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Purple Phoenix Games (2266 KP) rated Lost Ruins of Arnak in Tabletop Games
Feb 7, 2021
Players, or “archaeologists” as the game coins them, will have only 5 rounds to explore as much of the board as possible, which includes a hidden temple as well as the jungle proper. At the end of the 5 rounds, players will add up all victory points they have obtained from the temple, any treasure they have left, points on any cards collected, and guardians they have overcome.
“Lost Ruins of Arnak” takes place on, well… Arnak. It’s a fictional jungle that is teeming with wild animals and guardians which keep watch over various treasures all over the expansive island, from here forward referred to as the giant game board. These guardians appear when you explore a new jungle tile for the first time. They attack only if you stay in the location longer than a turn OR if you return to the location on a subsequent turn. If you eliminate a guardian, they provide a couple victory points towards your overall total at the end of the game, and a slight bonus when collecting artifacts from other locations later. Being attacked by a guardian isn’t the end of the world, but can have detrimental effects on your personal deck of cards if you fail to overcome a guardian too many times.
While in the jungle, you may place a single meeple, or “archaeologist” on your turn to discover a new area, or visit a previously discovered one. These new areas contain a guardian and some sort of gold amount or trinket (idols, artifacts, or jewels). These items can be used to push your token further through the hidden temple (see below) OR to purchase cards to improve your play deck going forward. While navigating this mysterious jungle can seem exciting at first glance, you have to be careful not to let your gold fever take over, as it may leave you with minimal points by not using some worker placement to explore the mysterious temple ruins further.
While the jungle takes up a majority of the board, there is a temple which players navigate through simultaneously on the right hand side of the giant board. While it isn’t as visually appealing as the jungle portion of the board, it serves by far the highest purpose by scoring victory points. As your token travels through this temple, more and more treasure (victory points) await. It is not suggested in the rulebook, but should be noted that failing to spend ample treasure to work your way through the temple is almost a sure-fire means of not having a chance to win the game. The mechanic of exploring the temple is unique, but can be costly in terms of managing your resources properly. In my opinion, this takes away from the luster of traversing through a hidden temple and finding as much fat loots as possible. Rather, it feels like another board game I own, where you are furiously chucking dice just trying to get through with no time to look around.
The final mechanic of the game, which, as I read reviews myself prior to purchase, thought would be more prominent, is the deck building mechanic. You are provided a few cards at the start, which is similar to most any deckbuilding game. These basic cards are your first few resources to use for traveling around the board OR for their monetary value in either gold or scrolls. Using the cards for travel allow you to explore different levels of the jungle on the game board. The lower areas of the board require less travel points, while the more lucrative spaces higher up in the jungle require more. To get more travel points, you will need better cards from the decks provided. By using your gold, also an aspect of each card, you may purchase stronger cards from the supply. So, there is a balance you must find between using your cards for travel or for purchases each turn. This can be very limiting with only having the 5 rounds in which to play.
My final thoughts: I am a total sucker for pretty much anything that says the words “deck building” on them, and this game was no exception. I went into this game thinking there was going to be this new way of using a deck building mechanic to also explore a really well crafted game board. I could not have been more wrong. The deck building aspect got so lost in the other mechanics, that I felt like I rarely had the opportunity to actually build my deck. After 3-4 plays of this game, with varying player counts from 2-4, I always ended up with a deck no bigger than about 15-20 cards. When I think deck build, I think of those powerhouses like Marvel Legendary, Ascension, or Star Realms where you are really transforming your deck into a large deck by the end. On top of that, most highly regarded deck builders require you to strategize somewhat in which cards that you buy to compliment your current deck further. Arnak completely leaves both of these elements out. Most times I found myself only able to purchase 1 card in the supply due to lack of resources that I did not have any choice in how that card would compliment my deck or not. It was merely just collecting a card to try and give my deck any sort of a distinct advantage going forward. Now, don’t get me wrong, like the game board, the artwork on the cards is stunning. By far this saves the poor mechanism of the actual cards themselves.
To me, the amount of mechanisms in the game is what gets in its own way. Its that classic, everything but the kitchen sink expression. The exploration gets in the way of the deck-building, which gets in the way of the worker placement, which gets in the way of the resource management. When I found myself wanting to build my deck, it was more crucial that I move up the temple one step. When I wanted to move up the temple, I was missing a certain idol, so I had to resort to wasting cards for gold to purchase a card for my deck that I really didn’t want. So while I think the premise is really thrilling for what this game could have been, in my opinion it just fell short. I left me wanting to explore the upper part of the jungle I never got to. I left me wanting to look at more of the artwork on the cards I never was able to purchase. In the end, I made it to the top of the temple. I couldn’t wait to enjoy my heaping pile of fat loots that awaited my studded archaeologist. However, once I turned over the treasure token, I only acquired another measly 12 victory points. This feeling left me wanting more from this game that was so hyped for its gameplay. I no longer felt like Indiana Jones, and more like I was in a bad B movie hoping for a better acting career.
