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Purple Phoenix Games (2266 KP) rated Quests & Cannons in Tabletop Games
May 17, 2021
Fantasy Yarharrr! The isles have been borne and offer wondrous resources, but only for one o’ ye. Gather yer factions and fight for control and survival, or suffer a fate worse than death… which, in this case, is extinction! Okay, this is way less dramatic, but the stakes are high when bunnies, eagles, and piggies battle on the high seas for control of the islands and assurance of their race’s survival.
Quests & Cannons is a giant melting pot of mechanics rolled up into a cute little package with an interesting modular board with multiple setup options. In it, players take control of one of the aforementioned animal races and board their ships to claim islands and exploit their resources. The first player to amass 15 or 20 prosperity (VP) by the end of the game will reign victorious!
DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and I do not know for sure if the final components will be any different from these shown. Also, it is not my intention to detail every rule in the game, as there are just too many. You are invited to download the rulebook, back the game through the Kickstarter campaign, or through any retailers stocking it after fulfillment. -T
There are so many steps to setup, and about a thousand bits and pieces, so I will save both your eyes and my fingers explaining. However, once setup, it should look somewhat similar to the photo below. Each player receives their own upgradeable ship board to track resources, action points, and other game-necessary components, along with a specific character and matching boat token.
On a turn, players will have three action points they may spend in any order on the following actions: Movement, Gather, Attack. Movement is one nautical hex in any direction per action point used, unless a player uses one of their sails. Sails add one hex to a movement and is spent for the rest of the round. The thing to keep in mind with movement is that different tiles affect movement in different ways, so luckily reference cards are included in the game. Once a ship discovers a new island, the player receives one coin and a Quest card in addition to flipping over the question mark Island Feature Tokens. These tokens show specific resources, which Quest cards require to be completed, at specific locations on the board.
Players can spend an action point to Gather resources from an island. Players are able to fill up their ships’ holds with as much of the resource as they wish, and it can be replaced with other resources on future turns.
Map Clues are cards that can be worked on during play, similar to Quest cards, and usually require an action point to be spent. These are special circumstances, and the action points are not available to be spent on every turn. Similar special circumstances include visits to Outposts, Trading Posts, and Starting Spaces. These spaces allow players to buy and sell items, and upgrade and repair ships.
The last option for action point spending is by attacking. A player may Attack another player when they share the same space on the board. The attacking player spends an action point to fire their cannons equipped on their ship. The ammo is tracked and represented by ammo dice. Once rolled, the attacker scores hull damage for every four pips rolled. If the ship takes as many or more hull damage than they have HP hearts, their ship sinks. Fortunately, this does not eliminate the player, but they lose many resources and coins, and will need to respawn at their starting location.
The player who earns 15 or 20 prosperity (depending on game mode) from attacking players, completing Quest and Map Clue cards, and possibly some other secret methods, will win Quests & Cannons and leads their race to eternal glory!
Components. Again, this is a prototype copy of the game, but I’ll tell you what, if the finished project comes with even slightly better components, it will be a monumental accomplishment. This is one of the highest-quality home-made prototypes I have ever received. I know most art and many items are final, but everything is on the table for upgrades, with a successful Kickstarter campaign. The colors are great, the art is fantastical and amazing, and it looks phenomenal on the table. I really enjoy the different characters with their unique special powers, and the double-layer ship player mats. Everything has its place and is organized beautifully. I am very excited to see the final product that Short Hop Games achieves!
This kind of game is really right up my alley: head-to-head combat (without player elimination), exploration, and pick-up-and-deliver. The only thing this is missing to be the perfect Travis game is a deck building element, but that certainly wouldn’t fit here. Quests & Cannons is chocked full of mechanics that, I believe, work really well together to provide a great game experience without adding a ton of complexity. The hexploration is strong, and the pick-up-and-deliver mechanic is tasty. All the mechanics, components, and artwork synergize so well that I am surprised this is a title from first-time designers and publisher.
What I like most is that though the rules are plentiful, once you get them down you have a wonderfully fun versatile game that can be played with many different group permutations and modes. The variety in setup options are endless, and the rulebook offers nine or ten different setups. The game also comes with lots of extra map bits, so any player could dream up several unique setup options at any time. The Quests are great, and the Loot cards (though I didn’t mention them in the overview) offer lots of ways to improve players’ strategies. With the abundance of upgrades available and unique special powers, this one is a big winner for me.
If you are in the market for something a little different, with a great theme and interesting combination of mechanics, then Quests & Cannons is certainly worth a look. I am very excited to follow the progress and the campaign for this one. I think backers will be receiving an incredible game with excellent components and tons of replayability. Now to challenge my wife so she can mop the poop deck with me.
Quests & Cannons is a giant melting pot of mechanics rolled up into a cute little package with an interesting modular board with multiple setup options. In it, players take control of one of the aforementioned animal races and board their ships to claim islands and exploit their resources. The first player to amass 15 or 20 prosperity (VP) by the end of the game will reign victorious!
DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and I do not know for sure if the final components will be any different from these shown. Also, it is not my intention to detail every rule in the game, as there are just too many. You are invited to download the rulebook, back the game through the Kickstarter campaign, or through any retailers stocking it after fulfillment. -T
There are so many steps to setup, and about a thousand bits and pieces, so I will save both your eyes and my fingers explaining. However, once setup, it should look somewhat similar to the photo below. Each player receives their own upgradeable ship board to track resources, action points, and other game-necessary components, along with a specific character and matching boat token.
On a turn, players will have three action points they may spend in any order on the following actions: Movement, Gather, Attack. Movement is one nautical hex in any direction per action point used, unless a player uses one of their sails. Sails add one hex to a movement and is spent for the rest of the round. The thing to keep in mind with movement is that different tiles affect movement in different ways, so luckily reference cards are included in the game. Once a ship discovers a new island, the player receives one coin and a Quest card in addition to flipping over the question mark Island Feature Tokens. These tokens show specific resources, which Quest cards require to be completed, at specific locations on the board.
Players can spend an action point to Gather resources from an island. Players are able to fill up their ships’ holds with as much of the resource as they wish, and it can be replaced with other resources on future turns.
Map Clues are cards that can be worked on during play, similar to Quest cards, and usually require an action point to be spent. These are special circumstances, and the action points are not available to be spent on every turn. Similar special circumstances include visits to Outposts, Trading Posts, and Starting Spaces. These spaces allow players to buy and sell items, and upgrade and repair ships.
The last option for action point spending is by attacking. A player may Attack another player when they share the same space on the board. The attacking player spends an action point to fire their cannons equipped on their ship. The ammo is tracked and represented by ammo dice. Once rolled, the attacker scores hull damage for every four pips rolled. If the ship takes as many or more hull damage than they have HP hearts, their ship sinks. Fortunately, this does not eliminate the player, but they lose many resources and coins, and will need to respawn at their starting location.
