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*** I received a free advance copy of this book from NetGalley in exchange for an honest review ***
I have read Adrian Tchakovsky's Shadows of the Apt series and loved it.
I recently read his Dogs of War and enjoyed it. However I think this has somewhat tainted Ironclads for me.
Ireonclads sees us again in the near-future where the UK (read as England which annoyed me, being Scottish) has gained independence from Europe and subsequently gone bust and been bought over by the USA. The USA is likewise invading or at war with much of the rest of the world. These wars are now fought mainly in corporate interest (but then what's new *cough gulf war cough*) with armies of poorly equipped government soldiers being dent in to conflict occasionally supported by corporate playboys (generally the heir to the corporate fortunes) in their massive armoured scion suits (hence iron-clad) where they are fully protected from pretty much everything. These playboys tend to be captured by each other and ransomed back to their families, guffawing at their japes all the way.
The story sees one small group of US soldiers sent in to deepest darkest Sweden to rescue one such playboy who got himself too far ahead of the army and appears to have gone missing but without ransom (without his scion suit).
Being a short (200 pages) book worked well for me, I felt any more scenes or narrative would have felt like padding and this was its natural length.
However, for me this book felt like the notes or background story to Dogs of War and has suffered from my having read the latter. That book notes that wars used to be fought with machines and robots but moves on to cybernetically enhanced animals. This book felt like a side story or introduction to the Dogs of War world and little more.
Other aspects of the story chimed with that of Dogs of War as well and showed the author to be a little short of ideas - living beings with their brains/bodies cybernetically enhanced, swarms of insects used to disrupt communications, the USA being a little bit invadey and corrupt etc.
While this is not my usual cup of tea, I have enjoyed other sci-fi and felt this was a little slapdash. I didn't like the narrative style, finding the blasé, informal tones of the army sergeant both jarring and poorly executed. And while I don't need to be spoon-fed the plot, I found some elements badly or barely explained (what DID the Finns do?!) and the major plot twist neither surprising nor worth the wait.
Tchaikovsky can describe a battle scene well and you get a feel for the whole battle as well as the key conflicts, so the action itself is fairly gripping at times. However, the finished article left me feeling a bit meh.
All in all I am glad I read this, but had expected better things from his sci-fi given Children of Time won the Arthur C Clarke award.
I have read Adrian Tchakovsky's Shadows of the Apt series and loved it.
I recently read his Dogs of War and enjoyed it. However I think this has somewhat tainted Ironclads for me.
Ireonclads sees us again in the near-future where the UK (read as England which annoyed me, being Scottish) has gained independence from Europe and subsequently gone bust and been bought over by the USA. The USA is likewise invading or at war with much of the rest of the world. These wars are now fought mainly in corporate interest (but then what's new *cough gulf war cough*) with armies of poorly equipped government soldiers being dent in to conflict occasionally supported by corporate playboys (generally the heir to the corporate fortunes) in their massive armoured scion suits (hence iron-clad) where they are fully protected from pretty much everything. These playboys tend to be captured by each other and ransomed back to their families, guffawing at their japes all the way.
The story sees one small group of US soldiers sent in to deepest darkest Sweden to rescue one such playboy who got himself too far ahead of the army and appears to have gone missing but without ransom (without his scion suit).
Being a short (200 pages) book worked well for me, I felt any more scenes or narrative would have felt like padding and this was its natural length.
However, for me this book felt like the notes or background story to Dogs of War and has suffered from my having read the latter. That book notes that wars used to be fought with machines and robots but moves on to cybernetically enhanced animals. This book felt like a side story or introduction to the Dogs of War world and little more.
Other aspects of the story chimed with that of Dogs of War as well and showed the author to be a little short of ideas - living beings with their brains/bodies cybernetically enhanced, swarms of insects used to disrupt communications, the USA being a little bit invadey and corrupt etc.
While this is not my usual cup of tea, I have enjoyed other sci-fi and felt this was a little slapdash. I didn't like the narrative style, finding the blasé, informal tones of the army sergeant both jarring and poorly executed. And while I don't need to be spoon-fed the plot, I found some elements badly or barely explained (what DID the Finns do?!) and the major plot twist neither surprising nor worth the wait.
Tchaikovsky can describe a battle scene well and you get a feel for the whole battle as well as the key conflicts, so the action itself is fairly gripping at times. However, the finished article left me feeling a bit meh.