Acanthea Grimscythe (300 KP) rated Something's Alive on the Titanic in Books
May 16, 2018
A true product of its time, and remaining faithful to the time-period in which the story is set, one of the few things of note to make in regards to its characters is the absolute lack of a strong female presence. The two women that are present, especially Chaney in the 1975 portion of the book, are Mary Sue-esque and, without a doubt, sexualized. Another note to be made comes in the form of the male characters: they are portrayed as stereotypical, stubborn men that, despite being superstitious, are also skeptics. This manner of male character is more prominent in the second part of the book than the first.
The plot, on the other hand, was pretty stellar. In 1975, the expedition lacks the proper equipment to dive down into the depths of the Atlantic and explore the ship for extended periods of time. They make the most of what they do have, however. Intent on claiming the lost treasure, most of John Hawke's crew show little regard for the fact that they are desecrating a grave: greed is, after all, the heart of all evil. While the Atlantic Ocean treats the crew well, the Titanic is anything but forgiving: the decrepit ship plays host to more than the relics of the souls that once stood upon its deck. Whatever that thing is, it doesn't play nicely. In 1995, the US Navy gathers a crew to find out what exactly happened in 1975, and to complete the earlier expedition's salvage mission.
Given the presence of a female in a heavily male dominated field, it goes without saying that there's a bit of teasing and a bit of romance. That subplot is fairly minor and serves mostly to remind readers of a certain character's penchant for being a total asshole and little more. There is also sex, briefly, but I'll leave that to someone else.
Serling's knowledge of the Titanic is actually pretty accurate, down to the fact that the fourth funnel on the ship was a fake, there was a shortage of lifeboats, and most of the lifeboats were dropped before they were filled.
It isn't very often that a book really draws me in, but that could be attributed to the fact that I no longer read as I used to. Serling's prose kept me on the edge of my seat and at times, it even raised my heart rate a little. Rather than paint us an entire picture of the supernatural phenomena that takes place, he begins with little bits and pieces, crumbs if you will, until finally, you begin to question the sanity of the characters involved, whilst simultaneously hoping for the best.
Heather Cranmer (2721 KP) rated Conjure (The Hoodoo Apprentice, #1) in Books
Jun 7, 2018
First off, I must say, what a fantastic read!! I absolutely loved this book. It was such a refreshing read!
Emma and her twin brother Jack along with their friend Cooper think they are in for a lazy summer. They couldn't be more wrong!! First, there's a mysterious note that they find buried beneath the sand. Then there's the treasure box they find. However, when Jack tries opening the treasure box, he contracts "The Creep." A curse that makes all your skin slowly fall off until just bone is left. After all that, a mysterious girl called Maggie shows up, and takes them to "a grannie", Miss Delia, who is a hoodoo practitioner. Maggie says Miss Delia can help Emma find a cure for Jack. However, there's also a curse that will steal Cooper's soul on his sixteenth birthday. Will Emma break both curses before time runs out?
I loved every character in Conjure! I loved the lengths Emma was willing to go to to save her brother. I loved how sweet and helpful Cooper came across as. Jack brought the humour into the book. I stayed suspicious of Maggie throughout the book. I couldn't tell if she was bad or good. (I won't say more as I don't want to spoil the book). My most favourite character was Miss Delia though. She came across as a warm, grandmotherly type character. I wanted to actually know her. She was amazing!
I loved the setting which takes place on a beach and near a beach. It definitely fit in with the story perfectly. The world building was equally great! I felt like I was actually there with all the characters.
I felt that the title definitely suits the book as Emma must conjure up spells in order to try to save Jack's and Cooper's life as well as conjuring up other spells to do other things in the mean time.
The cover is gorgeous, but I don't really feel like it suits the book. I take it the girl on the front is supposed to be Emma, but I don't understand why she's walking in what looks to be a forest. Yes, there is a forest by Miss Delia's house, but no one ever goes into it.
The pacing was spot on for this book! I found myself losing all sense of time whilst reading this amazing book. It reads brilliantly, and it will keep you enthralled throughout.
The dialogue was easy to understand for the most part. However, the author uses the medical names for bones which I felt was a bit too much as this is a book for young adults. I'm 28, and I don't know what most of the bones in my body are called!! I tried to use context clues to help me with this. Other than that, the dialogue was well suited to the book.
I felt so enchanted whilst reading this book. It felt as if I was transported to be apart of the actual story. It was just that amazing!
I'd definitely recommend this book for ages 12 and older...teens and adults included!
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