health of their Investigator, shuffle the Investigator Combat Deck, and draw a number of cards as dictated by their Investigator card. A Battle Order deck is created and shuffled, and will dictate the order of actions during each Epic Battle turn. The Epic Battle Stage is now ready to begin.


During the Epic Battle, a card from the Battle Order deck is revealed – either an Investigator or the Ancient One. The corresponding player will then act, playing a card from their hand, performing the action (usually Wounding the opponent), and then drawing back up to their hand limit. Play continues in this way until either the Ancient One is defeated (all Health depleted), or all the Investigators are devoured by the Ancient One. If the Ancient One is defeated, the Investigators have won! And if the Ancient One has eliminated all the Investigators, then that player wins. Either way, whomever wins is encouraged to come up with a brief epilogue to bring the overall story to an end.
So all in all, how does Cthulhu’s Vault fare? Honestly, not too great. Let’s start with the rulebook. It has some areas of serious ambiguity and confusion, which made this game kind of tough and frustrating for me to learn at first. Now that I think I’ve got it figured out, it’s ok, but that first read-through was rough. Now getting down to the actual gameplay. I can appreciate what the game is trying to do – have players create a story and then engage in their narrated battle – but the two phases of the game seem very disjointed to me. It kind of feels like you are playing 2 separate games in one. You get to have some creative fun making up a spooky story, which is then swiftly forgotten as combat ensues. There is little to no connection between the two phases, and that lack of connection makes the storytelling phase seem obsolete.


Another thing to consider when checking this game out is the group of people with whom you will play. To really get a fun, immersive story going, all players need to be willing to embrace the storytelling aspect, and get into the narrative. Requiring that type of creativity on the spot can make some players uncomfortable, and they just might not enjoy that element of the game. Let’s touch on components for a minute. I think that for the most part, the production quality is fine! The Story, Investigator, and Ancient One cards are all oversized, sturdy, and feature some neat spooky art and flavor text. The Combat cards are normal sized, and for the most part clear in their text/actions. The Power tokens are small wooden discs, and are fun to play with. The version I have is in a tin, not a cardboard box, and the tin is nice and sturdy too. Overall, good quality game.
In theory, I think Cthulhu’s Vault is a neat game. The actual execution of the gameplay doesn’t quite hit the mark for me though. The lack of connection between the two phases of the game really detracts from the overall immersion. If there were a stronger connection, perhaps I would like it more, but as it stands, it just feels like 2 separate games in one box. If you’re into storytelling games, I would consider Cthulhu’s Vault because it does provide a neat opportunity for players to craft a unified story. But the shift to the combat phase feels sudden and unrelated. Purple Phoenix Games gives this one a fiendish 5 / 12.
  
TT
The Taken (Celestial Blues, #1)
2
2.0 (1 Ratings)
Book Rating
Even though I'm not especially fond of angels, I decided to try out this new series based on my previous experiences with Vicki Pettersson's work. Sadly, after an intriguing first chapter, any enjoyment I may have expected never came knocking (guess it was too busy knockin' on heaven's door).

Meet one of the two main characters, rockabilly girl Katherine "Kit" Craig. She's an eternally optimistic and peppy reporter whose best friend and co-worker, Nicole, was just murdered while following a lead. Our other MC is a haunted Centurion angel named Griffin Shaw who ushers the newly murdered into the afterlife, otherwise known as the Everlast, while bemoaning the murders of both himself and his wife Evie back in 1960. After making a mistake concerning Nicole, he's been sent back to earth as a human with some angelic senses still intact. Kit and Grif soon meet up and begin investigating the circumstances around Nicole's death, whilst Griffin seeks out any details involving his own.

Problem Number One:
The Cardboard Characters
Character development is supposed to unfold over the course of a book, in this case it actually appeared to deteriorate as the book went on. Kit never developed into anything but one of those annoyingly chipper people you just want to hit with a sledgehammer, while Grif started promisingly enough but then stagnated. They were both very shallow characterizations, and on top of that, I never understood Kit's actions or reactions to just about anything. I never felt her sadness about her best friend's death, whom she rarely gave a passing thought, believed she was smart (by the end, I thought her a dolt), or seem in any way human with nary a rational thought in her head. About mid-way through the book, Grif tells her he's an angel after they kiss, so what does she do? Does she a) run away screaming, b) think he's a few feathers short of a goose and tell him to get hell out of her house and life, or c) have a calm Q&A session followed by giving him a whatfor that consists of "I won't kiss you again" and "you're watching me walk out that door (in her own house) because you can't handle any emotion blah, blah, blah by pretending you're an angel" and then proceed to attend a charity event wherein she acts and converses normally, like nothing happened? If you picked "c" *ding ding ding*, you're a winner! Because as we all know, any sensible guy will pull out the "I'm an angel" trick and expect a woman to believe him. *rolls eyes* Never was it ever crystal clear if Kit thought Grif was either crazy or a liar. It was all a bit hazy, but what can you expect from someone we're never allowed to know? All we discern is she dresses and lives (somewhat) rockabilly, but it's all a veneer to her hollowness inside, which led me to dub her Rockabilly Barbie.
<img src="http://i272.photobucket.com/albums/jj183/piscesrain/reviews/RockabillyBarbie.jpg">;
Because that's all she is and nothing more. The only character that I found a little more well-rounded was the secondary character Bridget Moore and the two Centurions introduced close to the end. Everyone else was either forgettably two-dimensional or they were a caricature, a la Caleb Chambers and Paul Raggio.

Problem Number Two:
The Relationship(s)
I'm expected to believe in a possible relationship between Grif and Rockabilly Barbie, err I mean Kit, but there's not much there to believe in. Like the characters, it was shallow with the same descriptions reiterated over and over again. Basically it's a case of telling instead of showing. I felt no love, maybe some attraction, but that's all she wrote. Likewise I never bought that Kit and Paul could ever have gotten far enough to be married, they were just too different. Most people don't do a 180 after they get married, the seed of who Paul really was deep down inside would have already been there and if Kit was even a fraction astute, she should have caught that. All this served was to be a plot point in the book.