All in all I am glad I read this, but had expected better things from his sci-fi given Children of Time won the Arthur C Clarke award.
Ross (3284 KP) rated Stormblood in Books
Jul 14, 2020
Fairly mediocre sci-fi
I received an advance copy of this book from the publishers and Netgalley in exchange for an honest review.
Stormblood is set in a world where the human race has agreed terms with numerous alien races and Harmony governs the included races (the Common). Vakov Fukasawa (a character whose name is more fun to say than he is to read about) is a retired Reaper - that is, he was injected with alien DNA which gave him the rage and healing powers needed to become a super-soldier in the earlier Reaper Wars. He is hired to investigate reports of attacks on or attacks by his former colleagues, as reports of them "bluing-out" and dealing out devastation are mounting. This may well involve him being pitted against his younger brother who feels Vakov abandoned him to their cruel father.
Throughout the book, the story is told purely by telling the reader. Fukasawa finds himself in an extreme situation, having thrown himself in recklessly, and is almost always captured, told some crucial details, which dictate the next stage of the plot, and escapes or is rescued.
The world-building had so much promise, being a form of city built in an asteroid. However it wasn't very well described and I felt quite lost and really struggled to picture the setting. At times I had completely forgotten where the action was happening, and why.
The narrative is quite frustrating as well. What starts off as nice flowing narration with analogies, similes and metaphors, this quickly becomes at the expense of the pacing of the book. A number of times someone responded to a statement that was several paragraphs previous, with thick descriptions and side-tracked passages coming in between, making the reader go back and see what they were responding to.
As with most modern sci-fi, a number of cringeworthy technical terms have been made up and are not explained well enough to allow all but the most avid sci-fi tech-nerd to picture what they are supposed to refer to. See "slingshiv", "thin-gun", "micronades" etc etc. At times, these terms were used so frequently in long rambling passages listing tech and armoury that it may as well have been in a foreign language.
Speaking of which, the world the book takes place in is very reminiscent of Richard Morgan's Altered Carbon, even down to the part-Eastern European/part Japanese names. Fans of those books (which I suffered with similarly on the made-up technical terms) may enjoy this.
Overall, a great idea but needs some work on the pacing, how the plot is revealed (i.e. using different tricks and scenarios) and the narrative.
Stormblood is set in a world where the human race has agreed terms with numerous alien races and Harmony governs the included races (the Common). Vakov Fukasawa (a character whose name is more fun to say than he is to read about) is a retired Reaper - that is, he was injected with alien DNA which gave him the rage and healing powers needed to become a super-soldier in the earlier Reaper Wars. He is hired to investigate reports of attacks on or attacks by his former colleagues, as reports of them "bluing-out" and dealing out devastation are mounting. This may well involve him being pitted against his younger brother who feels Vakov abandoned him to their cruel father.
Throughout the book, the story is told purely by telling the reader. Fukasawa finds himself in an extreme situation, having thrown himself in recklessly, and is almost always captured, told some crucial details, which dictate the next stage of the plot, and escapes or is rescued.
The world-building had so much promise, being a form of city built in an asteroid. However it wasn't very well described and I felt quite lost and really struggled to picture the setting. At times I had completely forgotten where the action was happening, and why.
The narrative is quite frustrating as well. What starts off as nice flowing narration with analogies, similes and metaphors, this quickly becomes at the expense of the pacing of the book. A number of times someone responded to a statement that was several paragraphs previous, with thick descriptions and side-tracked passages coming in between, making the reader go back and see what they were responding to.
As with most modern sci-fi, a number of cringeworthy technical terms have been made up and are not explained well enough to allow all but the most avid sci-fi tech-nerd to picture what they are supposed to refer to. See "slingshiv", "thin-gun", "micronades" etc etc. At times, these terms were used so frequently in long rambling passages listing tech and armoury that it may as well have been in a foreign language.
Speaking of which, the world the book takes place in is very reminiscent of Richard Morgan's Altered Carbon, even down to the part-Eastern European/part Japanese names. Fans of those books (which I suffered with similarly on the made-up technical terms) may enjoy this.
Overall, a great idea but needs some work on the pacing, how the plot is revealed (i.e. using different tricks and scenarios) and the narrative.