The player who earns 15 or 20 prosperity (depending on game mode) from attacking players, completing Quest and Map Clue cards, and possibly some other secret methods, will win Quests & Cannons and leads their race to eternal glory!
Components. Again, this is a prototype copy of the game, but I’ll tell you what, if the finished project comes with even slightly better components, it will be a monumental accomplishment. This is one of the highest-quality home-made prototypes I have ever received. I know most art and many items are final, but everything is on the table for upgrades, with a successful Kickstarter campaign. The colors are great, the art is fantastical and amazing, and it looks phenomenal on the table. I really enjoy the different characters with their unique special powers, and the double-layer ship player mats. Everything has its place and is organized beautifully. I am very excited to see the final product that Short Hop Games achieves!
This kind of game is really right up my alley: head-to-head combat (without player elimination), exploration, and pick-up-and-deliver. The only thing this is missing to be the perfect Travis game is a deck building element, but that certainly wouldn’t fit here. Quests & Cannons is chocked full of mechanics that, I believe, work really well together to provide a great game experience without adding a ton of complexity. The hexploration is strong, and the pick-up-and-deliver mechanic is tasty. All the mechanics, components, and artwork synergize so well that I am surprised this is a title from first-time designers and publisher.
What I like most is that though the rules are plentiful, once you get them down you have a wonderfully fun versatile game that can be played with many different group permutations and modes. The variety in setup options are endless, and the rulebook offers nine or ten different setups. The game also comes with lots of extra map bits, so any player could dream up several unique setup options at any time. The Quests are great, and the Loot cards (though I didn’t mention them in the overview) offer lots of ways to improve players’ strategies. With the abundance of upgrades available and unique special powers, this one is a big winner for me.
If you are in the market for something a little different, with a great theme and interesting combination of mechanics, then Quests & Cannons is certainly worth a look. I am very excited to follow the progress and the campaign for this one. I think backers will be receiving an incredible game with excellent components and tons of replayability. Now to challenge my wife so she can mop the poop deck with me.
Contains spoilers, click to show
Where to begin with my review? I guess I should start out by being completely honest and mentioning that I did not buy Cinder for myself, and I likely never would have either. After begging me to read it for a while, my best friend ended up buying me a copy for Christmas in the hope that I would give it a go. And to be fair to her, I did. Four times to be precise. The first three times I ended up giving up before chapter four. However, don't let that deter you. On my fourth attempt, I loved it! The only reason I can think of as to why I struggled the other times was because I was in a serious book hangover from another story. So I was a little reluctant to start a new story with characters I wasn't invested in yet, and a story I already knew. Or at least, I thought I did.
So let's start with the plot. Cinder is a retelling of Cinderella. Perhaps another reason for my lack of interest in the beginning as I've never really been a huge fan of that particular princess. What I do enjoy is a fresh twist on a well known story, so I should have known I would enjoy it if I gave it a chance. Like Cinderella, Cinder follows the story of a young girl who lives with her step-mother, and her two step-sisters, no love lost between them. In both, the girl leads a tough, though somewhat mundane life, right up until she meets her prince, and then things start to look up. Blah, blah, blah... We all know the story right? No. Marissa Meyer gives the traditional tale a new spin, and it was like reading the story for the first time. Because of this, I easily finished the story over one (busy) weekend. The story contained just the right mix of adventure, romance, and sci-fi to keep me hooked, even if -in places- the story seemed to drag a little. This was more than made up for with the explosive ending though. The story ends with enough unresolved conflict to keep you wanting more... And if you're anything like me, thankfully you don't have to wait months for the next one (It's called Scarlet BTW). Another great part of this story was the world building and backstory. At one point, the events of WW4 are mentioned, giving us a little insight as to how the world we know morphed into the one in the story. This also prevented the world from becoming too complicated when other races (The Lunars) are introduced, and helped blend the backstories of both races nicely. Lunars are the genetically mutated humans that live on the moon (Luna), and they have the ability to use a power known as "Glamour" to influence other's minds and make them see and believe what they want them to. This particular part impressed me as it was a clever way of introducing magic in an otherwise "normal" world. Because I'm a sucker for a bit of magic. The only real problem I had with this story was that the plot was somewhat predictable at times... For example, pretty much as soon as it was mentioned that there was once a princess who -if she was still alive- could usurp the Queen of the Lunars and restore peace to the two worlds... It was obvious that it was going to end up being Cinder. (This is confirmed at the end of the book).
Now, onto the characters! Meet our protagonist, Linh Cinder. Cinder is a sixteen-year-old living in New Beijing with her evil Step-mother and two step-sisters... But that's pretty much where the similarities with her and the traditional Cinderella end. Not only is our protagonist more than just a pretty face with a kind heart, she is a badass! Throughout the story she impressed me with her attitude, intelligence, and ability to call people out on their bullshit. Fair enough she came across a little whiny at times, but this can be overlooked when you remember she is pretty much still a child who has had a pretty rough life. Unable to remember her life before a crash that claimed the lives of her family, she was adopted by a man who soon died, leaving her at the mercy of his wife, who was not a fan of Cinder. Why, you ask? Well, Cinder is a cyborg, and that is unforgivable and clearly Cinder's fault... According to the step mother at least. Still, despite being shunned by most people who knew the truth about her, Cinder still manages to be a likable character. Yeah she has her flaws, but that's what I liked about her. She's realistic. She's embarrassed by the fact she is a cyborg, especially when she meets the handsome Prince Kai. It was frustrating at times to read scenes with these two, mainly because Cinder was reluctant to tell Kai about her being a cyborg, and it built a wall between them. I mean, I can see where she's coming from. It would be a nice change to just be a normal girl to someone after years of being told she was less. BUT DAMN GIRL! KAI IS A CINNAMON ROLL AND WOULD LOVE YOU EITHER WAY!!!
*Clears throat* Anyway, moving on... Now we can talk about Kai. Handsome, charming, clueless, Prince Kai. We meet Kai pretty early on in the story (first chapter in fact) and from the moment we meet him, we know he and Cinder are destined. Or at least I hope so... I haven't read the second book yet! The only child of the emperor, Kai will someday rule the Eastern Commonwealth. Unfortunately that day comes all too soon when his father contracts the plague and soon after dies, leaving the job to the young Prince. If I'm being completely honest, I was expecting him to crash and burn at some point, but I was pleasantly surprised when he managed to hack it, even going as far as to stand up to the Lunar Queen- A megabitch we will discuss later- despite the fact she could start a war that would cause chaos for the Earthlings. His character development was fun to read. He started as a charismatic prince with a rebellious streak, and by the end of the book he was an Emperor loyal to his people and smarter than he lets on. I was a little disappointed in his reaction to finding out Cinder was a cyborg (and a Lunar), but under the circumstances, he can be forgiven. I'm quite interested in how the rest of Emperor Kai's story is going to play out, especially as he seemed to have something planned at the end of the first book, but I have yet to see if my suspicions are correct about him.