Problem Number Three:
The Plot(s)
The main plot involving Nicole's death and Chambers had a "been there, done that" quality to it. The plot didn't shock me or seem like anything new, I've come across the same before or at least plots that were very close, and it wasn't even told in a fresh way. So I wasn't as affected by anything in the book as I probably should have been, partially due to the indifference I felt and the fact that I figured out everything long before the author dropped, what I guess she thought, were informational bombshells.
The book had three major plotlines: Grif and Evie's deaths, Nicole's death/prostitution ring, and Grif and the Pure Anas' philosophical moments. They weren't juggled well at all. Ms. Pettersson should have picked only one and paid more attention to developing that specific plot and the characters. The scenes with Anas (or Anne) especially didn't mesh with the other stories and felt as if the author was overreaching the boundaries set up by the book. One scene in particular was extremely bizarre and pointless to the book as a whole.
Where was the noir? I've seen enough film noirs to know it ain't here.

Problem Number Four:
The Ending
What happened at the end is what I'd expect in a book that's exclusively romance and not in a mystery/urban fantasy hybrid, which made the rushed ending seem even more ridiculous and sappy. It was incredibly unbelievable to the story and didn't seem to set up the next book in any way. Also, one of the plotlines was all but left dangling with no foreshadowing or anything. Poor, poor, poor execution. Don't expound on a storyline if you're not going to finish it up or at least leave it dangling in a way that makes the reader want to come back. All that boring set-up for a completely stupid and cheesy ending. I expected rainbows and unicorns to pop out at any moment.

Overall the book felt more like a rough copy than a finished one and definitely could have used a few more goings over. Several descriptions were rushed and chaotic or simply poorly done so that I was scrambling to picture what was going on. The book is almost 400 pages and it is simply too long. With so many storylines, I'm not sure how they managed to both crawl and have very little action at the same time. I was going to give this two stars because I didn't hate the book, that would imply that it elicited any feelings what-so-ever, but the truth of the matter is that there isn't one thing I really liked about the book either. The only way I'd read a sequel to the bafflingly-named Celestial Blues series is if it featured different leads like the aforementioned Centurions, and even then I'd cautiously dip my toes into the book.

Originally reviewed: June 29
Received: Amazon Vine
  
The City of Kings
The City of Kings
2018 | Adventure, Exploration, Fantasy, Fighting, Puzzle
Great artwork (2 more)
Tons of content
Great for solo play
A bit fiddly (1 more)
Some scenarios are incredibly hard
A new take on the adventure game
The City of Kings is a tactical fantasy adventure, with procedurally generated monsters and some neat Euro mechanics. Frank West, the designer, has come up with a game that is massive in scope while being really simple to play and offering tons of replayability.

Set in an as yet unknown land, you take control of a hero (or, as this will be a solo focused review, a minimum of 2 heroes) to try and free the lands of the evil armies of Vesh Darkhand. The main story plays out over 7 stories, each with 4 chapters and 2 optional endings (Heroic & Legendary). There are also a bunch of stand-alone missions not tied to the main story.

The game is nothing less than stunning. The components are all top quality and the artwork is luscious. If you spring for the Deluxe version, you also get shaped wooden components for the resources as well as storage trays and some really useful plastic overlays to keep your character's stat cubes in place.

The game plays really smoothly. The rulebook is well laid out and gives the main rules in easily referenced sections. There is also a separate glossary which lists all the different creature abilities, location types, quest types and special tokens. This keeps the rulebook free of clutter and lets you learn about the different things as you play, giving the game a sense of mystery as you will be finding new things for many games to come. It's also really easy to open up and look up a skill.

The character sheets look intimidating but are wonderfully functional and quite intuitive as you start playing. Each character starts off the same, but as you kill monsters, complete quests and progress through the chapters, you will gain experience which lets you upgrade one of the several stats on your character sheet. This lets you customise your character and will make each play subtly different. You could go for attack and become the party's "tank" or you could focus on boosting your workers and be the one responsible for gathering the resources needed to buy better weapons or armour.

Each character also has a skill tree where you can gain different abilities unique to that character. With 12 different abilities and the restriction of only being able to pick up to 3 each game, it will take a good many games to try out the different combinations.

You get to perform 4 actions each turn and as well as being able to move your character across the map, you also start with a little worker that you can send out to the various resource locations on the map (when you have explored and found them) to gather the resources needed to purchase better equipment.

All (or most) of the map tiles will be face down at the start of the game, so you will be moving out of the city and exploring as you go, but when you flip over a monster spawn tile, you get to the meat of the game.

Unlike every other fantasy game, this is not your usual hack and slash, stand there and kill everything affair. This is more like a game of chess, you will need to be cunning and tactical to be able to survive and win.

You won't be facing the standard fantasy monsters, rather you will draw an enemy tile which will give you a description of the mob (yes, you are fighting groups at a time) you have encountered and then you will draw a stat card. These are numbered so after a couple of games you will know the basic stats of the next monster and be ready for it.

This sounds like it would become terribly repetitive, but each time you spawn a monster, you also have to assign abilities to it. these abilities are drawn from one (or more) of 3 bags containing Easy, Medium and Hard abilities so while you may know that the monster will do 4 damage and have 16 health, you won't know if it will spit poison at you, pull you into it's clutches or make you flee in terror. Or any number of other nasty things.

Line of sight, movement and combat is only done orthogonally, so as long as you are not in a straight line of the creature's range, you can leave him alone while you go about completing quests to either complete a chapter or to get the skills and equipment needed to defeat the beast.

On the whole it works very well. As is the nature of random token draws, you occasionally come across something that is just way too much to deal with and you will struggle to beat it, but that's all part of the fun.

I keep mentioning quests and equipment. There are two massive decks of cards, one you draw from when you interact with the quest location on the map. This will give you a quest that could be killing a monster, gathering a specific amount of a certain resource or, if you have the Deluxe upgrade, a dexterity quest. These are cool, you have to stack the wooden shapes in a tower without them falling :) and if you succeed you will gain XP and sometimes equipment.