Gareth von Kallenbach (980 KP) rated Flyboys (2006) in Movies
Aug 14, 2019
Prior to the sinking of the Lusitania in 1915, the U.S. was mainly a spectator during what would eventually be called World War I.
At the time, the conflict that was known as “The Great War and by optimists as “The War to End all Wars” was laying waste to a generation of young men and leaving many of Europe’s nations in ruins.
With new inventions such as submarines, machine guns, and poison gas being deployed in the battlefield, hundreds of thousands were killed in the early stages of the war. One of the new inventions to see use during the war were airplanes, which had only recently been invented, but showed great potential and were quickly used by both sides for scouting and combat missions.
Looking for adventure and hoping to make a name for themselves, a handful of American men volunteered to fight in the war and some joined the Lafayette Escadrille, so they could join the fight by flying for the French.
In the new film Flyboys, James Franco stars as Blaine Rawlings, a young man fleeing his family ranch in TX after an altercation with a financier who has foreclosed on his family home. Upon arriving in France, Blaine meets other Americans including Eugene (Abdul Salis), who has left a promising career as a boxer to give something back to his adoptive nation of France since due to a more tolerant society, the color of his skin has not held him back as much as it has in
America.
Under the command of Captain Thenault (Jean Reno) the squadron is trained and eventually sent into combat against the German forces where they learn the true nature and horrors of war firsthand as they have to deal with the very high mortality rate that faces pilots and the knowledge that each time they fly into battle, may very well be their last moments.
Blaine eventually meets a local French lady named Lucienne (Jennifer Decker), a shy French lady who cares for three young children after their parents were killed when their home was hit. The fact that the dead father was also her brother is added burden for Lucienne as she worries about losing those she cares for as the war wages on.
Despite her concerns, Lucienne becomes close to Blaine even though the war is a constant threat and keeps creating distances between them, especially when the German forces advance upon the village in which she lives.
Since this is a film about aviators, there are several scenes in the film of the various missions Blaine and his comrades undertook that are rendered with a mix of CGI and vintage aircraft from the era.
In the air, the action is engrossing and entertaining, but on the ground, much of the film drags as it has every cliché and war movie staple in the book thrown in as well as characters that are not well defined, and lack anything to make the audience really connect with them.
This is a real shame as there are some good points to the film, but at just over two hours running length, there is not enough chemistry or development with the characters to truly make the audience care about them or their fates.
The aerial scenes are well done, but in many ways remind me of Howard Hughes classic “Hell’s Angels” and vintage classics “Dawn Patrol” and“The Blue Max”
As it stands, the best thing going for the film are the flight sequences but the slow pacing, numerous clichés and bland characters keeps Flyboys grounded.
At the time, the conflict that was known as “The Great War and by optimists as “The War to End all Wars” was laying waste to a generation of young men and leaving many of Europe’s nations in ruins.
With new inventions such as submarines, machine guns, and poison gas being deployed in the battlefield, hundreds of thousands were killed in the early stages of the war. One of the new inventions to see use during the war were airplanes, which had only recently been invented, but showed great potential and were quickly used by both sides for scouting and combat missions.
Looking for adventure and hoping to make a name for themselves, a handful of American men volunteered to fight in the war and some joined the Lafayette Escadrille, so they could join the fight by flying for the French.
In the new film Flyboys, James Franco stars as Blaine Rawlings, a young man fleeing his family ranch in TX after an altercation with a financier who has foreclosed on his family home. Upon arriving in France, Blaine meets other Americans including Eugene (Abdul Salis), who has left a promising career as a boxer to give something back to his adoptive nation of France since due to a more tolerant society, the color of his skin has not held him back as much as it has in
America.
Under the command of Captain Thenault (Jean Reno) the squadron is trained and eventually sent into combat against the German forces where they learn the true nature and horrors of war firsthand as they have to deal with the very high mortality rate that faces pilots and the knowledge that each time they fly into battle, may very well be their last moments.
Blaine eventually meets a local French lady named Lucienne (Jennifer Decker), a shy French lady who cares for three young children after their parents were killed when their home was hit. The fact that the dead father was also her brother is added burden for Lucienne as she worries about losing those she cares for as the war wages on.
Despite her concerns, Lucienne becomes close to Blaine even though the war is a constant threat and keeps creating distances between them, especially when the German forces advance upon the village in which she lives.
