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Darkest Night (First edition)
Darkest Night (First edition)
2012 | Adventure, Fantasy, Horror
One of the best parts of the board gaming experience is finding a fun group of people with whom to play! Sometimes, though, coordinating a game night is easier said than done. We all must occasionally forego the group experience and face the world as the Lonely Only. But fear not! The world of solo-play is a vast and exciting realm! What follows is a chronicle of my journey into the solo-playing world – notes on gameplay, mechanics, rules, difficulty, and overall experience with solo variations of commonly multiplayer games! I hope this will provide some insight as you continue to grow your collection, or explore your already owned games!

Once prosperous, your kingdom has fallen victim to a powerful Necromancer who has shrouded the realm in darkness. His minions traverse the land doing his bidding, and his army, as well as his powers, continue to grow. All hope is lost….or is it? Four heroes band together in a final attempt to defeat this evil being. Each brings unique powers and strategies to the table, and success will come in one of two ways – by defeating the Necromancer in direct combat, or by gathering Holy Relics and performing a ritual to undo his powers. But be warned: the Necromancer grows stronger with every passing moment, so be sure your chosen strategy is the right one. Otherwise you too will fall victim to the Necromancer’s might.

Darkest Night is a cooperative game where players take on the role of the heroes attempting to defeat the Necromancer. Each turn has 4 steps – Perform any start-of-turn actions, draw/resolve an Event card, perform one action, and defend against Blights (monsters). Each equipped with a unique set of powers, the heroes must work together to search the land for Holy Relics and destroy Blights before the kingdom is overrun. Once all of the heroes have had their turn, the Necromancer gets his turn, which entails advancing the Darkness track, moving towards the closest detected hero, and creating more Blights. Victory comes in two forms – ritual or combat. If the heroes collectively uncover three Holy Relics, they can use them in a ritual to break the Necromancer’s powers. Or if a hero gets strong enough, they could directly fight the Necromancer. If, at any point, the Monastery is overrun by Blights, the game ends in failure and the kingdom has fallen into darkness.

DISCLAIMER – This review is for the Darkest Night (First Edition) base game. There is a second edition, and several expansions, but I have not had experience with any of those, so my thoughts are solely based on the First Edition base game. -L

I’m just going to be up-front and let you know that I am not a huge fan of this game solo. The main reason is that this game is for four heroes, regardless of actual player count. So playing solo means that I have to control all four heroes. Controlling one hero, I can do. Controlling two heroes takes more focus, but is usually manageable. But controlling four heroes at once? Madness! At least for me it is. There is so much more for a single person to keep track of, and it can be pretty overwhelming. There are so many variables to keep track of, I often end up making mistakes – forgetting to draw Event cards, accidentally using one hero’s ability when it is a different hero’s turn, forgetting to give one hero a turn in a round because I thought they already had one, etc. If I am lucky, I will catch a mistake in-progress, or one turn later, and can rectify it. But to be honest, of all the mistakes I make while playing Darkest Night, I probably won’t catch 25% of them. Which can either make a game super easy, or super brutal. You might tell me, “Focus!” or “Pay better attention!” but believe me, I’m trying! I just feel like four heroes for one person is too much.

Patience is a virtue, but apparently I have none when it comes to this game. And by that, I mean that I feel like it takes an eternity to accomplish anything in this game. On your turn, you only get one single action. And movement is an action. Picture this – I am trying to move my hero to the opposite end of the kingdom (at least 2 spaces away). I am going to have to spend 2 complete rounds (active hero turn, other hero turns, Necromancer turn, x2) just to get there. And then once I finally get there, I have to wait for the 3rd round to even do anything in that location! I just get frustrated at the fact that something as simple as moving a few spaces takes multiple rounds to accomplish. Since everything takes so long to do, you have to be thinking so far into the future with every turn. That makes it difficult for me to strategize, and the game just feels so inefficient, especially in solo play, when you have to control all of the heroes. It can be tricky enough planning a few turns in advance for a single hero, but being in charge of all heroes just makes the job more complicated. And maybe I’m just not patient enough for this game, but I think that if every hero got two actions per turn, the game would be a lot more manageable.