Now time to talk about our main antagonist, Queen Levana AKA The Megabitch. As far as antagonists go, she isn't the most evil I've met, but she is one of the more interesting. Queen of the Lunars, she is a cold, flawless, evil lady, who hates technology, and is infamous for using her glamour to hide her true face. Her motives seem pretty simple. She wants to rule. As Queen of the Lunars, she can do this by marriage, or she can take it by force. She doesn't really seem to care which way she goes about it, but she does suggest a marriage alliance with Prince/Emperor Kai Puh-lease. He and Cinder are OTP. (Also, I have to praise Meyer for the lack of a love triangle here, even though it would have been easy enough to include one. Bless you, child!) For the majority of the story she seems to be cool and in control, which is worrying for those of us rooting for the heroes, but at the Ball Naturally Cinder manages to crack the flawless facade and give us a little insight to the Queen's weakness Score 1 for Cinder! I have a feeling though that the next time we see the Queen, she is going to up her game and really give our heroes some problems, but we shall see!
Overall, I really enjoyed Cinder and I'm glad that I gave it another go. I should really start listening when my friend suggests books to me. It was an entertaining, frustrating, and even heart-breaking story at times, but I loved it. Marissa Meyer has definitely earned another fan, and I cannot wait to get my hands on the rest of the series. I NEED TO KNOW WHAT HAPPENS TO MY SHIP. The book had a few issues of course, but not enough that I would hesitate to read the next book... Hopefully I'll get around to it soon! In the mean time, anyone debating reading Cinder, you should definitely do it! 100%. And if anyone -like me- is struggling to get into it... Stick at it! I swear it's worth it in the end!
So let's start with the plot. Cinder is a retelling of Cinderella. Perhaps another reason for my lack of interest in the beginning as I've never really been a huge fan of that particular princess. What I do enjoy is a fresh twist on a well known story, so I should have known I would enjoy it if I gave it a chance. Like Cinderella, Cinder follows the story of a young girl who lives with her step-mother, and her two step-sisters, no love lost between them. In both, the girl leads a tough, though somewhat mundane life, right up until she meets her prince, and then things start to look up. Blah, blah, blah... We all know the story right? No. Marissa Meyer gives the traditional tale a new spin, and it was like reading the story for the first time. Because of this, I easily finished the story over one (busy) weekend. The story contained just the right mix of adventure, romance, and sci-fi to keep me hooked, even if -in places- the story seemed to drag a little. This was more than made up for with the explosive ending though. The story ends with enough unresolved conflict to keep you wanting more... And if you're anything like me, thankfully you don't have to wait months for the next one (It's called Scarlet BTW). Another great part of this story was the world building and backstory. At one point, the events of WW4 are mentioned, giving us a little insight as to how the world we know morphed into the one in the story. This also prevented the world from becoming too complicated when other races (The Lunars) are introduced, and helped blend the backstories of both races nicely. Lunars are the genetically mutated humans that live on the moon (Luna), and they have the ability to use a power known as "Glamour" to influence other's minds and make them see and believe what they want them to. This particular part impressed me as it was a clever way of introducing magic in an otherwise "normal" world. Because I'm a sucker for a bit of magic. The only real problem I had with this story was that the plot was somewhat predictable at times... For example, pretty much as soon as it was mentioned that there was once a princess who -if she was still alive- could usurp the Queen of the Lunars and restore peace to the two worlds... It was obvious that it was going to end up being Cinder. (This is confirmed at the end of the book).
Now, onto the characters! Meet our protagonist, Linh Cinder. Cinder is a sixteen-year-old living in New Beijing with her evil Step-mother and two step-sisters... But that's pretty much where the similarities with her and the traditional Cinderella end. Not only is our protagonist more than just a pretty face with a kind heart, she is a badass! Throughout the story she impressed me with her attitude, intelligence, and ability to call people out on their bullshit. Fair enough she came across a little whiny at times, but this can be overlooked when you remember she is pretty much still a child who has had a pretty rough life. Unable to remember her life before a crash that claimed the lives of her family, she was adopted by a man who soon died, leaving her at the mercy of his wife, who was not a fan of Cinder. Why, you ask? Well, Cinder is a cyborg, and that is unforgivable and clearly Cinder's fault... According to the step mother at least. Still, despite being shunned by most people who knew the truth about her, Cinder still manages to be a likable character. Yeah she has her flaws, but that's what I liked about her. She's realistic. She's embarrassed by the fact she is a cyborg, especially when she meets the handsome Prince Kai. It was frustrating at times to read scenes with these two, mainly because Cinder was reluctant to tell Kai about her being a cyborg, and it built a wall between them. I mean, I can see where she's coming from. It would be a nice change to just be a normal girl to someone after years of being told she was less. BUT DAMN GIRL! KAI IS A CINNAMON ROLL AND WOULD LOVE YOU EITHER WAY!!!
*Clears throat* Anyway, moving on... Now we can talk about Kai. Handsome, charming, clueless, Prince Kai. We meet Kai pretty early on in the story (first chapter in fact) and from the moment we meet him, we know he and Cinder are destined. Or at least I hope so... I haven't read the second book yet! The only child of the emperor, Kai will someday rule the Eastern Commonwealth. Unfortunately that day comes all too soon when his father contracts the plague and soon after dies, leaving the job to the young Prince. If I'm being completely honest, I was expecting him to crash and burn at some point, but I was pleasantly surprised when he managed to hack it, even going as far as to stand up to the Lunar Queen- A megabitch we will discuss later- despite the fact she could start a war that would cause chaos for the Earthlings. His character development was fun to read. He started as a charismatic prince with a rebellious streak, and by the end of the book he was an Emperor loyal to his people and smarter than he lets on. I was a little disappointed in his reaction to finding out Cinder was a cyborg (and a Lunar), but under the circumstances, he can be forgiven. I'm quite interested in how the rest of Emperor Kai's story is going to play out, especially as he seemed to have something planned at the end of the first book, but I have yet to see if my suspicions are correct about him.
Now time to talk about our main antagonist, Queen Levana AKA The Megabitch. As far as antagonists go, she isn't the most evil I've met, but she is one of the more interesting. Queen of the Lunars, she is a cold, flawless, evil lady, who hates technology, and is infamous for using her glamour to hide her true face. Her motives seem pretty simple. She wants to rule. As Queen of the Lunars, she can do this by marriage, or she can take it by force. She doesn't really seem to care which way she goes about it, but she does suggest a marriage alliance with Prince/Emperor Kai Puh-lease. He and Cinder are OTP. (Also, I have to praise Meyer for the lack of a love triangle here, even though it would have been easy enough to include one. Bless you, child!) For the majority of the story she seems to be cool and in control, which is worrying for those of us rooting for the heroes, but at the Ball Naturally Cinder manages to crack the flawless facade and give us a little insight to the Queen's weakness Score 1 for Cinder! I have a feeling though that the next time we see the Queen, she is going to up her game and really give our heroes some problems, but we shall see!