Since this is a film about aviators, there are several scenes in the film of the various missions Blaine and his comrades undertook that are rendered with a mix of CGI and vintage aircraft from the era.
In the air, the action is engrossing and entertaining, but on the ground, much of the film drags as it has every cliché and war movie staple in the book thrown in as well as characters that are not well defined, and lack anything to make the audience really connect with them.
This is a real shame as there are some good points to the film, but at just over two hours running length, there is not enough chemistry or development with the characters to truly make the audience care about them or their fates.
The aerial scenes are well done, but in many ways remind me of Howard Hughes classic “Hell’s Angels” and vintage classics “Dawn Patrol” and“The Blue Max”
As it stands, the best thing going for the film are the flight sequences but the slow pacing, numerous clichés and bland characters keeps Flyboys grounded.
Jamie Towell Cook (13 KP) rated the PlayStation 4 version of Kingdom Hearts III in Video Games
Apr 6, 2020
Contains spoilers, click to show
Kingdom Hearts 3 is the long anticipated third part officially in the series. It started back in 2002 and now in 2019 we finally have the 3rd (and allegedly) final part of what is Sora and his friends story. In this time we have travelled to many beloved Disney classics from Mount Olympus to Neverland and for some bizarre reason we even went to Tarzan's world. During all of this Sora is learning how to be the Keyblade wielder and defend all the worlds from the threat of the darkness. On his journey he meets many familiar faces ranging from final fantasy characters such as Cloud, Tidus and Vivi to famous disney heroes such as Ariel, Beast, Jack Skellington.
Unfortunalty since it began in 2002 Kingdom Hearts became a jumbled mess jumping on different consoles along the way. It may have begun as a PlayStation game but soon after there was a spin off for the game boy advance and another for the psp and another for the nintendo ds. Releasing titles that actually continue the plot from the original game on various different consoles and expecting fans to just role with that and keep up, well thats not exactly the best of ideas! Luckily the story so far has been released and rereleased and rererereleased so that fans can figure out just what the hell is actually going on in this either brilliantly masterminded tale or a way for the game producers to milk the franchise for all its worth. I'll let you decide that one.
So any ways, with a whopping 14 years between KH2 and KH3 a lot has changed within the Disney world and with their new corporate purchases a lot of people had questions about what would we see in a new Kingdom Hearts. Would the new game feature any worlds from Marvel? Would we see something from the Muppet Show? Maybe Star Wars? The answer to this was a big fat no. They were going to keep it old school Disney......although by old school Disney that didn't have the same meaning as what I thought it would. Instead of the familiar faces we have grown accustomed to there is no Halloween Town, no Neverland, no Atlantica (Thank god, good call on that one) instead we visit new realms, draining whatever is left from the Frozen franchise and travelling to worlds such as Arendale, San Frantokyo and some other Disney Pixar worlds. Now i'm not saying there is anything wrong with these worlds because they are beautiful and stunning and fun to play through. Couldn't they have at least tried to feature some golden oldies as well. Something else that i noticed that as well that made me feel disappointed in this release was the lack of final fantasy characters, minus a very brief glimpse of 2 characters as statues thats pretty much it.
The story itself is appealing as it continues the tales of Sora, Ventus and Roxas and ultimately brings the trios story to a (almost) conclusion. The voice acting for the kingdom hearts series will never win any awards and in some areas is just hands down terrible but, as it plays out you notice it a lot less and just want to see where its all headed.
The gameplay is as it has always been, if its not broke don't fix it. There are a few additions though. Kingdom Hearts 1 had abilities, in kingdom hearts 2 we seen this become built upon by fusion. This was a way of fusing Sora's abilities with either Donald or Goofy and eventually both. Leading to Wisdom mode, which was magic based. Valour mode, which was strength and defence based. Master, which, yes you guessed it, is a mix of all the above. Limit mode, which brings Sora's abilities to the spotlight. Then you had Final form which was basically a combination of Limit and Master and finally there was anti form, this turned Sora into a heartless version of himself with attacks and abilities to match. These were all scrapped in Kingdom Hearts 3 to make way for attractions, which is an attack based on Disneyworld theme park attractions. There are also attacks based on whose in your team as well. As fun as these are in the beginning, they get old and repetitive fast. The summons have never really played a main part in the Kingdom Hearts series since its first release and KH3 makes that very apparent again, with what i thought was a very lackluster 5 summons in the form of Ariel, Ralph, Stitch, Simba and a dream eater from Kingdom Hearts own series. I mean come on, wheres Mushu? Genie? Bambi? Dumbo? Tinkerbell? Why aren't there any new ones? They could have played up new Pixar entries such as Bolt or Up, even The Incredibles.