This will come as no surprise to you, but I enjoy this game more in a group rather than solo. This game is cooperative, and I like being able to talk strategy with my fellow gamers, rather than trying to figure everything out for each of the four heroes by myself. Group play also allows me to focus my attention on one single hero instead of multiple, which makes the game feel less overwhelming to me. And perhaps the second edition or expansions address some of the issues I have with the game, but for the time being, Darkest Night is low on my list of solo games.

https://purplephoenixgames.wordpress.com/2019/01/04/solo-chronicles-darkest-night/
  
All the Crooked Saints
All the Crooked Saints
Maggie Stiefvater | 2017 | Paranormal, Science Fiction/Fantasy, Young Adult (YA)
10
7.9 (13 Ratings)
Book Rating
Music (2 more)
Mental Illness
Family
Owls (0 more)
Saints Have Darkness, Too
Forget all you know about Stiefvater's previous books.

Okay, don't forget everything. Let me make it a bit clearer. Forget the characters you've known before. Forget the twists and turns, plots, and bits of information before. You'll need your mind clear to process All the Crooked Saints because a whole new world has been created in 1962 Colorado on a ranch in Bicho Raro where miracles take place, yet not the type of miracles you may have in mind.

The Sorias have a gift to perform these miracles on people who come, called pilgrims, where the darkness within a person becomes tangible. Some come believing once it is done then all is well. This is not the case. Drawing out the darkness is the first part. The second part is on the pilgrim to figure out on their own or darkness shall overcome the Soria who attempts to help. This is how it has always been. This is what the Sorias have been told. This is what the cousins, who the story is greatly based around, have been told. Yet is this the truth?

This is what the cousins (Beatriz and Joaquin) are trying to figure out when Daniel, the oldest of their trio, breaks the rule in aiding one of the pilgrims. They know neither can directly interfere. So Beatriz goes out on a limb using the radio system she has built for Joaquin to see if the broadcasting can help the others and let Daniel know he is not alone until they figure out how to change his fate. They've noticed the broadcast has done well for the other pilgrims, so why not their dear cousin, too? They have to figure it out before he dies out in the valley from the darkness, starvation, dehydration, or the elements.


However, there may be a slight problem with this plan. Well, two problems. One, Pete Wyatt arrived with a pilgrim to do odd jobs around the ranch to earn the box truck. The very box truck Beatriz fixed up and built the radio station in. As well as he is doing Pete may earn the truck before they can help Daniel. It's hard enough working under the time frame they have without the ticking time of Pete. Two, a Soria recognized Joaquin's voice. This means their secret is no longer a secret. This means they may not be able to help Daniel anyway.

They're pressed for time. Can Pete be talked to? Can Daniel, the saint, who should have known better, even be saved from his darkness? Or will the little bit of work be all in vain?


All this can be found out in the tale that will have you turning pages to find out if Daniel can be saved from his darkness, why he risked his life, and if the other pilgrims can be helped without bringing darkness to them all.
  
The Black Pirate (1926)
The Black Pirate (1926)
1926 | Action, Classics
7
7.0 (1 Ratings)
Movie Rating
Two-tone Techncolor milestone
Two Tone Technicolor in all its glory! This is it. The first widely distributed Technicolor movie back before we even had sound. This was hardly the first foray into colour, in fact colour almost goes as far back as film itself, as does sound, but it was not until the mid-1920’s that breakthroughs in both mediums would bring them into mainstream.

Sound would take first, with Technicolor taking just a little longer, mainly due to the technical issues of using it both in front and behind the camera. But as time went on, these issues were gradually dealt with with the rest is cinema history.

So, having gotten the technical bit out of the way, on to the Douglas Fairbanks Jr. blockbuster. And that is precisely want this was. A by-the-numbers acrobatic action movie by the undisputed star of the day, Fairbanks.

The plot follows a Duke (Fairbanks) whose ship is attacked and destroyed by a Pirates. He is the soul survivor and vows revenge. He soon finds himself in the company of the very pirates he is looking for and infiltrates their crew by being the best god-damn pirate there ever was!

He meets a princess (Billie Dove) and saves the day, gets the girl and the evil pirates are dispatched. All, amidst lots of colourful blood, to emphasise the Technicolor I suppose and slides down a few sails with his dagger along the way.

The performances are typical for a Hollywoodland movie of the day, but besides the outstanding physicality of Douglas, I would not say that there was anything particularly noteworthy about the acting, let alone the production on the whole. Having said that, the tone and cliche’s which this film has brought to the genre as whole are legendary and there is that foray into colour of course.