The equipment deck is not quite a big as the quest deck, but still contains a load of cool tems which will be set out ready for you to purchase from the town or any discovered shop. To buy these you will need to have your worker running about the map harvesting the various resources scattered about the land and once you have enough, you can equip your heroes with mighty weapons and armour.

Be warned though, you can't just amble about the land at your leisure as each chapter has a strict time limit and if you have failed to complete your objectives by the time the clock strikes midnight after however many days you have been given, then the city will lose hope and you will fail. This makes for a very challenging experience where you need to work as a team and harmonise your skills to get the most efficient party.

Playing solo, you have to control a minimum of 2 characters, but it is not a complex task unlike a lot of other fantasy games. You don't have stacks of cards to shuffle through or tons of abilities or special rules to remember, just two character sheets with all the information easily seen and remembered. Depending on whether you play a single mission or a full story, the game will take between 1 and 2.5-3 hours and will offer a challenging tactical experience and a great narrative adventure that will be different every time.

This is such a good game and plays brilliantly as every player count (1-4) with different enemy stat bars to balance the threat against the number of players. Back on Kickstarter for a second printing along with some new expansion content, this should be on every gamers' shelf if you are a fan of great story driven fantasy games.
  
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Hadley (567 KP) rated Ghost Story in Books

May 14, 2019  
Ghost Story
Ghost Story
Peter Straub | 1989 | Mystery, Paranormal, Thriller
8
6.8 (5 Ratings)
Book Rating
Great story line (1 more)
Great characters
Too many secondary characters (0 more)
Don Wanderley is a writer who happens to meet a supernatural being, and this meeting causes his life to be turned upside down in the novel 'Ghost Story.' Wanderley's brother and uncle both die of strange circumstances, leading him to seek how their deaths came to be. What Wanderley finds is that they were both infatuated with two women: Alma Mobley and Ann- Veronica Moore; Mobley just so happens to be Don's ex-fiance'.

Even if it seems so, Wanderley is not the main character of this book, instead, we meet four older gentlemen who have been friends the majority of their lives: John, Lewis, Ricky and Sears. The four have created what they like to call 'the Chowder Society,' where they meet up in suit and tie at one of their houses to tell ghost stories. Sears tells one ghost story that will haunt them the rest of the book about his time as a teacher in a rural town known as Elmira: "Well, one of the most dreadful things in my life happened to me there, or it didn't happen and I imagined it all, but anyhow it scared the pants off me and eventually made it impossible for me to stay on. This is the worst story I know, and I've kept it locked up in my mind for fifty years."

After that story, strange things begin to happen in Milburn; a farmer named Elmer Scales, reports that his sheep have been slaughtered by having their throats slit and completely drained of blood, but there are no footprints nor blood stains where the sheep were killed: " 'Their throats were cut,' Elmer said to his wife. 'What did I tell you? Some crazyman's been out here. And -' his voice rose ' - a crazyman who can fly, because he didn't leave no prints.' "

When the reader finds out that the four life long friends have a dark secret that has seem to come back to haunt them, we witness them being killed off by a supernatural force, one by one. This story brings not only a great cast of characters and amazing story telling, but also twist and turns that are not seen from a mile away, like most paranormal thrillers have today.

The supernatural force readers are introduced to is a shape shifter, who takes on forms from a werewolf to a vampire " When he took off the dark glasses his eyes shone a uniform golden yellow. " But the book is not lacking on ghosts, either : "Then she saw a figure moving around out there and Nettie, who understood more than even her sister credited, fearfully watched it approach the house and barn. She uttered a few choked sounds, but knew that Rea would never hear them. The figure came nearer, hauntingly familiar. Nettie was afraid it was the boy from town Rea talked about - that wild boy in a rage that Rea had named him to police. She trembled, watching the figure come nearer across the field, imagining what life would be like if the boy did anything to Rea; and then squawked in terror and nearly tipped over the wheelchair. The man walking toward the barn was her brother Stringer, wearing the brown shirt he'd had on the day he died: it was covered with blood, just as it had been when they'd put him on the table and wrapped him in blankets, but his arms were whole."

The entire story takes place in the town of Milburn, with a few scenes outside of it, but because of this, there are so many secondary characters introduced that the reader may find themselves back tracking through the book just to remember who all of them are. On top of that, a lot of the characters are so much alike, that description can't even help tell who is who. Even our four main characters have similar descriptions, other than girth, that it takes a couple of chapters for readers to put a face to a name. Only some secondary characters become important enough to remember near the end of the book, this including a teenager named Peter.

'Ghost Story' is among the few paranormal books that can stand on it's own. There are scenes of hallucination that out-do those of the top paranormal writers of today. One of the most memorable scenes is with the character Lewis: "Lewis moved back and forth on the floorboards, willing his friends to return with the farmer's car. He did not want to look at the covered shape on the bed; he went to the window. Through the greasepaper he could see only vague orange light.. He glanced back at the sheet. 'Linda, ' he said miserably. " - the scene quickly changes - "He stood in a metal room, with gray metal walls. One light bulb hung from the ceiling. His wife lay under a sheet on a metal table. Lewis leaned over her body and sobbed. 'I won't bury you in the pond,' he said. 'I'll take you into the rose garden.' He touched his wife's lifeless fingers under the sheet and felt them twitch. He recoiled. "

When the ghost story is finally revealed from the main characters' past, pieces of the puzzle begin to fit together. To not give away too much, here is a portion of that story: " 'She said she was lonely,' Ricky said. 'Said she was sick of this damned town and all the hypocrites in it. She wanted to drink and she wanted to dance, and she didn't care who was shocked. Said this dead little town and all its dead little people could go to hell as far as she was concerned. And if we were men and not little boys, we'd damn the town too.' "

While our main characters are being killed off one by one, the town of Milburn is going through an odd blizzard that seems to put everyone on edge: " People settled down in front of the television and ate pizzas from the freezer and prayed that the power lines would stay up; they avoided one another. If you looked outside and saw your next-door neighbor fighting up his lawn to get to his front door, he looked unearthly, transformed by stress into a wild ragged frontier version of himself: you knew he'd damage anyone who threatened to touch his dwindling store of food. He'd been touched by that savage music you had tried to escape, and if he looked through your Thermopane picture window and saw you his eyes were barely human."