Overall, I really enjoyed Cinder and I'm glad that I gave it another go. I should really start listening when my friend suggests books to me. It was an entertaining, frustrating, and even heart-breaking story at times, but I loved it. Marissa Meyer has definitely earned another fan, and I cannot wait to get my hands on the rest of the series. I NEED TO KNOW WHAT HAPPENS TO MY SHIP. The book had a few issues of course, but not enough that I would hesitate to read the next book... Hopefully I'll get around to it soon! In the mean time, anyone debating reading Cinder, you should definitely do it! 100%. And if anyone -like me- is struggling to get into it... Stick at it! I swear it's worth it in the end!
A Bibliophagist (113 KP) rated Space Opera in Books
Jan 25, 2020 (Updated Jan 25, 2020)
Fun writing (2 more)
Creative
Witty
Overwritten (3 more)
Lacking plot
Disjointed and distracted
Boring
Technicolor Encyclopedia entry
Space Opera seems to be a book, that based on other reviews, you either love or hate. The love reviewers can't seem to tell me why they love it, most attempting to replicate the style of the author and relying on a menagerie of adjectives to express themselves. "A glitter punk, Eurovision romp!" "Technicolor whirlwind!" but not actually saying WHY they liked it, or just saying "well you didn't get the humor". The ones who disliked it are pretty clear, and as I struggled with this book I found I agreed with their complaints. However, I have to thank the sheer number of DNFs from the disliked group for causing me to, ironically, finish it. I hate DNFing books, to begin with, but when I saw just how many bad reviews didn't make it through, it felt as bad as the good reviews not actually reviewing anything. So I powered through, and honestly, it was worth finishing. The author really got back on track and it was a great ending.
Valente has in fact given us a Eurovision, glitter punk, electric baby with Douglas Adams, her writing fantastical and humorous, her characters vapid but in a washed-out musician kind of way. She really thought about this book, creating droves of aliens and probably destroying a number of thesauri to bring them to life. We follow Decibel Jones of the "oh you haven't heard of it, well we used to be a thing" Decibel Jones and the Absolute Zeros. A washed-up, no longer active glitter punk band who is an amalgam of every band you probably are thinking of when trying to grasp what that description means.
The book opens with a wonderfully witty description of how there is in fact other life out there in the universe, life is easy to come by, they've just been off doing a galactic war and while they were gone we kind of popped up. Life is stupid. This part is the best part of the book. The humor is on point, the prose magnificant. She is spot on and very pointed in her argument for why war happens. It's people vs meat, and how does one determine something isn't meat, but in fact sentient? Well, no one really figured that out, hence the galactic war, but NOW post-war they think they've figured it out. Intergalactic Music competition. Makes sense, only something sentient could create music right?
Well, this year is a special year because Earth is invited, we've been deemed "may be sentient", but questionable enough that they'd rather not let us just hang out and become annoying someday. So we have to present a band and performance for consideration. We just have to not place last. If we don't place last, we're part of the club and we'll be a-ok. If we place last, we'll be destroyed, because they already think we're annoying and that will mean we're meat. People vs meat remember?
So, one day everyone on the planet earth, everyone, awake or sleeping is visited by the blue birdlike projection of our assigned guides, the Esca, and alien species that are new to the whole being accepted as a sentient thing, and will guide us through the competition. Which it is now telling us about, Suprise! They've chosen a list of musicians they think will do well, however it's outdated and only one band is really able to do it, the has-beens, who are they, Decibel Jones and the Absolute Zeros. Time was rough on our glam-punk friends as it tends to be on musicians, they lost the third member about a decade ago, the two remaining no longer talk. Decibel is a trainwreck, and Oort St Ultraviolet is now just a dad who very much wants to be a regular dude. But now they're being whisked off into space to sing for the world's salvation.
Sounds pretty fun right? This plus Douglas Adams type prose and humor? A real knock out. Unfortunately, that story I just described takes up... maybe a quarter of the book, MAYBE. You can pull the main story out and put it into a book that might be too small to be a novella. Because of this, the backstory, development, and exploration of these characters are slim to nothing. There is some mind you, but very little. It isn't until the 180pg mark or so that Valente actually decides to focus on the plot, giving very little time to do the entire Grand Prix, the actual competition takes up a page. A 288-page book about a singing competition and only 1-2 pages is actually the singing competition. Tack on another 10 maybe for the weird cocktail death party right before, that didn't have enough attempted death to make any real point of it, plus maybe another 5-10 scattered throughout the book on the back story and leading up to the story, and we've got MAYBE 25 pages of the actual plot. My math is wrong, I know, but it sure FEELS like this.
So, in a 288-page book, with 25 pages being the actual story, what are the other 263 pages? It was the author being somewhat... I don't mean to sound mean, but full of herself? She tried WAY too hard on this style she was going for. It felt like an "oh, you liked that opening chapter, didn't you? You totally read it out loud to your boyfriend, well here let me give it to you again, and again, and ... again". This book suffers from a severe case of needing to be edited. Of someone saying "that's enough now dear, but what about the story". Every few pages of the backstory of the plot we got were met with full chapters, sometimes multiple of Valente describing yet another alien species she's created, in yet another chain of witty simile and metaphor. To the point where sometimes I no longer knew what was happening, they were all interchangeable, which alien are we talking about now? It went on and on and on, and I never knew how such humorous writing could be just so soul suckingly boring. When she ran out of aliens it was describing previous grand prix's and how the aliens sang. In the exact same, formulaic, witty simile, witty simile, witty simile. Don't get me wrong, there were some absolute gems in here. Some that made me laugh out loud. But it's all about the ratio. I would trade in a heartbeat the ratio in this book. 263 pages of plot, and 25 pages of aliens described in witty simile. It took everything in my power after the third alien chapter to not skim. But she fit so much into a sentence that I was scared somewhere hiding would be a plot point (spoiler alert, there wasn't, skim away).
Then around the 180 page mark, a flip was switched, it was almost as if she went "crap, a story!" the adjective use was slimmed down dramatically and we actually got more than one chapter in a row with a plot point. But at this point, it was too late, the end of the book was hurdling at us and very little had happened and the book pretty much fizzled out with an "oh yeah, the Grand Prix happened". Mind you, the finale was very heartwarming and I liked it a lot. I just wish I hadn't had to read a full chapter about hairbrush interspecies sex to get there, and instead had more of it. But ironically, the hairbrush sex had more plot advancement that the majority of the book.