This were it all began folks…

The DVD

Unfortunately my copy was just the cheap R-0 version, whcih was clearly (ironically) taken from a old VHS recording. The colour is vivid but wrong. Greens have replaced blacks and the overall print quality was poor but watchable. I have seen bit s of the KINO HD Blu-ray edition and this looks great.

It also has the original score by Mortimer Wilson, something whcih this bargain basement DVD does not. The music supplied is okay; a mix of classical pieces on a loop but none this is cued and rarely suits the scenes let alone the action on screen. Further proof that there never was such a thing as silent cinema, just no synchronised sound.

For the real experience, get the Blu-ray, though it is very expensive at the moment, but if you just want to see what all the fuss is about, this DVD is quite watchable, at least as an entry version.

Me, I am after the upgrade!
  
BO
8
8.0 (1 Ratings)
Book Rating
Blood Oath is an interesting and fairly refreshing variation on the vampire riff. Most of the current tales give us a suave, sexy predator who mesmerizes his or her prey, leaving humans pining for their presence. They might even fall in love with a human. Nathaniel Cade, however, refers to humans as food, saying, "Would you have sex with a cow?" That makes much more sense to me. It's a good thing he isn't interested, either, as the typical reaction people have to encountering him is utter panic, often involving the loss of bladder control.

Cade is definitely a predator, though - an extremely effective one. Farnsworth attempts to explain his abilities scientifically, rather than mystically (I'd classify this book as science fiction if I had to choose a genre, whereas most books featuring vampires and similar creatures are fantasy or horror). The same is true of the enenies he faces.

While I'm not generally interested in socio-political thrillers (which is what this book was, other than a story about a vampire who works for the president), I did enjoy the fresh take on an old trope. While I normally groan when I see the first book from a new author billed as the beginning of a series (do publishers even buy single books any more?), I'm somewhat pleased this time. I do wish they'd been a little more careful with the name of the series (The President's Vampire), as there's another book with the same name: [b:The President's Vampire: Strange-but-True Tales of the United States of America|690096|The President's Vampire Strange-but-True Tales of the United States of America|Robert Damon Schneck|http://photo.goodreads.com/books/1177264074s/690096.jpg|676444] by [a:Robert Damon Schneck|368998|Robert Damon Schneck|http://www.goodreads.com/images/nophoto/nophoto-U-50x66.jpg]. Then again, if Farnsworth's book or series takes off, I suppose there's a chance that sales of Schneck's will as well. I'm sure he wouldn't complain about that at all. I've put it on my to-read list, after all.

I hope to talk my partner, Sam, into reading <i>Blood Oath</i>. If I do, it'll be fairly miraculous, as I don't recall him anything with dragons or werewolves in it other than ([a:Jim Butcher|10746|Jim Butcher|http://photo.goodreads.com/authors/1205261964p2/10746.jpg]'s Dresden Files) for most of the time that I've known him (12 years as of this writing). After his years at White Wolf, I think many books seem more than slightly derivative. He also did so much research before working on books he wrote for them (like [b:The Book of Nod|416122|The Book of Nod|Sam Chupp|http://photo.goodreads.com/books/1223664741s/416122.jpg|405290]) that he got a little burned out on certain subjects. Farnsworth's approach really is different enough that I think he might give it a chance. Will you?
  
WT
When the Siren Calls (The Siren, #1)
Tom Barry | 2012
8
8.0 (1 Ratings)
Book Rating
Disclaimer: I was given an e-copy from the author in exchange for an honest review.

Infidelity, fraud, and just plain ol' lying: That's what Julian "Jay" Brooke is all about. Whether he's running around with his mistress Lucy, trying to get into the pants of assistant Gina or the married Isobel, or selling timeshares at inflated prices to the filthy rich, Jay always has something up his sleeve. Can he get away with it all, or is it just a house of cards, waiting to come down?

Isobel Roberts is a married woman, on vacation with her husband in Morocco when she first encounters Jay, who saves her from an unsightly development in the market. From that point on, she thinks of him, her feelings growing into more than she's ready for, or so she thinks. What will she choose to do: Stay committed to her husband, or stray into the arms (and bed) of another (married) man?