Although 'Ghost Story' was published in 1979, it still has a big impact on the way the paranormal genre is written today. Straub not only makes a convincing story line, but he also makes characters that the reader can actually care about. Even when we find out what has been going on in the small town of Milburn, the reader can still feel a very real threat from the supernatural force within it. 'Ghost Story' is by far the best paranormal thriller I have ever read. I highly recommend this book to anyone who believes that the past can come back to haunt you.

For more reviews by me, please check out my blog at goreandtea.com
  
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Hadley (567 KP) May 14, 2019

Since my reviews seem to get cut off, you can read the whole review and others at goreandtea.com

Stars Above (The Lunar Chronicles, #4.5)
Stars Above (The Lunar Chronicles, #4.5)
Marissa Meyer | 2016 | Fiction & Poetry
8
8.7 (13 Ratings)
Book Rating
This book is actually receiving a 4.5 star review, but as you all know, we can't do that on here, so I just gave it a four star.

There will be spoliers, so ye be warned.

I'm going to go at this story by story, so bear with me.

The Keeper

I very much enjoyed getting to know Michelle Benoit because we do not get much of her in the base series. I love getting to know her and Scarlet's relationship on a first hand basis, but also getting to see the strain on their relationship because of the secrecy of Cinder. There are quite a few special moments between Michelle and Scarlet, namely, the one where she gives Scarlet her flight pin for her birthday present. Not going to lie, I choked up a bit on that one.

Another level of this story is the interactions between Michelle and Cinder. I loved seeing Michelle doting on Cinder, even though Cinder is in a suspended animation tank where she can't actually interact with Michelle. But being able to see the fear and the care Michelle feels toward Cinder was something very special and it warmed my heart to read it. I loved that Michelle gave Cinder her name to remind her that she is rising from the cinders and ashes of her past. So symbolic!

Glitches

Okay, now moving on to Cinder's early childhood. Garan was not really the best dad, from what I read. He is quite aloof and absent, not only in Cinder's early life, but in his own daughters'. It hurt to see how Cinder was mistreated by Adri from the beginning, even though I kind of undertand where Adri is coming from. I am by no means saying what she did was right. Let me just put that out there. She was a horrible mother to Cinder and I am not forgiving her, but her husband threw this child on her when they were already having a hard enough time supporting their two daughters. It must have been really difficult.

I loved how we got Cinder finding out that she was good at mechanics and fixed Iko! I was so happy when those two got together because I knew it was the beginning of a glorious friendship!

The Queen's Army

Ze'ev! Ugh, his childhood was almost no better. Yes, he had parents that loved him, but he had no choice in being conscripted into the army, then having to take care of his little brother who kinda hated him, then having to prove himself (and in turn save every person in his pack) by killing another person. He didn't even really have a choice in that either because Levana shoved the idea in his head. I'm just glad he gets to be happy with Scarlet.

Carswell's Guide to Being Lucky

Carswell, aka Mr. Smooth, having a crush on the sweet and smart kind. Hm. Where have we seen that before? Oh yeah, with my girl Cress! He has a thing for nerds and I am okay with that. I loved getting to see baby Thorne learning all of his tricks and tricking people out of their money. Goals.

After Sunshine Passes By

Baby Cress! This story made me so emotional because she had so much hope that she was going to go to earth, but beotch Sybil had other plans because she is horrible. Her reaction to learning that she was going to be isolated was heartbreaking as hell. But I did really enjoy getting to see how she was trying to help the other Shells learn how to read. I'm glad she got to learn at least.

The Princess and the Guard

Baby Winter and Jacin playing Princess and the Guard was so freaking cute, but then it got real dark, real quick. We start with the moment she thought she was helping that poor maid who was being manipulated by Thaumaturge Park (asshole #1 right there, by the way), then we have to see her learn that she didn't acutally save the girl, but subjected her to more torment. And then her promise to not use her glamour and her eventually going mad. That first hallucination and her reaction to it made me almost start sobbing, to be completely honest. It hurt so freaking much.

And then we get the big moment: Levana making her cut herself. She was so strong throughout the whole thing. She didn't let it get to her one bit, until she was back with Jacin, the only one who could protect her. She was so strong throughout the whole ordeal, and even afterwards. It breaks my heart to see that she was almost completely broken by not using her gift. I'm just glad everything is okay with her now.

The Little Android

Talk about crying, this story brought out all the tears. The original Little Mermaid is sad enough, but this one got to me so much. I know a lot of people don't really like this story because it didn't add anything to the rest of the series, but it added depth to the world. I loved being able to see another android other that Nasani and Iko. And on top of that, she was another one with a "faulty" programming chip. Is it mandatory that all androids fall in love with Kai or people who look like Kai? No? Okay, it just seems that way from this series.

But in all seriousness, this story was heartbreaking. Especially the ending when she allows herself to die for the one she loved to be happy. Come on! I didn't need this sadness in my life! (But I actually did, because it was beautiful and I loved it. I just wish I didn't cry at it as much.)

The Mechanic:

I was glad to see that this was the next story, because at least it would be happy. Kai's perspective of meeting Cinder was the cutest thing ever. He was so shy and dumbfounded and had no idea how to flirt. It was so endearing. They both also seemed so young becasue, well, it was the beginning. I adored how he was obsessed with the foot from the moment he first saw it. Not because of a foot fetish, but because he was acknowledging cyborgs (that acknowledgement eventually growing into action, but hey, it was a start!)

Something Old, Something New

Talk about super cute, this story stole my heart on the cute scale. A wedding! Woo!! Wolflet's wedding: double WOO!!! I love these two and their interactions, but I loved even more that it was told from Cinder's perspective.

Them setting up an early surprise wedding was so adorable, I almost exploded from happiness. I loved how they all teamed up together to get Scarlet to get ready early and trying to not get her suspicious was adorable. The boys all setting up the wedding and making it beautiful, if not a little dangerous at times, also adorable. Thorne being the number one decorator was hilariously cute! I honestly loved every bit of this story. I called Kai proposing to Cinder from the start of the story, though. I am super happy that it happened though! So cute! And they were looking at the stars because they were star crossed lovers for a while. Ugh. I just can't with these feelings.