The other feature that is new and unique to KH3 is the ability to transform the Keyblade. Now picking up a new keyblade isn't just about the stat boosts, they each feature something different and unique. Without giving too much away, all i can really say about this is the additions to turn your weapon in to such things as shields, blasters and other random creations based on the worlds they are related to is actually a brilliant concept and makes up for the drive form that was taken from KH2 and not featured again.
I really hope that Square Enix are planning on releasing some decent DLC for KH3. Hopefully in the form of some old Disney worlds, a coliseum and some extra story with old familiar faces. Because it is definitely needed.
The Gummi ship does manage to make a come back (yet again). I would like to say something positive about this because it does seem like a lot of work went into making this feel like a more relevant part of the game but, the controls take a bit of figuring out and there is no real need for it other than it being a mini game really.
If Square Enix does add some DLC that adds worlds, characters, keyblades and modes. Then i honestly believe they could boost the game from being a good game to an amazing game. Just listen to the fans, hear what they want and deliver.
I wish i had better news for Kingdom Hearts fans. Especially those who have waited those 14 years but i am judging this game harshly because of my love for the series and the length of time it has been under development.
Unfortunalty since it began in 2002 Kingdom Hearts became a jumbled mess jumping on different consoles along the way. It may have begun as a PlayStation game but soon after there was a spin off for the game boy advance and another for the psp and another for the nintendo ds. Releasing titles that actually continue the plot from the original game on various different consoles and expecting fans to just role with that and keep up, well thats not exactly the best of ideas! Luckily the story so far has been released and rereleased and rererereleased so that fans can figure out just what the hell is actually going on in this either brilliantly masterminded tale or a way for the game producers to milk the franchise for all its worth. I'll let you decide that one.
So any ways, with a whopping 14 years between KH2 and KH3 a lot has changed within the Disney world and with their new corporate purchases a lot of people had questions about what would we see in a new Kingdom Hearts. Would the new game feature any worlds from Marvel? Would we see something from the Muppet Show? Maybe Star Wars? The answer to this was a big fat no. They were going to keep it old school Disney......although by old school Disney that didn't have the same meaning as what I thought it would. Instead of the familiar faces we have grown accustomed to there is no Halloween Town, no Neverland, no Atlantica (Thank god, good call on that one) instead we visit new realms, draining whatever is left from the Frozen franchise and travelling to worlds such as Arendale, San Frantokyo and some other Disney Pixar worlds. Now i'm not saying there is anything wrong with these worlds because they are beautiful and stunning and fun to play through. Couldn't they have at least tried to feature some golden oldies as well. Something else that i noticed that as well that made me feel disappointed in this release was the lack of final fantasy characters, minus a very brief glimpse of 2 characters as statues thats pretty much it.
The story itself is appealing as it continues the tales of Sora, Ventus and Roxas and ultimately brings the trios story to a (almost) conclusion. The voice acting for the kingdom hearts series will never win any awards and in some areas is just hands down terrible but, as it plays out you notice it a lot less and just want to see where its all headed.
The gameplay is as it has always been, if its not broke don't fix it. There are a few additions though. Kingdom Hearts 1 had abilities, in kingdom hearts 2 we seen this become built upon by fusion. This was a way of fusing Sora's abilities with either Donald or Goofy and eventually both. Leading to Wisdom mode, which was magic based. Valour mode, which was strength and defence based. Master, which, yes you guessed it, is a mix of all the above. Limit mode, which brings Sora's abilities to the spotlight. Then you had Final form which was basically a combination of Limit and Master and finally there was anti form, this turned Sora into a heartless version of himself with attacks and abilities to match. These were all scrapped in Kingdom Hearts 3 to make way for attractions, which is an attack based on Disneyworld theme park attractions. There are also attacks based on whose in your team as well. As fun as these are in the beginning, they get old and repetitive fast. The summons have never really played a main part in the Kingdom Hearts series since its first release and KH3 makes that very apparent again, with what i thought was a very lackluster 5 summons in the form of Ariel, Ralph, Stitch, Simba and a dream eater from Kingdom Hearts own series. I mean come on, wheres Mushu? Genie? Bambi? Dumbo? Tinkerbell? Why aren't there any new ones? They could have played up new Pixar entries such as Bolt or Up, even The Incredibles.