There are so many characters in this book whose stories grab your attention (aside from Jay and Isobel). Lucy's feisty in trying to get her way in her relationship with Jay; Isobel's friend Maria is the no-nonsense birdie on Isobel's shoulder, helping her along throughout her decisions, whether good or bad; Andy Skinner is always trying to figure out just what Jay has pulled him into with this timeshare business in Tuscany, and whether or not he's getting screwed in the process; and so many more. With all the people involved, how long will it take for Jay's lies to come to the surface, or will he get away with everything?

Honestly, almost from the jump I wanted Jay to get caught at something, whether it was the infidelity, the fraud in Tuscany, just something. There's so many people in the world just like him, who think they're above everything and everyone and nothing can touch them, and I REALLY wanted someone to knock him down a peg (or several). There's schemes going on, underhanded business deals, price-gouging against "holiday tourists", and so much more. For the life of me, I wanted to just scream at all the characters to get them to catch onto it all.

The reason I dropped to 4 stars is because I got a little confused in the beginning as to the timeline, as weeks/months would pass between chapters, which bounce back and forth between characters, so I had a hard time keeping track for a little while. However, the time frame slows down, and it's easier to tell what's going on after the first quarter or so of the story.

Now, all that being said, DOES Jay ever get caught? Do his lies catch up to him, either in his personal or professional life, or does he get away scot-free? You'll have to read and see! =)

4 stars
  
The Lone Ranger (2013)
The Lone Ranger (2013)
2013 | Action, Comedy, Fantasy, Western
Story: The Lone Ranger starts with Tonto (Depp) telling the story of how he met the Lone Ranger John Reid (Hammer) the district attorney of Texas, we see how Butch Cavendish (Fichtner) killed John only for Tonto to bring him back from the dead to get their vengeance on the outlaws.

The journey takes the two men across the wild west to expose the truth behind everything that has been going on between the outlaws and the native Americans.

 

Thoughts on The Lone Ranger

 

Characters – John Reid is a district attorney in Texas, living in the shadow of his brother, but this time he gets to go on an adventure with his brother only to be murdered and bought back to life by Tonto. He must work with Tonto to get the people behind his brother’s death. Tonto is the native American that shows John the way as his own past makes him the colourful character that does things in his own direction. Butch Cavendish is the villainous outlaw not afraid to kill anyone who gets in the way of what he desires.

Performances – Armie Hammer in this leading role is good through the film, he must play the straight-laced character and pulls this off. Johnny Depp is going on one of his stranger character missions again here and at times is fine, but at others gets annoying. William Fichtner as a villain is something we always want to see.

Story – The story follows the origin of The Lone Ranger and Tonto as they faced their first enemy together in the wild west. The story plays out nicely just how you would imagine any Disney related material to, as an unlikely hero is born, even if it does follow elements of the Pirates beginning. This does have an adventure across the west feel which is nice to see and the twists and turns do seem to be easy to see unfolding, with a villain that knows the danger the two heroes pose to him.

Action/Adventure/Western – The action sequences do come off feeling like the highlight of the movie, with an amazing opening train sequence. The adventure side of the film is written all over the idea of going across the wild west to stop the villainous characters. The western feel comes through strong too, while not the most serious we do see both sides of the law.

Settings – The settings take us all over the wild west fitting into nearly ever typical location we know about.

Special Effects – The effects are good too in the film while only being used to cover up certain moments of the film.


Scene of the Movie – Ladder trick.

That Moment That Annoyed Me – It is too long.

Final Thoughts – This is a lot of fun even if it is too long in places, the cast do a good job and this one will be a film that you can switch off and enjoy.

 

Overall: Enjoyable action adventure.
  
Seizure (Virals, #2)
Seizure (Virals, #2)
Kathy Reichs | 2011 | Fiction & Poetry
10
9.0 (2 Ratings)
Book Rating
Original Review posted on <a href="http://bookwyrming-thoughts.blogspot.com/2013/03/review-seizure-by-kathy-reichs.html">Bookwyrming Thoughts</a>

Formatting may be lost due to copy and paste

I had no clue why the title was Seizure. For all I knew, seizure meant something to do with a stroke or a heart attack and could possibly result in death if not fixed ASAP. I could be wrong with that definition as well. What I never knew however, was the other definition. The Dictionary enlightened me:
<img src="http://2.bp.blogspot.com/-2czRrDxmYY8/UUEOb7ipebI/AAAAAAAABKE/7MBpVauz380/s320/Seizure+Definition.JPG"; />
I guess I was partially right. Apparently there goes proof I'm not a walking/talking dictionary. Living proof. I'm honestly better off as a spellchecker any day. I must be bored if I did know the definition for every word that exists. Extremely bored. To the point of desperation. Which isn't happening any day until the zombie apocalypse at the least.