The ending did, however, for one moment, make me forget that I had just read an encyclopedia of descriptors and was happy for a few minutes. So good on her for that. That proves to me that she can write more than glittery descriptions, which then made me sad I didn't have more of that writing. With just a spattering of the gold of her opening chapters. I am glad I finished the book, the story, what little there was, was worth the read. However, I have no desire to read any other of Valente's writing now, and if there was a sequel, I just don't think I have it in me to read another 263 pages of description. Cool idea, good ability, just terribly executed. She could easily have released a separate book, expanding on a handful of species she established in the book, like an alien compendium, and I would have read it, and laughed, and been okay because I went into it expecting it. But I went into this wanting a story, not a neon throwup encyclopedia of just how "oh so creative" Valente is. That came off harsh, I know, but they blew past the fine line of interesting and well into the self-serving, look what I can do, territory. What suffered for it wasn't just a large number of DNFs, and my sanity for a few days, but an actually interesting, fun, Eurovision, glitter punk, heartwarming story about loss, life, how stupid it is, how beautiful it is, and why we should fight for it. It's in there, hiding beneath the layers and layers of word vomit. I want that story. Please release a second edition that is just that, the opening, and say... 3-5 of your favorite aliens Valente, I promise I'll give it another try if you do.
Valente has in fact given us a Eurovision, glitter punk, electric baby with Douglas Adams, her writing fantastical and humorous, her characters vapid but in a washed-out musician kind of way. She really thought about this book, creating droves of aliens and probably destroying a number of thesauri to bring them to life. We follow Decibel Jones of the "oh you haven't heard of it, well we used to be a thing" Decibel Jones and the Absolute Zeros. A washed-up, no longer active glitter punk band who is an amalgam of every band you probably are thinking of when trying to grasp what that description means.
The book opens with a wonderfully witty description of how there is in fact other life out there in the universe, life is easy to come by, they've just been off doing a galactic war and while they were gone we kind of popped up. Life is stupid. This part is the best part of the book. The humor is on point, the prose magnificant. She is spot on and very pointed in her argument for why war happens. It's people vs meat, and how does one determine something isn't meat, but in fact sentient? Well, no one really figured that out, hence the galactic war, but NOW post-war they think they've figured it out. Intergalactic Music competition. Makes sense, only something sentient could create music right?
Well, this year is a special year because Earth is invited, we've been deemed "may be sentient", but questionable enough that they'd rather not let us just hang out and become annoying someday. So we have to present a band and performance for consideration. We just have to not place last. If we don't place last, we're part of the club and we'll be a-ok. If we place last, we'll be destroyed, because they already think we're annoying and that will mean we're meat. People vs meat remember?
So, one day everyone on the planet earth, everyone, awake or sleeping is visited by the blue birdlike projection of our assigned guides, the Esca, and alien species that are new to the whole being accepted as a sentient thing, and will guide us through the competition. Which it is now telling us about, Suprise! They've chosen a list of musicians they think will do well, however it's outdated and only one band is really able to do it, the has-beens, who are they, Decibel Jones and the Absolute Zeros. Time was rough on our glam-punk friends as it tends to be on musicians, they lost the third member about a decade ago, the two remaining no longer talk. Decibel is a trainwreck, and Oort St Ultraviolet is now just a dad who very much wants to be a regular dude. But now they're being whisked off into space to sing for the world's salvation.
Sounds pretty fun right? This plus Douglas Adams type prose and humor? A real knock out. Unfortunately, that story I just described takes up... maybe a quarter of the book, MAYBE. You can pull the main story out and put it into a book that might be too small to be a novella. Because of this, the backstory, development, and exploration of these characters are slim to nothing. There is some mind you, but very little. It isn't until the 180pg mark or so that Valente actually decides to focus on the plot, giving very little time to do the entire Grand Prix, the actual competition takes up a page. A 288-page book about a singing competition and only 1-2 pages is actually the singing competition. Tack on another 10 maybe for the weird cocktail death party right before, that didn't have enough attempted death to make any real point of it, plus maybe another 5-10 scattered throughout the book on the back story and leading up to the story, and we've got MAYBE 25 pages of the actual plot. My math is wrong, I know, but it sure FEELS like this.
So, in a 288-page book, with 25 pages being the actual story, what are the other 263 pages? It was the author being somewhat... I don't mean to sound mean, but full of herself? She tried WAY too hard on this style she was going for. It felt like an "oh, you liked that opening chapter, didn't you? You totally read it out loud to your boyfriend, well here let me give it to you again, and again, and ... again". This book suffers from a severe case of needing to be edited. Of someone saying "that's enough now dear, but what about the story". Every few pages of the backstory of the plot we got were met with full chapters, sometimes multiple of Valente describing yet another alien species she's created, in yet another chain of witty simile and metaphor. To the point where sometimes I no longer knew what was happening, they were all interchangeable, which alien are we talking about now? It went on and on and on, and I never knew how such humorous writing could be just so soul suckingly boring. When she ran out of aliens it was describing previous grand prix's and how the aliens sang. In the exact same, formulaic, witty simile, witty simile, witty simile. Don't get me wrong, there were some absolute gems in here. Some that made me laugh out loud. But it's all about the ratio. I would trade in a heartbeat the ratio in this book. 263 pages of plot, and 25 pages of aliens described in witty simile. It took everything in my power after the third alien chapter to not skim. But she fit so much into a sentence that I was scared somewhere hiding would be a plot point (spoiler alert, there wasn't, skim away).
Then around the 180 page mark, a flip was switched, it was almost as if she went "crap, a story!" the adjective use was slimmed down dramatically and we actually got more than one chapter in a row with a plot point. But at this point, it was too late, the end of the book was hurdling at us and very little had happened and the book pretty much fizzled out with an "oh yeah, the Grand Prix happened". Mind you, the finale was very heartwarming and I liked it a lot. I just wish I hadn't had to read a full chapter about hairbrush interspecies sex to get there, and instead had more of it. But ironically, the hairbrush sex had more plot advancement that the majority of the book.
The ending did, however, for one moment, make me forget that I had just read an encyclopedia of descriptors and was happy for a few minutes. So good on her for that. That proves to me that she can write more than glittery descriptions, which then made me sad I didn't have more of that writing. With just a spattering of the gold of her opening chapters. I am glad I finished the book, the story, what little there was, was worth the read. However, I have no desire to read any other of Valente's writing now, and if there was a sequel, I just don't think I have it in me to read another 263 pages of description. Cool idea, good ability, just terribly executed. She could easily have released a separate book, expanding on a handful of species she established in the book, like an alien compendium, and I would have read it, and laughed, and been okay because I went into it expecting it. But I went into this wanting a story, not a neon throwup encyclopedia of just how "oh so creative" Valente is. That came off harsh, I know, but they blew past the fine line of interesting and well into the self-serving, look what I can do, territory. What suffered for it wasn't just a large number of DNFs, and my sanity for a few days, but an actually interesting, fun, Eurovision, glitter punk, heartwarming story about loss, life, how stupid it is, how beautiful it is, and why we should fight for it. It's in there, hiding beneath the layers and layers of word vomit. I want that story. Please release a second edition that is just that, the opening, and say... 3-5 of your favorite aliens Valente, I promise I'll give it another try if you do.