Overall, I loved this book. I am giving it a 4.5 because there were a few moments in the stories that were a little slow, but it was still really freaking good!!
  
Dracula
Dracula
Bram Stoker, Ang Lee | 2016 | Fiction & Poetry
9
8.1 (47 Ratings)
Book Rating
Dracula was written by author Bram Stoker during the late 1890's and is set around the character of Dracula and his attempt to move from Transylvania to England so he can spread the curse of the undead (I.e. the creation of more vampires). English solicitor Jonathan Harker who'd originally gone to Transylvania to be legal aide for Dracula stops him with the help of Van Helsing and others which ends the life of one of them – Quincey-, the book ends with a note from Jonathan Harker that several people lived happily married and Jonathan has a son nicknamed for Quincey.

Dracula was published in London in May 1897 by Archibald Constable & Company and was later copyrighted in the U.S in 1899 and published by Doubleday & McClure of New York. Despite having decent praise form reviewers it wasn't an immediate bestseller. Although the English newspaper the Daily Mail ranked Stoker's writing prowess in Dracula above that of Mary Shelly, Edgar Allen Poe and Emily Bronte's Wuthering heights. Unfortunately it didn't make Stoker that much money and he'd had to petition for a compassionate grant from the royal literary fund. When he died his widow was forced to sell his notes and outlines of the book at an auction in 1913. It was the unauthorised adaption of Nosferatu by F. W. Murnau in 1922 and the resulting legal battle made when Stokers widow took affront that the novels popularity began to grow.

Before writing Dracula Bram Stoker had been researching European folklore and stories of vampires having been most influenced by Emily Gerard's “Transylvania Superstitions” 1885 essay...which included content about the vampire myth. Some historians insist that Vlad iii Dracula (More commonly known as Vlad the impaler) was the model for Stokers count but there's been no supporting evidence to make that true. According to one expert Stoker only borrowed the barest minimum of information of the Wallachian tyrant and he's not even mentioned in Stokers notes. Stoker was a member of the London library during the 1890's where books by Sabine Baring-Gould, Thomas Browne, AF Crosse and Charles Boner are attributed to Stokers research. Stoker would later claim he'd had a nightmare caused by over-eating crab meat about a “Vampire king” rising from his grave. Whitby on the Yorkshire coast contributed its landscape since Bram Stoker often holidayed there during the summer.

Dracula wasn't Stokers first choice as title for the story since he cycled through The Dead Un-Dead then simply the Un-Dead the count wasn't even supposed to be Count Dracula having had the name Count Wampyr for several drafts before Stoker became intrigued by the name Dracula. After reading “An account of the principles of Wallachia and Moldavia with political observations relative to them” written by author William Wilkinson (Published in 1820). the descendants of Vlad ii of Wallachia took the name Dracula or Dracul after being invested in the Order of the Dragon in 1431. In the old Romanian language the word Dracul mean “the Dragon” and Dracula meant “Son of the Dragon”. Nowadays however Dracul means “the Devil”

Whilst Dracula is known as THE Vampire novel its not the first. Johan Wolfgang Von Goethe had his book the Bride of Corinth published in 1797, 1871's Carmilla (a story about a lesbian vampire) was written by Sheridan Le Frau and James Malcolm Rymer's penny dreadful series Venny the Vampire was a product from the mid Victorian period. Even John Polidori created an image of a vampyric aristocrat in his 1819 story The Vampyre when he spent a summer with Merry Shelly (creator of Frankenstein) and her poet husband Percy Bysshe Shelly and Lord Bryon in 1816.

I really love Dracula. It showed the madness, the ethereal quality and the ultimate danger of what a vampire could do. Like many other goth inclined teenagers trying to find their feet in the world Dracula definitely added its two cents to my self worth and love of all things macabre. The fact it was written by a Victorian writer has added a unusual depth to the story as only a Victorian writer could. The culture of the Vampire has become deep rooted and wide spread in its acceptance and Dracula has definitely spearheaded such a phenomenon.

Abraham “Bram” Stoker was Born in Dublin, Ireland on the 8th of November 1847, He was the third of seven children born to Abraham and Charlotte Stoker and was bedridden with an unknown illness until he recovered at seven. He started schooling at a private school run by the Reverend William Woods and grew up without serious illness. Stoker excelled at sports at Trinity College Dublin having graduated in 1870 with a BA (Bachelor of Arts). He was an Auditor of the College Historical Society and the president of the University Philosophical Society where his first paper was on Sensationalism in fiction and society.

Thanks to his friend Dr. Maunsell, Stoker became interested in the theatre as a student and whilst working for the Irish civil service he became a theatre critic for the Dublin evening mail where he attracted notice for the quality of his reviews. Stoker gave a favourable review of Henry Irving's adaption of Hamlet in December 1876, this prompted Irving to invite him to dinner where they ended up becoming friends. Stoker wrote The Crystal Cup which was published by the London society in 1872 and The chain of Destiny which was released in four parts in the Shamrock. Stoker also wrote the non-fiction book the duties of clerks of petty sessions in Ireland which was published in 1879.

Bram stoker married Florence Balcombe the daughter of a lieutenent-colonel in 1978 and they moved to London. Where Stoker ended up the Business manager of the Lyceum theatre as well as manager for Henry Irving- a position he held for 27 years. Despite being a very busy man Stoker ended up writing several novels (as well as Dracula) Including The Snakes pass in 1890, the lady of the shroud in 1909 and the lair of the white worm in 1911. when Henry Irving died in 1906 he published his personal reminiscences of Henry Irving. Stoker also managed productions at the Prince of Wales theatre.

Bram stoker died after a series of strokes in London on April 20th 1912, the cause of death is split between the possibility of Tertiary Syphilis or overwork. He was cremated and was placed in a display urn at Golders Green Crematorium in North London, he was later joined by the ashes of his Son Irving Noel Stoker in 1961, his wife Florence was meant to join them but her ashes were scattered at the Gardens of rest.