      Seizure is the second novel in the Virals series (first book is Virals, but my review for it never existed on this planet because my book blogging life never existed at the time) written by Kathy Reichs. It's been awhile after the Virals have transformed from a super-virus. Due to financial problems, Loggerhead Island is at risk to be shut down, and the Virals may have to separate, facing the super-virus on their own. At least until Tory Brennan hears about Anne Bonny's legend. It's said that her treasure is buried right in Charles Town, but no one has succeeded in finding it for around 3 centuries.

     What I like about Seizure is the storyline. It's creative, and it twists a legend (I don't know the actual legend though) to fit in with what's going on with the Virals after their transformation. I also love how the characters have changed a lot from the first novel, or at least, most of them, and how there are new characters introduced. Whitney's still as annoying as before (just get out of Tory's hair already! Dx) and Chance hasn't changed much. As for everyone else? Well, I can't say. I can say they changed, but I can't say how. I might as well tape an index card on my forehead with the words SPOILER.

     What I dislike? My prediction (always. I fear I'm aiming correctly... even though I have terrible accuracy). I sense a love triangle coming soon. And as typical as it goes with love triangles in YA, it might get ugly with the tension. The best part about that though? I might be off the mark. Or I may be bull's eye (I hope not!). Don't take my prediction for granted. It's just a thought. I might be wrong, or I might be right. I guess we'll see.

     Speaking of which, the third book in the series, Code, came out last Wednesday, March 12. Who's excited for a new Virals adventure? :D
  
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Neon's Nerd Nexus (360 KP) rated Weathering with You (2019) in Movies

Feb 1, 2020 (Updated Feb 1, 2020)  
Weathering with You (2019)
Weathering with You (2019)
2019 | Animation, Drama, Fantasy
Change The World
Weathering With You is such an original and blissfully delightful tale that it successfully draws you in and immerses you into its breathtakingly realistic world the moment you enter it. I think we can all safely say that when Makoto Shinkai makes a movie he turns heads because he's without a doubt up there with Studio Ghibli in regards to quality, imagination, beauty and magic. Whats great about Weathering with you is just how grounded in reality it is and as we meet our lead character we get to see/feel just how tuff life can be for a young adult trying to live/survive in the world especially with no help, guidence or someone to look up to. This really helps form an instant connection to him as a character and while some of his actions maybe considered bad you sympathies and relate to him on a personal level just the same. As the film plays out a more spiritual/fantasy like plot starts to unfold and at first I did struggle to grasp what the film was actually trying to say over all but this does become clear the further in you get. To me its a story about pressure/burdens we ourselves and the world put on our heads which eventually/inevitably will lead to anxiety, emotions running wild, stress, depression and in some cases giving a person such a warped negative outlook on life that they may be lead to believe that their existence is what is causing the pain and misery of everyone else. Surprisingly climate change is a big theme here too and this has become a huge stress in its self weighing down on not only us but on our characters heads equally. However the film does have a lovely way of looking at this issue towards the end which helps manifest a more positive way of dealing with/coming to terms with this huge problem helping to take some of that pressure off us and giving us peace of mind. As you can imagine all this does get extremely heavy at times but it gives what moments of happiness we get such power and weight that by the time they appear I guarantee you will be struggling to contain your emotions as they try to escape from you. With clear influences from the likes of Spirited Away Weathering with you is animated flawlessly and is so beautiful to watch that it even makes simple actions such as preparing food absolutely captivating. Huge cassical scores gracefully a company the striking visualls too but every so often these pices distort, fracture and skip giving them a more modern/slightly futuristic feel to them which i was really impressed by. Makoto Shinkai has done it again and its nice to see his films are getting the attention they deserve with every seat filled in our showing. Honestly go see this film it really is a perfect example of animation at its absolute finest.
  