The other feature that is new and unique to KH3 is the ability to transform the Keyblade. Now picking up a new keyblade isn't just about the stat boosts, they each feature something different and unique. Without giving too much away, all i can really say about this is the additions to turn your weapon in to such things as shields, blasters and other random creations based on the worlds they are related to is actually a brilliant concept and makes up for the drive form that was taken from KH2 and not featured again.
I really hope that Square Enix are planning on releasing some decent DLC for KH3. Hopefully in the form of some old Disney worlds, a coliseum and some extra story with old familiar faces. Because it is definitely needed.
The Gummi ship does manage to make a come back (yet again). I would like to say something positive about this because it does seem like a lot of work went into making this feel like a more relevant part of the game but, the controls take a bit of figuring out and there is no real need for it other than it being a mini game really.
If Square Enix does add some DLC that adds worlds, characters, keyblades and modes. Then i honestly believe they could boost the game from being a good game to an amazing game. Just listen to the fans, hear what they want and deliver.
I wish i had better news for Kingdom Hearts fans. Especially those who have waited those 14 years but i am judging this game harshly because of my love for the series and the length of time it has been under development.
Purple Phoenix Games (2266 KP) rated Skulls of Sedlec in Tabletop Games
Feb 27, 2020
When it comes to board gaming, bigger does not always necessarily mean better. And that is something that Button Shy Games has really embraced. With all of their wallet games comprising of only 18 cards, they always manage to pack a lot of game into one small space. I think they’ve got the right idea – engaging gameplay, multitude of themes and mechanics, and easy storage and transport! So how does their newest game hold up to their other successful wallet games? Keep reading to find out!
Let us travel back to the 16th Century AD. You are a monk working in the Sedlec Ossuary, a chapel in the Czech Republic. The coincidental timing of the Black Plague and the Hussite Wars has led to some serious overcrowding in the Sedlec graveyard. Working under a half-blind monk, you and your fellow underlings have been tasked with exhuming graves and artfully arranging the skulls in the crypt. Who can create the most unique and tasteful display of skulls? There’s only one way to find out.
Disclaimer: We were provided a prototype review copy of this game for the purposes of this preview. The final components may vary once the Kickstarter campaign has concluded, so the published game may look differently than the one presented in these pictures. -L
Skulls of Sedlec is a game of card drafting and hand management in which players are trying to amass the most points by the end of the game. Here’s how it works. To set up, shuffle all 18 cards. Create a 2×3 grid of 6 facedown piles consisting of 3 cards each. Pick any pile and flip one card face-up from the top. You are now ready to begin! The game is played over a series of turns in which players will draft and play cards into their personal Stack, an arrangement of cards in a pyramid shape. Each card has 2 skulls on it, and each skull earns a certain number of points based on its placement in your Stack. For example, Criminal skulls are vying for redemption in the afterlife, so they score 2 points if they are adjacent to any Priest skulls. At the end of the game, the player with the highest scoring Stack is the winner!
During the game, on your turn, you will take one of these three possible actions: Dig, Collect, or Stack. When you choose to Dig, you choose 2 facedown piles in the graveyard and flip their top cards face-up. Once you have done that, choose one of the two cards you flipped to take into your hand. If you choose to Collect, you simply choose any face-up card from the graveyard and take it into your hand. There is a hand limit of 2 cards per player, though, so if you already have 2 cards in your hand you may not take the Collect action. If you choose to Stack, you select one card from your hand and add it to your Stack, following the placement rules – Stacks are built from the bottom up. Your first card will be placed into the bottom row of your Stack. Depending on how many players are in the game, your Stack will require a different number of cards in each row. A card may only be played into a higher row if it is directly centered over two cards on the row beneath it. Logical enough! The game ends when each player has completed their Stack. Points are then added, and the highest score wins.