Stoker was honoured with a Google Doogle (the banner on goggles homepage) on November 8th 2012 commemorating the 165th anniversary of his birth. An annual festival in honour of Bram Stoker happens in Dublin, its supported by the Bram stoker estate and was/is usually funded by Dublin City Council and Failte Ireland.

My opinion of Bran stoker is that of a decent hard working man who loved life. Stoker epitomises the phrases of “a man on a mission” and “a man who hussles”. Having worked extremely hard both creatively as a novelist and business wise as a theatre manager Stoker pretty much showed that if you work hard you could pretty much do anything you set your mind to.

And there you have it a book for all the ages, definitely under the banner of AWESOME!!!.
  
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blueirisfox (125 KP) rated the PC version of Final Fantasy XIV Online Complete Edition in Video Games

Feb 16, 2020 (Updated Feb 16, 2020)  
Final Fantasy XIV Online Complete Edition
Final Fantasy XIV Online Complete Edition
Massively Multiplayer
So many cool clothes!! (3 more)
Crafting and Gathering classes add so much to this game
For the most part, the community is so friendly and awesome (in 8 months I have only come across one toxic/mean player)
The world feels alive. The stories of npcs can be some of the highlights of gameplay.
Can be quite expensive to pay for online membership (3 more)
The pacing of A Realm Reborn (ARR) can feel really slow.
Buying the game can be really confusing, as you don't know what versions you should be buying.
Two of the playable races have restricted customisation.
This review is long... not all of it fit so the rest is in the comments
The way how I like to think of this game is like when I discovered anime. It felt like this whole new world that was hidden under a small rock that someone could easily walk past. Like one small step could have meant never finding it at all. (this was a couple of years before Attack on Titan exploded, by the way)

But still, against all odds, I found this amazing world and community and I am just so in love with it.

I've been playing this game since around June/July of 2019, and only actually bought the full version the following Christmas, so I still consider myself to be a newbie. I'll try my best to review the content that I've played, as well as the content I've seen others play.

Before I say anything else, I feel that I need to get this across. If you are completely new to this game, don't spend any money on it yet! There is a free trial that DOESN'T HAVE A TIME LIMIT and is FREE. If you actually buy the game, you will have to start paying for the online subscription after the first 30 days free are used up. You will be saving a lot of money by just playing up to the level cap of the free trial at your own pace. The level caps at 35, which sounds like it's not that high, but this applies to ALL CLASSES and not just one - so you can multiclass and level them all up to 35. Also, this will let you experience the game without much sacrifice and give you the opportunity to see if you actually like this game, or if it's not for you.

When you do come around to buying it, I would recommend getting the compete edition. It works out a lot cheaper since it comes with everything. So if you're not sure which one to get, then this is the best one. However, a cool thing about this game - and the greatest cause of confusion among new players - is that buying the newest expansion will also give you all the old ones too, BUT this will only be playable if you have the base game first. And it is for this reason that it ends up cheaper to get the complete edition, since the Shadowbringers expansion alone is about £40.

Now, onto the review...

I have heard this game be compared to World of Warcraft (WoW) many times before. I've never played WoW, but I'm sure that this gives a bit of a better idea of what kind of game this is.

There are different Data Centers and Servers you can play on, and simply hopping from one to another can give the game a completely different feel. When I started out on Omega, it felt like a quiet and cozy little community of players. I know now that this server is a roleplay (rp) oriented server, but I could have easily jumped onto a more player-vs-player (pvp) oriented one, or a busier and more hectic server. So I guess that it was pure luck that I picked a server that matched my slow and cosy play style. I'm pretty sure that there is a reddit post that explains what the different servers are like, although this is likely to change with time as certain servers grow.

Onto Character creation. Oh how I love my character creation. I am proud to say that I have spent many hours in this part of the game alone, which is the main reason why I have so many playable characters scattered on different servers. I do have some criticisms for this one, but by the same note I have a lot of love for it.

So first of all, there are a total of 8 playable races: The Hyur (humans), the Elezen (elves), the Lalafell (midgets), the Miqo'te (cat people that look like ichigo from Tokyo Mew Mew), Roegadyn (buff giants), Au Ra (part dragon? They have cool horns), Hrothgar (Actual cat people, like the guy from FFX), and finally Viera (the bunny girl).
Phew! Got all their names out. Now I can critique.

So first of all, I feel that I should mention that only the first five races are available in the free trial and base game. The other three races are unlocked through buying the expansions (Heavensward, Stormblood, and Shadowbringers) although I'm not entirely sure which ones specifically since I bought the complete edition.

My biggest beef with the races as of writing this review, is that Hrothgar and Viera are gender locked. Hrothgar's are locked to males, and the Viera are locked to females. These races are the newest to be added, so there is still a chance of introducing the other genders - which isn't as unlikely as you may think, since the FFXIV team listen to the community a lot, and fix/introduce many features wanted by the community.

Furthermore, these two races are a bit limited in their customisation. The Hrothgar have the problem of the hairstyles being locked to face types (which there are only 4 or 5 of), and unlike every other race, they have to buy a fantasia to make changes to the hairstyle. Fantasia are used to change your character's look, from race to gender, to smaller features like eye and skin colour - they are intended to change permanent features, which is why it's a bit unfair to Hrothgar players looking for a new look that could normally be achieved through the Aesthetician (stylist) - I'm pretty sure i spelled that wrong 😅

Then there is the Viera. Don't get me wrong, I love this race - I'm currently playing one myself. But I can't help but be sad over the lack of compatible hairstyles and head gear. I didn't mention this before, but you can aquire new hairstyles through certain areas of gameplay. When I was playing a Hyur (human), I could fully enjoy these hairstyles without a problem. But when I tried it on the Viera, it just didn't work at all. And if that wasn't bad enough, my character can't wear a lot of the hats in the game, which is just infuriating to me since I really love the glamour system and making cool looking characters.

Those were my biggest peeves with the game, and now they are out of the way.

I'll keep the rest brief, since this is quite a long review already.

The housing system looks really cool, with a lot of different housing items that can be used. I've seen some really epic houses so far. Housing and furnishings are really expensive, so this is more of a long term goal. Saying that, the cheaper alternative is apartments, although you lose out on a garden (unless you make an indoor one - and I'm not sure how functional it would be since I can't afford housing), as well as loosing basements I'd imagine.

