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Merissa (12058 KP) rated Tigana in Books

Dec 17, 2018  
T
Tigana
10
10.0 (1 Ratings)
Book Rating
Another stunner of a book by GGK although this one is a stand alone book and is based loosely on Italy in the 11th and 12th centuries.

In so many ways similar to The Fionavar Tapestry series but so different too. A brief synopsis is that there has been a major battle between 2 wizards in which one of the wizard's sons dies. In revenge the wizard removes the name "Tigana" from the memories and vocabularies of its inhabitants so that eventually the name will die, just like his son did.

This story is so intricate and involved and it is not a clear black/white, good/evil book which is what makes it such a superb read. Everything about is well written, from the villains to the locations to the history that you are given.

This book is bittersweet and poignant and I'll leave it to you to see if there is a happy ending.

Certainly classed as a classic by me and a firm favourite.
  
Harry Potter: Wizards Unite
Harry Potter: Wizards Unite
Games
7
6.0 (33 Ratings)
App Rating
A must for die hard Harry Potter Fans (0 more)
Can be laggy and at its heart it's just pokemon go. (0 more)
Literally Pokemon Go for wizards
I would like to start by announcing that I am a die hard Harry Potter fan, so I am going to have patience for this app whilst it's going through its early stages.

It's literally pokemon go. If you're happy with pokemon go and you aren't obsessed with Harry Potter then you don't need this app. Particularly as it takes up so much phone space.

However so far I have been pleased. I like that there is a mixture of challenges available at fortresses to take part in. The portkeys are an interesting addition. I still can't work out what to do with my seeds.

In conclusion I think this app has great potential but I don't think it's worth it if you don't have a really good phone.
  
The Grand Grimoire of Cthulhu Mythos Magic
The Grand Grimoire of Cthulhu Mythos Magic
2017 | Horror, Murder & Mystery, Roleplaying
Magic doesn't play quite the role in CoC it does in most other fantasy RPGs - its tendency to either kill wizards or drive them permanently insane is probably the reason why - but it's still an important and evocative part of the 'classic' setting for the game. This book, despite the slightly silly title, probably contains everything most players will need on the topic - over 550 spells, from the relatively innocuous 'Embrace of Yog-Sothoth' to the terrifying and unspeakable 'Attract Fish', plus ideas for elaborating on things like spell components and ambient magical areas.

You could probably get by just using the material in the Keeper's Book, but if you want characters to have a wider and more varied repertoire, this book is well worth the asking price. Needless to say, there is also material here to inspire dozens of scenarios for any self-respectingly twisted and inventive Keeper, so it scores heavily in that department too.
  
Gnomes & Wizards
Gnomes & Wizards
2020 | Fantasy
I always thought that Gnomes could BE Wizards. This whole time I was led to believe that a Gnome could take on the class of Wizard and join these two houses splendidly. I did not, however, realize that Gnomes and Wizards were different species and vying for the same power crystals to fuel their magicks… until recently.

Gnomes & Wizards is an area control, map deformation, dice assignment battle game where the players are attempting to earn the most victory points (VP) at the end of the game. Players gain VP by defeating other players’ active characters (clan leaders and tribesmen henchpeople), and having the most hit points (HP) between all their active characters at game end. Sounds easy, right? Read on, my friend.

DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and the final components will probably be different from these shown. Also, it is not my intention to detail every rule in the game, as there are just too many. You are invited to download the rulebook from the publisher’s website, purchase the game through the Kickstarter campaign, or through any retailers stocking it after fulfillment. -T

As I mentioned in my disclaimer, I will not be explaining every rule for this one as there are quite a few little nuances that make it tick. However, I will cover the basic gameplay, and I will be focusing on a 2-player game for this preview.

To setup the game, each player receives all the components in their chosen color for their clan. A clan consists of a leader (which is represented by the cone on the board) and six tribesmen (henchpeople represented by discs with their specific icon). The board is an elaborate puzzle of triangular pieces that fit together beautifully and create a very interesting map on the table. In the middle of this puzzle map will always be the mine tiles – tiles that have pink power crystals outlining the inner icons. Each leader will have clips placed on their cards to keep track of HP and Defense, and these cards also show baseline movement speed and attack power. Once all players have completed their setup and the black dice have been rolled to determine the starting player, the game is ready to begin and the crystals are primed to be exploited.

Gnomes & Wizards is a game of dice manipulation and allocation at its core. Leaders and tribesmen will always have base movement, attack, defense, and HP, but the dice rolls can alter these. Perhaps you are a super-aggressive player and are just out to destroy the other clan(s). I have played that way and it works very well. If so, then when rolling you will want to concentrate your efforts on the move/attack die face. These add to either your movement speed or to your attack power (not both). Other die faces include defense (which raise your defense clip), horns (which can buy you an ability card OR help to call a tribe – more on this later), or collect power crystals.

Power crystals are used to charge clan abilities (printed on the clan board) and card abilities (attached to clansmen). You can earn your power crystals via die rolls or by passing through the mine tiles in the center of the board map. These power crystals, and the abilities they fuel, are very powerful and can make or break encounters against other clans.

Horns are what need to be rolled to bring more tribesmen on the board. Initially, each clan will only have the leader cones available on the board to play with until more tribesmen can be called to the fray. Rolling three horns and having a leader cone or tribesman disc on tribe-specific icon tiles will allow that tribe to be called onto the board. Did you only roll one or two horns? That’s okay, because horns are also used to draw ability cards from the deck. Draw as many cards as you have rolled horns and choose one of those to keep and the others are discarded to the bottom of the deck. You may attach certain ability cards to your clansmen to be charged by power crystals and used later, or keep certain other cards hidden in your stash to be used any time – even on another player’s turn.

The winner of Gnomes & Wizards is the player who earns the most VP by knocking out opponent clansmen/leaders and earning 1VP per HP remaining on active clansmen cards. I purposely left out a couple twists for you here. Your gameplan needs to be carried out in just 10 rounds in a normal game. So you only have 10 turns to create your all-star clan, earn power crystals, and beat up your opponents. Not enough? Okay how about this – after Round 5 each player will flip over two map tiles at the beginning of their turns – thus eliminating possibilities of calling clansmen to war because their icon is now flipped and unavailable. Each turn is incredibly important to maximize as best as possible as you only get 10 of them, and the map will begin to crumble away.

Components. Again, we were provided a prototype version of the game, so I will not comment on component quality, even though it’s already pretty good. I can see what CavernWire is trying to do here and I am very excited by the plans. The layout on the cards is great. The dice will be cool when final. The amazing power crystals will be a little fragile, so do take care of them, but the design is awesome. The best part about the components on this one – the colors. This game is so wonderfully colorful, and extremely attractive on the table. When playing at work, my coworkers all walked by the table and wanted to know what I was up to. I play games at work a lot, but this one was so vibrant and interesting that they wanted to know more – and they are all mostly non-gamers.

I find Gnomes & Wizards to be a game that I wish I could spend lots of time exploring every strength and weakness of each clan. Trying new strategies, and watching them be dismantled by newcomers. I have not seen every ability card yet. I have not played with each clan yet. But I want to. It’s a deeply colorful game with engaging mechanics (and lots of them) that I feel offers something special to a game collection. So if you are interested in grabbing a copy for yourself, head over to CavernWire’s website and hop on the Kickstarter campaign. Or purchase a copy from your FLGS or favorite online retailer. We dig it.