As I mentioned earlier, the size of the game does not always dictate the quality of the game, and Skulls of Sedlec is the perfect example of that. For only consisting of 18 cards, it takes a good deal of strategy to claim victory. There are 5 different types of skulls, and they earn points in different ways depending on their placement. You really have to be thinking in advance as to how you want to play the cards in your hand, and what other skulls you need to pick up to maximize your score. You can also see the Stacks of your opponents, so you know what you’re up against. You need an adaptive strategy for success based on the current cards available in the graveyard, as well as potentially anticipating your opponents’ moves. Be careful, though, because once a card has been played to your Stack, it cannot be moved.
Components. Again, this is just a preview copy of the game, but the card quality is already great. It might be something upgraded during the Kickstarter campaign, but if it’s not, you’re still getting a high quality game. Of course, the trademark wallet is on par with the rest of the wallet series, and it protects the cards well. The artwork of Skulls of Sedlec might not be awe-inspiring, but it is still colorful, thematic, and well-done. I appreciate the simplicity of the cards because it makes it easier to see the card types throughout the game and final scoring. You can clearly tell which skulls are which, so the game does not grind to a halt while trying to figure out what the scoring requirements are for a particular skull. And each skull type has a corresponding symbol, which can help our color-blind friends play the game – instead of relying solely on color, the symbols help differentiate the cards. So big kudos there!
As someone who does a fair amount of solo playing, I would like to mention the solo expansion of Skulls of Sedlec, Monstrance. Again, this is a preview of the solo expansion, so final rules and components may vary from those described here. When playing Skulls of Sedlec as a solo game, you will be creating a Stack like in a multiplayer game, as well as a Feature. The Feature you build will have a shape different to that of your normal Stack, and is determined by the Feature card you select at game setup. You will also select a second Feature card, which will be flipped over to reveal a new condition or effect for the game (for example, Romantics in the Stack do not score). Create a graveyard of 4 facedown piles of cards, evenly spread throughout the piles. You are then ready to play.
Gameplay is similar to that of a multiplayer game, but the solo player does not have a hand of cards. Instead, every card that you select will be immediately played into your Stack or your Feature. Placement rules are the same for the Stack, and cards in your Feature must be supported from below or adjacently. When both your Stack and Feature are complete, the game is over and you tally up your score. The solo expansion offers scoring milestones to compare with your score. See if you can best yourself and become a Legendary Artisan instead of remaining a Humble Monk.
Personally, I am not a huge fan of beat-your-own-score solo expansions. That being said, the gameplay of the Monstrance solo expansion still requires decent strategy and thought to maximize your final score. The addition of Features to solo play add another level of strategy because placement is just as important there as it is in your general Stack. Another neat twist is the addition of effects/conditions in solo play. They affect your strategy and make for a unique game every play.
Overall, I would say that Skulls of Sedlec is one of my favorite ButtonShy Games that I have played. It’s fast to play, simple to teach and learn, yet strategic enough that it keeps you engaged the entire time. Another thing I love about it is that it is only a 2-3 player game. We all know that getting together for game nights can be tricky, so I can see myself bringing Skulls of Sedlec to many game nights in which maybe only a few of us could attend. I’m glad I got the opportunity to preview this game, and I will be following the progress of the campaign for sure. If you’re looking for a small filler that still keeps your brain working, definitely consider backing the Skulls of Sedlec campaign!
Let us travel back to the 16th Century AD. You are a monk working in the Sedlec Ossuary, a chapel in the Czech Republic. The coincidental timing of the Black Plague and the Hussite Wars has led to some serious overcrowding in the Sedlec graveyard. Working under a half-blind monk, you and your fellow underlings have been tasked with exhuming graves and artfully arranging the skulls in the crypt. Who can create the most unique and tasteful display of skulls? There’s only one way to find out.
Disclaimer: We were provided a prototype review copy of this game for the purposes of this preview. The final components may vary once the Kickstarter campaign has concluded, so the published game may look differently than the one presented in these pictures. -L
Skulls of Sedlec is a game of card drafting and hand management in which players are trying to amass the most points by the end of the game. Here’s how it works. To set up, shuffle all 18 cards. Create a 2×3 grid of 6 facedown piles consisting of 3 cards each. Pick any pile and flip one card face-up from the top. You are now ready to begin! The game is played over a series of turns in which players will draft and play cards into their personal Stack, an arrangement of cards in a pyramid shape. Each card has 2 skulls on it, and each skull earns a certain number of points based on its placement in your Stack. For example, Criminal skulls are vying for redemption in the afterlife, so they score 2 points if they are adjacent to any Priest skulls. At the end of the game, the player with the highest scoring Stack is the winner!