The rest is in comments because it didn't fit..
  
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blueirisfox (125 KP) Feb 16, 2020 (Updated Feb 16, 2020)

The rest:

In terms of new content, there is always something going on. In 8 months of playing, 4 events have already gone by. This game is constantly adding new stuff, and improving things for quality of life.

A useful person to keep an eye on is the YouTuber Meoni. He goes over new patches and live letters, talking about new content being added into the game and just discussing it in general. His channel is the main way that I stay up to date.

Another person that I watch is Shenpai. She mainly streams on Twitch, but she does also have a YouTube under the same name. Her content is more entertaining than informative, although if you catch one of her streams, you might be lucky enough to see her teaching players how to do the more hardcore boss fights. She's one of the best tank players the game has, so there's always something to learn from her.

That's about all I can think of to say, and I feel that this was pretty long already. I might make a review on the free trial as well, but talking about slightly different things.

Peace out,
blueirisfox

Labyrinthos
Labyrinthos
2020 | Adventure, Maze, Mythology
Greek mythology has always fascinated me. The adventures are awesome, the heroes are mighty, and the creatures are awe-inspiring. I often wonder what it would have been like to live in those ancient times, hearing those stories firsthand, and experiencing the excitement associated with such feats. Well, I may not have a time machine. But I do have a board game table. And on it is Labyrinthos.

Disclaimer: I do not intend to rehash the entire rulebook in this review, but rather provide an overview of the rules and game flow. -L

Labyrinthos is a game of action and adventure in which players are exploring the famed Labyrinth of Daedalus, searching for the 4 secret keys that will let them escape! All this while avoiding traps, their competitors, and the deadly Minotaur who seemingly lurks around every corner. To setup for a game, create the Labyrinth as described in the rules – in the end it will be a 7×7 tile grid. Each player receives a Player Board, Standee, 4 Desperation cards, 7 Action tokens (3 Hand tokens and 4 Feet tokens for the first turn). The remaining Desperation cards and tokens are placed to the side of the play area, along with the Key tokens. Select a starting player, and the game is ready to begin!

Over a series of rounds, players will take turns performing various actions, exploring the Labyrinth, searching for Keys, and avoiding the Minotaur. On your turn, you will be spending Action tokens to perform various actions, like: Move (to an adjacent tile), Explore (flip over an adjacent face-down tile and move to it), Discover Key (gain the corresponding Key token to your Player board), Desperate Action (play a Desperation card), and a handful of other actions. Each action has a token cost associated with it, and you must pay it in order to perform the action. Each different Player Board also has a unique Special Ability that is active during the game. Once you have taken as many actions as you can/want to take, you will return any unused Action tokens to the supply, and then choose a combination of 7 new Action tokens to be used on your next turn. Then, you will refresh your hand – drawing or discarding Desperation cards so your hand limit is 4 minus the number of Key tokens you possess.


The final step of your turn is to roll the Minotaur die and resolve his movement/actions. The movement of the Minotaur is similar to the movement rules of players, and some results on the Minotaur die activate special abilities. If the Minotaur ever enters a tile occupied by a player, he immediately Attacks! The controlling player rolls the Blood die, and the attacked hero gains that number of Wounds to their Player Board. A Wound on your Player Board will cover one of your turn actions, prohibiting you from performing that action until you spend Action tokens to Heal. Certain tiles of the Maze have special symbols that will immediately affect the gameplay. For example, any time a player moves onto a Trap tile, they immediately take a Wound. When a player is on a Hide tile, they cannot be Attacked by the Minotaur. Play continues in this fashion, alternating turns, until a player has collected all 4 Key tokens and made their way back to the starting Door tile. That player has successfully escaped, and all others remain trapped in the Labyrinth!
I know that may seem like a lot, but the gameplay itself is actually pretty streamlined and intuitive. The action descriptions on the Player Boards are clear and concise, acting as a player reference sheet in a way. I appreciate the Player Boards SO much because it keeps me from having to continually refer to the rulebook for any action questions. The action options themselves are simple to understand and perform, but the strategy required for overall success is trickier to master. This truly is an exploration game – the 7×7 grid is created anew every game, and chances are you will never play with the same grid layout twice. The Key tiles could be anywhere, and you have to try to get to them before your opponents. The different tile symbols offer some risk/reward decisions. Do you risk turning over an undiscovered tile in hopes that it gets you across this gap? It could be a Trap! Or it could be a Secret Passage that allows you to move elsewhere. You’ll never know if you don’t try it!

I also really like the mechanic of the Minotaur in this game. At the end of your turn, you roll the Minotaur die and resolve it. That means the Minotaur is essentially controlled by all players. It becomes a sort of tug-of-war, if you will, as players try to get the Minotaur to attack opponents, while hopefully also staying out of his range for the next player’s turn. Another neat thing about Labyrinthos is that when you collect a Key token, it actually provides you with an action and is added to your Player Board, covering an existing action. Through the use of actions and Desperation cards, you could be able to move Keys around on your Player Board too. Maybe its initial placement doesn’t fit the situation anymore, and you need that covered power back! The opportunities to strategize with your actions are endless, and that keeps the gameplay engaging. One last cool thing I want to mention is the selection of new Action tokens at the end of each turn. Certain actions require Hand, Feet, or both types of tokens, and having the ability to choose the combination of those for yourself feels pretty powerful. It could also quickly backfire, if suddenly you find yourself needing Feet tokens, but you only have Hands left! It’s another layer to the strategy, and it helps up the excitement of play.