The Bandersnatch (199 KP) rated Goodnight Mister Tom in Books
Nov 7, 2019
In September 1939, as Britain stands on the brink of the war, many young children from the cities are evacuated tot he countryside to escape an imminent German bombardment. Willie Beech, a boy from Deptford who is physically and emotionally abused by his mother, arrives at the home of Tom Oakley, a widower in his sixties who lives in the village of Little Weirwold. The boy is thinly clad, underfed and covered with painful bruises, and believes he is full of sin, a result of his upbringing by his mother, a domineering, insane, God-fearing widow.
"Mister Tom", as William christens his new guardian, is reclusive and bad-tempered, and as such is avoided by the community. Willie lives with him as his Mother wants him to live with someone who is either religious or lives next to a church. Though initially distant, he is touched after discovering William's home-life and treats him with kindness and understanding, helping to educate him. Under his care, William begins to thrive, forming a small circle of friends at school among his classmates including fellow-evacuee Zach. He also becomes proficient in drawing and dramatics. As William is changed by Tom, so is Tom transformed by William's presence in his home. It is revealed that Tom lost his wife and baby son to Scarlatina some 40 years previously, and he has become reclusive because of this.
The growing bond between William and Tom is threatened when William's mother requests that the boy returns to her in the city, telling him she is sick. At first, William thinks this will be a good thing, as he can be helpful to his mother. However, his mother is not pleased to learn the details of his time with Tom, feeling that he has not been disciplined properly. While William has been away, she has become pregnant and had a girl, but is neglecting the baby. After a bad reunion, where his mother becomes furious upon learning the details of her son's life with Tom, abhorring his association with the Jewish Zach among other things, she hits William and puts him in the under-stairs cupboard, chains him to the piping. William regains consciousness briefly to find himself in the cupboard – he has been stripped of his clothes, minus his underwear, and his ankle is twisted. He quietly sobs for Tom, before he falls asleep.
Back in Little Weirwold, Tom has a premonition that something is not right with William. Although he has never travelled beyond his immediate locality, he ventures into London and eventually locates William's neighbourhood of Deptford and his home. He persuades a local policeman to break down the door of the apparently empty home, to be greeted with a vile stench. They find William in the closet with the baby, who had also been locked under the stairs by William's mother and has now died. William is malnourished and badly bruised as he had been locked under the stairs for a number of days. William is hospitalised, but whilst there suffers horrific nightmares and is drugged simply to prevent his screams from disturbing other children. Tom is warned that it is likely that William will be taken to a children's home, and, unable to observe William's distress any longer, kidnaps him from the hospital and takes him back to Little Weirwold.
Back with Mister Tom, William is much damaged by his ordeal and is also blaming himself for the death of his sister as he had not been able to provide enough milk to feed her whilst locked away, and becomes very depressed. Later, when his favourite teacher Annie Hartridge has a baby, William is shocked to learn from Zach that a woman cannot conceive a child on her own, and realises that his mother was having a relationship with a man, even though she had previously told him that it was wrong for unmarried couples to live together or have children together (something which society in general had regarded as unacceptable at this time). Tom is traced by the authorities, who have come to tell William that his mother is dead, having committed suicide. They also offer him a place in a children's home, as they've been unable to trace any other relatives who may have been able to take care of him. Luckily the authorities realise that William has already found a good home and allow Tom to adopt him.
Tom, William and Zach then enjoy a holiday at the seaside village of Salmouth, where they stay in the house of a widow whose sons have been sent out to war. Zach then receives news that his father has been injured by a German bomb in London and he hurries home on the next train saying farewell to all his friends. Unfortunately this is the last time they see him. William later learns that Zach has been killed and is grief-stricken for some time, but his grief is later healed by another recluse, Geoffery Sanderton. Geoffery, a young man who had lost a leg during the war and takes William for private art lessons,recognises the signs of grief and gives William a pipe to paint along with a picture of two smiling young men. One of the men is Geoffery and he tells William about the loss of his own best friend, the other man in the picture and the owner of the pipe. This is when William starts to come to terms with Zach's death. Adding to this, Doctor Little, the village doctor, who was Zach's guardian while he was evacuated, is surprised but pleased when William asks to have Zach's bike. Through learning to ride it, William realises that Zach lives on inside him and he will never forget his wonderful companion that Zach was.
In the months following, William grows closer to Carrie, one of his friends. One night, on returning home to Tom (whom he now calls "Dad"), he thinks back on how much he has changed since arriving in Little Weirwold and realises that he is growing.
Goodnight Mr Tom Wiki.
Goodnight Mr Tom was published by Kestrel in 1981 and later on in that same year in the US by Harper and Row. The book won Author Michelle Magorian the annual Guardian Children's fiction prize. Magorian was also a runner up for the Carnegie Medal. The book has been adapted as a Movie, a play and a musical. The most recent theatrical adaption won the Laurence Olivier award for Best Entertainment.
I came across the book when I was 10/11 years old. I needed the book for English at primary school, since we needed to read the book and complete a series of assignments for our teacher. I have in the subsequent years read and re-read the book. The book is rather good and I recommand it for children from the ages of 9/10 upwards. The book is a good representation of what happened during WW2 in a fictional setting. And William and Mr Tom healing each other from what they both experienced (Tom loosing family to Scarlatina and William being abused by his mother). I give the book an 8/10.
"Mister Tom", as William christens his new guardian, is reclusive and bad-tempered, and as such is avoided by the community. Willie lives with him as his Mother wants him to live with someone who is either religious or lives next to a church. Though initially distant, he is touched after discovering William's home-life and treats him with kindness and understanding, helping to educate him. Under his care, William begins to thrive, forming a small circle of friends at school among his classmates including fellow-evacuee Zach. He also becomes proficient in drawing and dramatics. As William is changed by Tom, so is Tom transformed by William's presence in his home. It is revealed that Tom lost his wife and baby son to Scarlatina some 40 years previously, and he has become reclusive because of this.
The growing bond between William and Tom is threatened when William's mother requests that the boy returns to her in the city, telling him she is sick. At first, William thinks this will be a good thing, as he can be helpful to his mother. However, his mother is not pleased to learn the details of his time with Tom, feeling that he has not been disciplined properly. While William has been away, she has become pregnant and had a girl, but is neglecting the baby. After a bad reunion, where his mother becomes furious upon learning the details of her son's life with Tom, abhorring his association with the Jewish Zach among other things, she hits William and puts him in the under-stairs cupboard, chains him to the piping. William regains consciousness briefly to find himself in the cupboard – he has been stripped of his clothes, minus his underwear, and his ankle is twisted. He quietly sobs for Tom, before he falls asleep.
