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Purple Phoenix Games (2266 KP) rated Asator in Tabletop Games
Oct 20, 2020
Asator is a head to head (or teams) game of troop maneuvering and attacking using 30 identical miniatures on each side. Each mini acts as a platoon of three different kinds of armies, plus a Chieftan, Master, Wizard, and Dragon that all have different special abilities. The winner of Asator is the player who can eliminate their opponent’s leadership (Chieftan, Master, and Wizard).
DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and I know that the final components will be slightly 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
To setup, place the battle mat on the table, and then players will place groups of minis on the field within the closest three rows of hexes in alternating turn fashion. Players will also take the two large Battle Sheets and a dry-erase marker to keep track of every one of their minis’ stats throughout the game. Each player will also choose five of the given 10 Wizard spell cards to use for the game, and each spell may only be used once during the game. Once all army minis are placed, the first player will move up to 20 units on the battlefield and attack opponent armies if possible. The game is now on and decimation is the goal.
Each mini type corresponds to a different group of armies, plus the dragon and three leader pieces. All armies of the same type have the same stats for movement, hit points (HP), armor rating (AR), and attack weapons. Also each mini is labeled on the bottom so keeping track of each unit is made a little easier. Obviously the leader pieces are more powerful and each has a special style of combat. The Master wields an axe and shield (which is broken after one hit) to increase AR and dole out the damage. The Chieftan wields a spear, twin axes, a bow, and a shield. Similar to the Master, the Chieftan’s shield is broken after an attack against him, and his spear is broken after a missed attack. The Wizard is not at all strong in melee, but has powerful spells at his disposal to be used for the disposal of enemy units.
Besides the leadership trio each side also brings a Dragon to the battle. Dragons can move slowly by land, but quite quickly by air. Once in the air he or she may deliver a Fire Blast that causes huge damage, but then the Dragon must ground themselves to regain stamina for flight. In addition, each player will have access to Cavalry, Infantry, and Bowmen, each with their own stat blocks and abilities.
This is all well and good, and is somewhat similar to the strategy one would use in Chess. Combat, however, is much more involved than that of simply moving into an enemy’s space and automatically overtaking it. In Asator combat victory is decided via a VERY pared down version of D&D combat. It uses a simplified d20-based attack versus the enemy Armor Rating (AR). Rolls over the AR of the enemy is a success and damage is dealt. Done. Some attacks require a roll of 2d6 for damage amount, like spells and Dragon attacks. That said, combat is decided using 1d20 and 2d6. That’s it.
The game continues in turns where the first player will move their pieces and attack, and then the next player will do the same until one player has defeated all three enemy leaders and earned the title of Asator – Master of War.
Components. Again, we were provided a prototype copy of the game, but most of the components are what will be received when the game is backed or purchased. That said, the game utilizes a cloth battle mat that folds into the box, four dry-erase Battle Sheets, two dry-erase markers, dice for both players, Wizard spell cards for both players, and 60 miniatures. The battle mat is great fabric quality with minimal art that doesn’t get in the way of play (much appreciated). The dry-erase components are good. The card quality is fine. The dice are black and white dice to correspond with players using the black or white minis, and are of normal quality. The minis are great and I enjoyed playing with them.
Now for the negatives of what is included in the box. First, the art. Now, there is very minimal art used throughout the game. It’s just not a focal point, and it shows in the game’s production. I found the sketch on the cover of the rule book (which is the same as the watermark on the Battle Mat) to be very cool, but the box cover art leaves some to be desired. Similarly, the Wizard spell cards use very generic-looking art icons with text for explanation. I am most certainly being hyper-critical here because flashy art on these components are certainly not needed to play or highly enjoy the game. For my tastes, though, I would like to see more polished art on these pieces as the art is so sparse throughout.
But how does the game feel? It’s truly quite good. I don’t play many wargames or 1v1 skirmish style games, so to present me with something like this and for me to enjoy it as much as I have has to be a sign of something good. Again, I am no strategic war general, but being able to employ different strategies every game is exciting. Testing out the different combinations of Wizard spell cards is fun for a tinkerer. And, of course, playing with a bunch of minis is always good fun.
There is a good game here, and I absolutely love the combination of Chess maneuverability with the simplified RPG d20 battle system. It works well in a game like this where each piece owns a stat block of which players will need to be mindful. I didn’t quite mention my favorite part of the rules yet either: natural 20 on a combat roll equals insta-death. Yes, even to the Dragon, which happened in my very first game. THAT is a cool rule that tripped up tactics quite often in my plays.
All in all this game is a great example of combining a couple sets of mechanics that wouldn’t be expected and creating a great gaming experience from them. I invite you to back the game on Kickstarter when it goes live if you are looking for that special game that is unlike many others you currently own. If the art were spruced up a bit I would be fawning all over it, but even without impressive art I still find I have the twitch in my brain to play it again and again. I wonder how many natural 20s I can roll in a game. Great, now I want to set it up and see…