Components. The components of this game are great. The maze tiles are nice and sturdy, the symbolism clean and clear. The Desperation cards have some cool flavor text, and their actions are straightforward. All of the Standees, tokens, and dice are good quality that will hold up to lots of handling. All in all, great production quality!
I am extremely happy that I decided to back Labyrinthos on Kickstarter. For being a seemingly simple game of maze exploration and movement, there is definitely a lot more to it than meets the eye. Players have to manage resources and plan ahead for what they need in subsequent turns. Desperation cards can affect the gameplay, and can sometimes even be used during an opponent’s turn. The ability of Key tokens to cover existing abilities really makes players think about what their strategy is moving forward. All of these aspects put into one game make for a fun and immersive experience. Purple Phoenix Games gives it an a-maze-ing 10 / 12. Also, special shout-out to the all-female team behind this great game!! It is really cool to see how women are moving up in the gaming industry, and becoming prominent players across game design, art, production, and media content realms within this hobby. Kudos to you ladies! I am very much looking forward to supporting your games in the future!
  
Quests: Heroes of Sorcado
Quests: Heroes of Sorcado
2022 | Adventure, Card Game, Dice Game, Fantasy
I’ve mentioned before that we at Purple Phoenix Games are currently working our way through a DnD 5e campaign. For almost all of us, this has been our first foray into the world of role-playing games. It’s a lot of fun, although it’s quite a daunting task at first. But more often these days, you can find board games that serve as fun, cooperative, and easier to learn/manage versions of these popular role-playing giants. Enter Quests: Heroes of Sorcado. How does it fare in the lineup of campaign-driven board games? Let the demo adventure help you decide.

Disclaimer: For this preview, we were provided with a Tabletop Simulator file for the demo/prequel adventure. These are not the final components, since it is a digital file, but the artwork and rulebook are mostly finalized – so the gameplay is what you will get in the physical copies of the game. -L

Quests: Heroes of Sorcado is a cooperative, campaign-driven game in which 1-6 players will take on the roles of party members with the goal of completing all 8 of the included adventures. The game does come with a tutorial/prequel adventure to help introduce players to the mechanics and overall gameplay before diving in to the full game. To setup for this Adventure Zero, place the game board within reach of all players, set aside the Campaign and Adventure books, place the Boss card for this adventure face-down above the board, and sort and place Potion/Loot/Armor/Health tokens in their corresponding areas. Set the 6 required Adventurers for the prequel in a circle near the game board, and take the listed Health and Starting Equipment for each Adventurer. The prequel uses only a single Location, so set that Deck in one of the Location spaces of the board, and the game is now ready to begin!


Depending on the player count, everyone will take on the role of at least one of the Adventurers, and the game itself is wholly cooperative. Here is how Adventure Zero works. Each Adventurer, in clockwise order, will be dealt 1 face-down Location card. Then, starting from the first dealt Location card, the Adventurers will take turns revealing their card. Some cards are Events or Story Moments, and prompt players to read from the Adventure/Campaign books. These cards often describe a scenario and require the player to select one of several provided choices, either earning a reward or penalizing the group. Most cards are Monster cards and will begin a combat! Each of the Adventurers has varying values for the four Stats of the game: Strength, Intelligence, Dexterity, and Wisdom. Combat in the game involves rolling a d20 and adding the appropriate Stat modifiers to the roll. You can also use Potions and Equipment to buff your rolls as well. How do you determine success or failure? Every Monster has a weakness to a specific Stat, so you will use that Stat modifier to enhance your rolls. Equal or exceed the Monster’s weakness, and it is defeated! Depending on the difficulty/level of the Monster, you will either fight with 2-6 Adventurers – adding their modifiers and abilities to your roll as well. How you setup your Adventurers is important, as adjacency is what helps determine who can be in each combat. If you defeat a Monster, collect the reward (Loot tokens, Potions, or Treasure cards), and the game continues to the next player. If you lose the fight, the Monster moves to the next Adventurer and combat begins anew. Once every Location card has been revealed and resolved, the Adventurers will reveal the Boss card and the final combat begins! Even though each combat has one primary Adventurer/player at the helm, the game is cooperative, so make sure you’ve got that teamwork mentality!
I have to say that I was pleasantly surprised by Quests: Heroes of Sorcado. The gameplay may seem a bit involved at first, but it actually flows pretty seamlessly and effortlessly. As someone who has played a handful of other campaign-driven board games before, I have to say that this one was by far the easiest for me to learn and play. Resolve Location cards, beat Monsters, and (hopefully) defeat the final Boss. Pretty straight-forward, and I really appreciate that. One thing that helps make it so user-friendly is that the game is based on only 4 Stats, instead of every conceivable Stat used in other role-playing games. That helps keep the game uncomplicated, while still offering players options every turn. Another thing that I really like? The Campaign/Adventure books are pre-written stories, prompts, and scenarios that allow the game to be truly cooperative. No need for an all-knowing Game Master here, as everything is already laid out for you. I also really like these pre-written aspects because it helps deliver the role-playing feel without pressuring the players to create their own campaign. Yes, there are still some ‘choose your adventure’ elements to it, but it doesn’t give so many options to overwhelm players.


That being said, I do have to mention that this is a campaign-driven game, so you will know the main storyline after your first complete playthrough. Although you would know the Monsters/Events/Boss/etc. of each adventure, the shuffle and draw of the decks would allow for variability, and thus replayability. You know the all the twists in the story, but will be able to play with different hero combinations as well! All 8 adventures will take quite some time to complete though, so don’t let the fact that you’ll know the main storyline after one playthrough turn you off from the game completely! Normally, I like to talk about the components of a game. Since this was a Tabletop Simulator version of the game, I am unable to really do so. I will commend the artwork and style of the game though – it is very thematic, engaging, colorful, and fun to look at. The text and abilities are clear, I love the color-coded modifiers, and the cards are all pretty intuitive. I have no doubts that the physical copies of the game will be quality productions as well.
As I stated above, this preview only covers the demo/prequel adventure, and its real purpose is to introduce players to the gameplay. That being said, I know that the full adventures will offer players additional elements (Side Quests, trading Loot and Potions, ‘level up’ the Adventurers, etc.) that will just add to the experience. Yes, there is the ‘one and done’ aspect of a campaign-driven game, but there is so much content in the full game to keep you going for quite a long time. If you’re looking at getting into this genre of game, but are worried about complexity, I would highly recommend Quests: Heroes of Sorcado. The gameplay overall is simple and straight-forward, while still offering the epic campaign feel. This one hits Kickstarter today, so head on over and check it out for yourself!