Back in Little Weirwold, Tom has a premonition that something is not right with William. Although he has never travelled beyond his immediate locality, he ventures into London and eventually locates William's neighbourhood of Deptford and his home. He persuades a local policeman to break down the door of the apparently empty home, to be greeted with a vile stench. They find William in the closet with the baby, who had also been locked under the stairs by William's mother and has now died. William is malnourished and badly bruised as he had been locked under the stairs for a number of days. William is hospitalised, but whilst there suffers horrific nightmares and is drugged simply to prevent his screams from disturbing other children. Tom is warned that it is likely that William will be taken to a children's home, and, unable to observe William's distress any longer, kidnaps him from the hospital and takes him back to Little Weirwold.
Back with Mister Tom, William is much damaged by his ordeal and is also blaming himself for the death of his sister as he had not been able to provide enough milk to feed her whilst locked away, and becomes very depressed. Later, when his favourite teacher Annie Hartridge has a baby, William is shocked to learn from Zach that a woman cannot conceive a child on her own, and realises that his mother was having a relationship with a man, even though she had previously told him that it was wrong for unmarried couples to live together or have children together (something which society in general had regarded as unacceptable at this time). Tom is traced by the authorities, who have come to tell William that his mother is dead, having committed suicide. They also offer him a place in a children's home, as they've been unable to trace any other relatives who may have been able to take care of him. Luckily the authorities realise that William has already found a good home and allow Tom to adopt him.
Tom, William and Zach then enjoy a holiday at the seaside village of Salmouth, where they stay in the house of a widow whose sons have been sent out to war. Zach then receives news that his father has been injured by a German bomb in London and he hurries home on the next train saying farewell to all his friends. Unfortunately this is the last time they see him. William later learns that Zach has been killed and is grief-stricken for some time, but his grief is later healed by another recluse, Geoffery Sanderton. Geoffery, a young man who had lost a leg during the war and takes William for private art lessons,recognises the signs of grief and gives William a pipe to paint along with a picture of two smiling young men. One of the men is Geoffery and he tells William about the loss of his own best friend, the other man in the picture and the owner of the pipe. This is when William starts to come to terms with Zach's death. Adding to this, Doctor Little, the village doctor, who was Zach's guardian while he was evacuated, is surprised but pleased when William asks to have Zach's bike. Through learning to ride it, William realises that Zach lives on inside him and he will never forget his wonderful companion that Zach was.
In the months following, William grows closer to Carrie, one of his friends. One night, on returning home to Tom (whom he now calls "Dad"), he thinks back on how much he has changed since arriving in Little Weirwold and realises that he is growing.
Goodnight Mr Tom Wiki.
Goodnight Mr Tom was published by Kestrel in 1981 and later on in that same year in the US by Harper and Row. The book won Author Michelle Magorian the annual Guardian Children's fiction prize. Magorian was also a runner up for the Carnegie Medal. The book has been adapted as a Movie, a play and a musical. The most recent theatrical adaption won the Laurence Olivier award for Best Entertainment.
I came across the book when I was 10/11 years old. I needed the book for English at primary school, since we needed to read the book and complete a series of assignments for our teacher. I have in the subsequent years read and re-read the book. The book is rather good and I recommand it for children from the ages of 9/10 upwards. The book is a good representation of what happened during WW2 in a fictional setting. And William and Mr Tom healing each other from what they both experienced (Tom loosing family to Scarlatina and William being abused by his mother). I give the book an 8/10.
Purple Phoenix Games (2266 KP) rated Ghoulash: The Game of Card Calamity in Tabletop Games
Sep 3, 2019
Ghoulash! I cannot say that word without using a Dracula-esque accent nor without my tummy grumbling (goulash is a yummy traditional Hungarian dish). Anyway, lunch time hangriness aside, Ghoulash is not a new game. In fact, the original version of Ghoulash was released in 2001 under Ghoulash Games. It is a pen-and-paper dungeon crawler for 2 players that we are reviewing as well. This game we are reviewing here is a card version prototype. So how does it play?
In Ghoulash: The Game of Card Calamity (which I will shorten to Ghoulash for the purpose of this review – even though there is the OG Ghoulash as well, I think you know what I’m talking about) players are Ghoul hunters. Ghouls are monstrous green blobsters that are coming for you. You fight them by shooting Ghoo, a purply substance, at them to exploit their weak spots and vanquish them. The first Ghoul hunter to reach 10 Victory Points (VPs) will be crowned the winner!
DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. As this is a preview copy of the game, I do not know if the final rules or components will be similar or different to what we were provided. -T
To setup the game, shuffle the deck and place a 6×3 grid of cards in the middle of the table. This is the “floor” and will be the game board for the duration of the game. When the floor is out of cards (I will explain), set out a new 6×3 grid floor and continue play. Deal each hunter a hand of seven cards and you are ready to play!
Each of the face down cards that comprise the floor are opportunities for encounters. You, as a Ghoul hunter, will enter the floor from any border card. On your turn you may fill your hand up to your current hand limit – which changes based on whether you have taken wounds or not. Next you must move orthogonally onto a space that contains a card or an empty space, but you must move – or take your Action first, THEN move. If you move to a space with a card, you encounter the card. Depending on what type of card is flipped face up you will be taking cards into your hand, following Command instructions, or fighting Ghouls. When you have finished your turn it is the next hunter’s turn.
Should your flipped card reveal an Action or Special card, you simply collect the card into your hand. If the flipped card is an Battle card (which has Ghoo splats – like the ones pictured above on the far right), you must follow the Command instructions at the bottom of the card before collecting to your hand. And if it’s a Ghoul you will begin battle!
Battling Ghouls is mechanically simple, but the overall battle may not be. When you face a Ghoul its card will tell you what the strength of the monster is (the white number). It could have four, five, or six hit points (HPs). To vanquish the Ghoul you will need to play cards whose Ghoo value (splats) is equal to or greater than the Ghoul’s HP amount. From this point the other hunters can intervene in the battle by playing cards whose battle Ghoo tips the scales toward the Ghoul thus making it more difficult to defeat (a la the ganging up mechanic in Munchkin). As only one hunter may affect the battle in this way, it is the player’s cards whose strength is greater that wins the challenge. Now the original combatant must spend more Ghoo cards to overcome the super-buffed Ghoul. Should the hunter prevail they will collect the Ghoul card and display it in front of them to show the table how many VPs they have earned. If the hunter is unsuccessful in the battle, they suffer wounds in the amount of VPs that would have been awarded with a successful battle (the green dots at the bottom of the card). Wounds are reflected by cards in hand, so if a hunter suffers two wounds, their hand limit is now five instead of the original seven. Play continues in this fashion until a hunter has accumulated 10 VPs and earned victory!