During the game, on your turn, you will take one of these three possible actions: Dig, Collect, or Stack. When you choose to Dig, you choose 2 facedown piles in the graveyard and flip their top cards face-up. Once you have done that, choose one of the two cards you flipped to take into your hand. If you choose to Collect, you simply choose any face-up card from the graveyard and take it into your hand. There is a hand limit of 2 cards per player, though, so if you already have 2 cards in your hand you may not take the Collect action. If you choose to Stack, you select one card from your hand and add it to your Stack, following the placement rules – Stacks are built from the bottom up. Your first card will be placed into the bottom row of your Stack. Depending on how many players are in the game, your Stack will require a different number of cards in each row. A card may only be played into a higher row if it is directly centered over two cards on the row beneath it. Logical enough! The game ends when each player has completed their Stack. Points are then added, and the highest score wins.
As I mentioned earlier, the size of the game does not always dictate the quality of the game, and Skulls of Sedlec is the perfect example of that. For only consisting of 18 cards, it takes a good deal of strategy to claim victory. There are 5 different types of skulls, and they earn points in different ways depending on their placement. You really have to be thinking in advance as to how you want to play the cards in your hand, and what other skulls you need to pick up to maximize your score. You can also see the Stacks of your opponents, so you know what you’re up against. You need an adaptive strategy for success based on the current cards available in the graveyard, as well as potentially anticipating your opponents’ moves. Be careful, though, because once a card has been played to your Stack, it cannot be moved.
Components. Again, this is just a preview copy of the game, but the card quality is already great. It might be something upgraded during the Kickstarter campaign, but if it’s not, you’re still getting a high quality game. Of course, the trademark wallet is on par with the rest of the wallet series, and it protects the cards well. The artwork of Skulls of Sedlec might not be awe-inspiring, but it is still colorful, thematic, and well-done. I appreciate the simplicity of the cards because it makes it easier to see the card types throughout the game and final scoring. You can clearly tell which skulls are which, so the game does not grind to a halt while trying to figure out what the scoring requirements are for a particular skull. And each skull type has a corresponding symbol, which can help our color-blind friends play the game – instead of relying solely on color, the symbols help differentiate the cards. So big kudos there!
As someone who does a fair amount of solo playing, I would like to mention the solo expansion of Skulls of Sedlec, Monstrance. Again, this is a preview of the solo expansion, so final rules and components may vary from those described here. When playing Skulls of Sedlec as a solo game, you will be creating a Stack like in a multiplayer game, as well as a Feature. The Feature you build will have a shape different to that of your normal Stack, and is determined by the Feature card you select at game setup. You will also select a second Feature card, which will be flipped over to reveal a new condition or effect for the game (for example, Romantics in the Stack do not score). Create a graveyard of 4 facedown piles of cards, evenly spread throughout the piles. You are then ready to play.
Gameplay is similar to that of a multiplayer game, but the solo player does not have a hand of cards. Instead, every card that you select will be immediately played into your Stack or your Feature. Placement rules are the same for the Stack, and cards in your Feature must be supported from below or adjacently. When both your Stack and Feature are complete, the game is over and you tally up your score. The solo expansion offers scoring milestones to compare with your score. See if you can best yourself and become a Legendary Artisan instead of remaining a Humble Monk.
Personally, I am not a huge fan of beat-your-own-score solo expansions. That being said, the gameplay of the Monstrance solo expansion still requires decent strategy and thought to maximize your final score. The addition of Features to solo play add another level of strategy because placement is just as important there as it is in your general Stack. Another neat twist is the addition of effects/conditions in solo play. They affect your strategy and make for a unique game every play.
Overall, I would say that Skulls of Sedlec is one of my favorite ButtonShy Games that I have played. It’s fast to play, simple to teach and learn, yet strategic enough that it keeps you engaged the entire time. Another thing I love about it is that it is only a 2-3 player game. We all know that getting together for game nights can be tricky, so I can see myself bringing Skulls of Sedlec to many game nights in which maybe only a few of us could attend. I’m glad I got the opportunity to preview this game, and I will be following the progress of the campaign for sure. If you’re looking for a small filler that still keeps your brain working, definitely consider backing the Skulls of Sedlec campaign!