Disney Shadowed Kingdom
Disney Shadowed Kingdom
2020 | Card Game, Deduction, Memory
You know how sometimes you see a game box and you are just so intrigued and then you realize it uses an IP that you love and you just HAVE to get it? Me too. This is what transpired as I was trying to fill my cart at my favorite online game retailer. I needed something small, I love Disney, and the box art is so good. So I grabbed it. Unfortunately, the box art on this one is probably the best part of this game. Let’s find out why.


In Disney Shadowed Kingdom players are attempting to drive away the darkness of Doubt with the help of Wish (which are both characters, I guess). In order to do this the players will be splitting up within the Magic Kingdom to cleanse the different locations and, with the help of Wish, gain enough Magic to fend off Doubt and the darkness forever!
To setup, each player receives a random (or chosen) Hero Card (in the photo above I was Daisy). The Magic/Shadow Tracker is placed on the table with the tokens on the 0 spaces of each tracker. Place the Wish card on the table. Shuffle the cards and deal each player 10 cards. Each player will then draw the top two cards from their deck, look at them, and then place them face-down in front of themselves on the table. Once done, the play area will be a 2×2 grid of each player’s first draw. The first player will draw two cards from their deck and the second player will draw one. The game may now begin!

On a player’s turn they will take their “oldest” card in their current hand and play it to the table. They may play it to push a card toward their partner to be Discovered, or play it to a side of the grid to push a card outside grid to be Dispelled (discarded). When a card is pushed to a player to be Discovered the discovering player will read the card aloud and follow its directions. Once complete the discovering player takes the card in hand to be used on a future turn. When a card is Dispelled the partner of the active player will NOT play the card for its face abilities, but will rather place it directly in their own discard pile.


When certain location cards are Discovered they may cause the hero’s (the card that was chosen at the beginning) special ability to trigger. These abilities could be peeking at cards in the grid or partner’s hand, or swapping two cards, or other abilities. Play continues in this way until players have pushed enough Magic cards to their partners to win or enough Shadow cards to allow the darkness to invade and lose the game.
Components. This game is a small stack of cards, some Hero cards, and the Magic/Shadow tracker with tokens. The cards are fine quality, the Hero cards are thick cardboard, and the other components are also fine. The art on the cards is amazing, and the saving grace.

Overall I would not recommend this game at all. I only rated it as highly as I did because I love the art and the theme. The gameplay just doesn’t work. There were times, when playing, we would get stuck in a loop of a card telling us to randomize the grid over and over. So while there IS an amount of memory used in the game, it can quickly be thrown out the window with just one card. This is merely one instance of the strategy and tactics needed to win or even play this one: almost none. As you HAVE to play the oldest card in your hand, it becomes a chore to try to remember exactly where it has been placed, and the hope that your partner will not push it toward you to be Discovered. And as bad as that may sound, the other cog in this wonky wheel is that players may not communicate with each other AT ALL. No talking, gestures, reactions, etc. So players are placing cards into the grid to be pushed about without knowing what may be in the grid. Sure, the Heroes all have special abilities, but they are limited to triggering only when one specific location card is Discovered. In a deck of 20 cards, having just one trigger your ability can be frustrating, as that card may never be Discovered in the first place.

When all is said and done, this is a Disney game in name only, and not a great one. The inability to really enact any strategy is severely limiting and thus just presents a game that you play without really making many decisions at all. It’s a guess as to what your partner has played, and “knowing” when to Discover or Dispel is also a crap shoot. Yes, cards on your side of the grid may be known to you, but once your partner pushes cards to you to Discover you no longer know 3/4 of the grid contents. It is just frustrating.

I will probably not be playing this again, and I really don’t see it staying in my collection. It’s sad, really, because this game feels like it should be grander but there are so many missing pieces that is really flops. Purple Phoenix Games gives Disney Shadowed Kingdom a woeful 5 / 12. With so many Disney-themed games out there, and many of them decent to good, pass on this one and grab a different one. I know a few off the top of my head I could suggest. Just message me or email me and I would be happy to recommend some Disney games that are excellent.
  
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Purple Phoenix Games (2266 KP) rated Tiny Epic Quest in Tabletop Games

Jul 29, 2019 (Updated Jul 9, 2020)  
Tiny Epic Quest
Tiny Epic Quest
2017 | Adventure, Dice Game, Fantasy, Video Game Theme
Our next review in the Tiny Epic series is Tiny Epic Quest! I know that we have not been reviewing them in chronological order of release – we are kind of just reviewing them in the order we have discovered and played them. Every Tiny Epic game has its own place in the family, so how does Tiny Epic Quest fit in? Keep reading to find out!