Components. Per my disclaimer, the game that was sent to us is a prototype version of the completed game, so components may (and probably will) change or be improved as a result of further development, and/or a successful Kickstarter campaign. That said, I can comment only on the components that were provided to us. The game is a deck of cards in a deck box. The cards themselves are of fine quality. The art upon them is okay. Nothing too stellar, but it gets the job done. I think the art is one thing that can be improved with development. Don’t get me wrong, the art is not at all bad. Perhaps it’s the card layout or graphic design. Something with a bit more punch would be appreciated.
Our thoughts on this one are that it needs some sprucing up a bit. Yes, it is in prototype format currently, and we know that. The card design needs to be updated a bit, but the game itself was also lacking a bit. One of the major concerns we had when playing through it was the card grid of the floor. We did not use any sort of player marker, token, meeple, or anything to mark our locations, and I really think that may have helped. We just had a hard time visualizing where our hunter was in relation to the face-down cards and how many turns it would take us to travel to them. There were several times where we just guessed as to who was actually closer and they were able to encounter the card. I am unsure how to fix that without supplying a grid or some sort of tracker. We should have maybe just played with meeples or dice for position markers. Oh heck I just thought of this: we could have also placed out dice or whatever on an x and y axis to denote where floor cards should be. Ugh. Battles were run somewhat smoothly, even though there were times where I was down to one card because I had suffered so many wounds and I could not get a First-Aid Kit to save my life (literally). The battle challenges did not work with us and we were trying to find a good way to make them happen, but our minds must not have been at their peak. We weren’t quite sure if, like in Munchkin, you could just add one card to your challenge total, or if you had to commit the entire bunch of cards you wish to play. It is not clear in the rules, so we went with our guts.
Overall, this could be a good dungeon crawler type card game. The theme is good, but for us it didn’t quite click…yet. If it sounds like something you would like to have in your collection, check Kickstarter for the campaign (if Ghoulash Games decides to crowd-fund this), contact the publisher directly, or (depending on date you read this) purchase from your FLGS. Oh, and keep the Ghoo Gone away – this time Ghoo is good for your health!
In Ghoulash: The Game of Card Calamity (which I will shorten to Ghoulash for the purpose of this review – even though there is the OG Ghoulash as well, I think you know what I’m talking about) players are Ghoul hunters. Ghouls are monstrous green blobsters that are coming for you. You fight them by shooting Ghoo, a purply substance, at them to exploit their weak spots and vanquish them. The first Ghoul hunter to reach 10 Victory Points (VPs) will be crowned the winner!
DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. As this is a preview copy of the game, I do not know if the final rules or components will be similar or different to what we were provided. -T
To setup the game, shuffle the deck and place a 6×3 grid of cards in the middle of the table. This is the “floor” and will be the game board for the duration of the game. When the floor is out of cards (I will explain), set out a new 6×3 grid floor and continue play. Deal each hunter a hand of seven cards and you are ready to play!
Each of the face down cards that comprise the floor are opportunities for encounters. You, as a Ghoul hunter, will enter the floor from any border card. On your turn you may fill your hand up to your current hand limit – which changes based on whether you have taken wounds or not. Next you must move orthogonally onto a space that contains a card or an empty space, but you must move – or take your Action first, THEN move. If you move to a space with a card, you encounter the card. Depending on what type of card is flipped face up you will be taking cards into your hand, following Command instructions, or fighting Ghouls. When you have finished your turn it is the next hunter’s turn.
Should your flipped card reveal an Action or Special card, you simply collect the card into your hand. If the flipped card is an Battle card (which has Ghoo splats – like the ones pictured above on the far right), you must follow the Command instructions at the bottom of the card before collecting to your hand. And if it’s a Ghoul you will begin battle!
Battling Ghouls is mechanically simple, but the overall battle may not be. When you face a Ghoul its card will tell you what the strength of the monster is (the white number). It could have four, five, or six hit points (HPs). To vanquish the Ghoul you will need to play cards whose Ghoo value (splats) is equal to or greater than the Ghoul’s HP amount. From this point the other hunters can intervene in the battle by playing cards whose battle Ghoo tips the scales toward the Ghoul thus making it more difficult to defeat (a la the ganging up mechanic in Munchkin). As only one hunter may affect the battle in this way, it is the player’s cards whose strength is greater that wins the challenge. Now the original combatant must spend more Ghoo cards to overcome the super-buffed Ghoul. Should the hunter prevail they will collect the Ghoul card and display it in front of them to show the table how many VPs they have earned. If the hunter is unsuccessful in the battle, they suffer wounds in the amount of VPs that would have been awarded with a successful battle (the green dots at the bottom of the card). Wounds are reflected by cards in hand, so if a hunter suffers two wounds, their hand limit is now five instead of the original seven. Play continues in this fashion until a hunter has accumulated 10 VPs and earned victory!
Components. Per my disclaimer, the game that was sent to us is a prototype version of the completed game, so components may (and probably will) change or be improved as a result of further development, and/or a successful Kickstarter campaign. That said, I can comment only on the components that were provided to us. The game is a deck of cards in a deck box. The cards themselves are of fine quality. The art upon them is okay. Nothing too stellar, but it gets the job done. I think the art is one thing that can be improved with development. Don’t get me wrong, the art is not at all bad. Perhaps it’s the card layout or graphic design. Something with a bit more punch would be appreciated.
Our thoughts on this one are that it needs some sprucing up a bit. Yes, it is in prototype format currently, and we know that. The card design needs to be updated a bit, but the game itself was also lacking a bit. One of the major concerns we had when playing through it was the card grid of the floor. We did not use any sort of player marker, token, meeple, or anything to mark our locations, and I really think that may have helped. We just had a hard time visualizing where our hunter was in relation to the face-down cards and how many turns it would take us to travel to them. There were several times where we just guessed as to who was actually closer and they were able to encounter the card. I am unsure how to fix that without supplying a grid or some sort of tracker. We should have maybe just played with meeples or dice for position markers. Oh heck I just thought of this: we could have also placed out dice or whatever on an x and y axis to denote where floor cards should be. Ugh. Battles were run somewhat smoothly, even though there were times where I was down to one card because I had suffered so many wounds and I could not get a First-Aid Kit to save my life (literally). The battle challenges did not work with us and we were trying to find a good way to make them happen, but our minds must not have been at their peak. We weren’t quite sure if, like in Munchkin, you could just add one card to your challenge total, or if you had to commit the entire bunch of cards you wish to play. It is not clear in the rules, so we went with our guts.
Overall, this could be a good dungeon crawler type card game. The theme is good, but for us it didn’t quite click…yet. If it sounds like something you would like to have in your collection, check Kickstarter for the campaign (if Ghoulash Games decides to crowd-fund this), contact the publisher directly, or (depending on date you read this) purchase from your FLGS. Oh, and keep the Ghoo Gone away – this time Ghoo is good for your health!
Nymphomaniac Volume II (2014)
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