Ross (3284 KP) rated Game Of Thrones - Season 8 in TV
May 29, 2019 (Updated May 30, 2019)
There were two episodes of pretty much non-stop action. These were visually stunning, however so badly written and incongruous. Given how well the series as a whole has tried to mimic medieval European history, to have a battle start and end in a very short time was simply nonsense. No attention to likely battle plans was attempted (a sieging army wouldn't attack, and a besieged army wouldn't come out onto the field of battle), it was just a CGI-heavy, smoky, frantic fight.
The rest of the series was a much slower pace, which is GoT's style. However those episodes were so flat and dull as to be like someone else entirely had written them. Gone was the political wrangling, the back-stabbing and the two-facedness (generally, there were some brief moments of this).
The focus of each episode was also almost solely in one place, where it has always been at its best by showing so many things at a time. Rather than this being the convergence of all story threads, this just came across as storytelling-by-numbers.
I had no problems with Daenerys' change in character - it had been so well hinted at that you didn't have to be the 3-eyed raven to see it coming. It also felt totally in line with her past decisions, and family history, and this was one of the few parts I felt were well written and understandable.
A lot of fan-favourite characters got shat on in the final few series, but I don't see why people are surprised - the main character of the first series was beheaded in that same series, so this was quite normal for GoT.
I really did not like the final outcome of the series, with Bran on the throne and the whole scene with all the lords (some of whom I still don't recognise) was painful - why would they listen to Tyrion and go with his "can't defeat a story" nonsense.
Overall, it was not a finale worthy of the series as a whole, but it was a reasonably enjoyable and at times thrilling conclusion to an epic story.
And one good thing to come out of this is the motivation it will give other writers: get on with finishing your stories or Benioff and Weiss will do it for you!

Ross (3284 KP) rated The Seventh Decimate : The Great Gods War Book One in Books
Jan 22, 2018
I haven't previously read any of Donaldson's work, though my Dad's unwieldy omnibus edition of the First Chronicles of Thomas Covenant the Unbeliever has been in my pile for some time now.
The storyline follows Prince Bifalt journeying to find the sorcery that can undo his country's current plight (they appear to have lost all magical abilities, key to staying in their generations old battle with neighbours). It starts off in the moments before battle, with the prince teaching his comrades about the history of the battle in a very hard to believe section of "here's the backstory but isn't it good that I wove it into the dialogue". We are introduced to his brothers at arms and each of their quirks and peccadillos, which turns out to be a waste as they pretty much all die within the next 100 pages, whether they like horses or are womanisers or not.
The opening action is very gripping and filled me with hope for the book to follow, as Bifalt and his companions lead a special mission to assassinate the enemy's sorcerers with their previously unreleased rifles.
Thereafter the action pretty much dries up. What follows on Bifalt's quest is a nonsense 200 pages of journey through the back country with a thoroughly detestable character who suspects everyone except those who actually have a reason to be his enemy.
After days in the desert, he meets a nonsensical caravan of misfits that he manages to ostracise himself from by being himself.
What follows is a tedious nonsense of journey, discussion, treachery, intrigue and just general nonsense.
Donaldson has an annoying habit of occasionally following a line of dialogue with "What he meant was" to show what the prince is actually trying to ask but didn't. This gets very annoying very quickly.
The conclusion of the story can only be described as relief that it is over, no great revelations, no climactic sequence or discovery, just "that's that sorted then now send to publishers".
Having recently read a number of fantasy books told from numerous viewpoints and covering really epic storylines, to come to such a linear, one dimensional tossed away story as this from someone who is supposed to be one of the greats of the genre, it really was an incredible disappointment.
I shan't be reading the second or third books of the trilogy, and Thomas Covenant has just slipped down my pile a bit.

Gareth von Kallenbach (980 KP) rated Mario + Rabbids Kingdom Battle in Video Games
Jun 19, 2019
Mario vs. Rabbids: Kingdom Battle blends the iconic Nintendo characters with the Ubisoft Rabbids in a new turn based adventure that fans will love.
Mario, Yoshi, Luigi, and others blend with the mischievous Rabbids after a hysterical accident combines the two franchises.
Using a guide, players will move across a map, collecting coins as they go which can be used to upgrade your gear at various times.
When players enter certain arenas, the game becomes a turn based tactical combat game. Think X-Com but more family friendly and you begin to understand the fun and challenges that await them.
A typical round involves players moving to a point on the field, taking cover, and firing an attack shot at an enemy. Players may also opt to use a defensive skill when available or charge in for a close-quarters attack.
Should players complete the round with at least one of their three players still standing, they can move onto a new area and fight a new set of challenges.
I was doing very well until the first Mid-Boss who along with his minions presented a large challenge. The game gave me the option to play in an easier mode, but that did not seem to matter much as the enemies used travel tubes, exploding boxes, and other tactics to dominate.
Being able to upgrade your weapons is a big help as often the extra amount of damage you can deal an enemy is the key to winning a battle or failing miserably.
The game offers a co-op mode for players looking to play with another player and it is an easy game to play, but one that is very difficult to master.
The Game did very well at E3 when it was announced and won several awards which are well-deserved as after several days of playing the game, I am not bored with it at all and still keep coming back to it again and again.
This is a big deal for me as I often become bored with Nintendo games after a few days as I often find the dated graphics and gameplay difficult to hold my attention for long compared to other options that are out there. This time, I found a game that I love and enjoy the challenge and whimsical blend of styles which makes this one the first real reason to own a Nintendo Switch as I have found it far more enjoyable than any other title currently available for the system, Zelda included.
http://sknr.net/2017/08/28/mario-vs-rabbids-kingdom-battle/

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