A world at peace has been thrust into chaos once more as mysterious portals have opened across the lands, spewing forth treacherous Goblins! The citizens need heroes – and that is your specialty! Traverse the lands to fight Goblins, learn magic spells, and delve into ancient temples to find powerful artifacts to aid in your battle for good.

Disclaimer: I do not intend to rehash the entire rulebook in this review, but give a general overview of the rules and the gameplay. If you want to read the rules more specifically, pick up a copy of the game at your FLGS or directly from the publisher. – L

Tiny Epic Quest is a game of area movement, dice rolling, and push your luck, in which players are trying to amass the most end-game victory points. How do you earn VPs? By completing quests, fighting Goblins, and learning spells! A game of Tiny Epic Quest is played over 5 rounds, and each round is broken into 2 phases – the Day Phase and the Night Phase. The Day Phase consists of 4 turns where you will can move your heroes. A turn plays out like this: the starting player selects one of the 5 available movement cards and moves 1 hero according to those restrictions. Following clockwise, each other player may move 1 hero in the same manner, or choose to Idle and not move. Once everyone has moved or idled, the next turn starts and play continues as before. After 4 movement cards have been performed, the Day Phase ends.

Moving on to the Night Phase, players have the opportunity to perform the actions associated with the card regions onto which they moved during the Day Phase. If you moved to a Goblin Portal, for example, you now have the chance to fight. On your turn in the Night Phase, you will roll the Adventure Dice and resolve them in an attempt to complete your goals – defeating goblins, completing temples, or learning spells. Quests can be completed in either the Day or Night Phase, depending on the requirements. When you complete a quest, collect the card and hang onto it for end-game scoring. The Night Phase ends when all players have opted to Rest (either by choice or by becoming exhausted), and the round is over. Perform the round resolutions (refill goblin portals, etc.), and then continue on to the next round. After 5 rounds, tally up your VPs, and the player with the most is the winner!

For such a ‘tiny’ game, Tiny Epic Quest definitely has a lot going on. The amount of strategy required for this game is pretty intense. You not only have to decide where to move your heroes, you also have to think about what you want to do and how you want to earn your VPs. Do you want to take a combative approach and try to kill as many goblins as possible? Do you want to try your luck at learning high-level spells? Or is your strategy dictated by the current quest cards in play? Not only do you have to figure out your own strategy, you are also trying to figure out how your opponents are playing as well. Will you try to beat them to a temple first or will you let them do their own thing as long as they don’t interfere with your plans? There is no single right way to play this game, and that’s what makes it so engaging and fun with every play.

That being said, this game also has a fair amount of push your luck in the form of the Adventure Dice. Not all of the die faces are beneficial to you, and they are resolved in a specific order. Damage always is dealt to you first, and if you take too much damage, you immediately become exhausted. When that happens, all of your heroes are returned to your starting castle, and any progress you had made on goblin fights, temple tracks, or spell-learning is lost. You really have to be thinking about how far you are willing to go, and if it is worth one more roll of the dice to risk success or complete failure.

Tiny Epic Quest is kind of a double-edged sword for me. I enjoy games that require decent strategy, but I also am not too fond of push your luck games. This game can sometimes feel like it’s working against you – all of your strategic setup in the Day Phase could be undone with some unfortunate dice rolls in the Night Phase. No matter how solid your strategy is, the dice will ultimately seal your fate. Don’t get me wrong, part of the fun of Tiny Epic Quest is figuring out how to bounce back after a poor Night Phase. But dice can be brutal sometimes and that can take away from your enjoyment.

So where does Tiny Epic Quest fit into the family? I would say it’s a cousin that you like, but don’t see too often. I enjoy playing this game from time to time, but it is definitely not my go-to Tiny Epic game. The rulebook could use some simplification, and for being a Tiny Epic game, it is kind of a table hog. Some of the strategy for me is negated by the dice-rolling mechanic, but it could also be because I am a notoriously bad dice roller… Would I recommend Tiny Epic Quest? Ultimately, yes I would. I may not personally like some of the aspects of play, but the game itself is engaging and entertaining. If you haven’t checked this one out yet, give it a shot! Purple Phoenix Games gives Tiny Epic Quest a valiant 9 / 12.