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Ross (3282 KP) rated Steelheart in Books

Sep 4, 2017  
Steelheart
Steelheart
Brandon Sanderson | 2013 | Fiction & Poetry, Science Fiction/Fantasy, Young Adult (YA)
8
8.5 (12 Ratings)
Book Rating
I enjoyed reading a superhero story rather than the traditional graphic novel format, and feel it was quite well delivered.
The narration is a little too fan-boy for my liking and at times is quite irritating.
The plot is great and action rolls along at a good pace, with mostly good characters introduced, though they all feel a little clichéd.
I did like the premise where those with superpowers are in charge and the world does their bidding. I would love to read a prequel book where the superheroes fought and divided the world up into fiefdoms for all the most powerful, though at the same time having little on the "origin story" works out quite well in this case.
  
Starchaser: The Legend of Orin (1985)
Starchaser: The Legend of Orin (1985)
1985 | Animation, Family, Sci-Fi
Seen this too many times
I used to watch this movie a lot when I was in middle school.

Kind of a Star Wars/Logan's Run ripoff where an enslaved civilization lives underground doing the bidding of the evil Zygon never questioning if there is a world above or where they fit in the universe. The discovery of a mysterious sword hilt send Orin on an outer space adventure he would never forget.

It was always funny hearing animated characters says "damn" and "shit" when I was younger. Not a big deal now.

Originally released in 3D, you can tell when you watch, but it is still an entertaining animated thrill ride adventure.

  
The Seals of Cthulhu
The Seals of Cthulhu
2020 | Bluff, Card Game, Fantasy, Horror
I don’t really know the origins/history of Cthulhu, but it has always been a theme that draws me in when I see it. Just the concept of these Elder Gods is creepy, yet exciting, and rarely will I turn down the chance to play a Cthulhu-esque game. That being said, when I stumbled upon The Seals of Cthulhu on Kickstarter, and checked out the page, I knew I had to back. Did my unfaltering fascination with the Cthulhu theme lead me astray, or did this game enhance my existing opinions?

The Seals of Cthulhu is a 2-player game of bluffing and betting in which players are trying to amass the most Control points at the end of 5 rounds. To setup for a game, each player decides which role they will take on: Cultist or Investigator. Each player will receive the 4 Influence markers and 5 Artifact cards corresponding to their chosen role for the game. Players decide on which of the 7 Elder Gods they would like to play with, and takes that card into their hand as well. Select a starting player, who will receive the Active Player Marker, and the game is ready to begin!

On your turn, you will select 1 card from your hand and place it face-down between yourself and your opponent. After selecting a card, you will place a number of Influence markers that you control next to the card, serving as your bid for control of this card. Once you have made your initial bid, your opponent has two choices: accept your bid (taking the Influence markers for themselves) and allowing you to gain control of the card, or they may make their own bid with Influence markers in their control. When bidding against your opponent, you must always bid at least 1 more Influence than what was just bid. This bidding war continues back and forth until one player decides to take the entire Influence bid, letting the other player gain the card. Once a bid has been accepted, the card in question is placed face-up in front of the winning bidder.


Here’s the neat part – each Artifact card is broken in half. At the start of the game, each player each has only half of each Artifact card in hand. So in the bidding process, you may be able to acquire the other half, and thus complete an Artifact. Each Artifact has a special ability that can only be used when completed. Having only half of the Journal isn’t doing you any good! Each special ability may only be used once per game, so choose your opportunities wisely. The game continues in this fashion, with players taking turns bidding and gathering artifacts, until each player has taken 5 turns. Players will then add up the total Control value of their face-up cards, and the player with the highest Control value is the winner!
At its core, the physical gameplay of The Seals of Cthulhu is pretty simple and straightforward. Pick a card, and bid on it. That’s where the simplicity ends, though, and strategy takes over. Both players start with the exact same cards in hand, but how and when you decide to play those cards is what drives the strategy of this game. If you seem too eager when making a bid, perhaps your opponent will vastly outbid you to keep you from getting that card. You can even start the bidding at zero, at the risk of letting your opponent control your bidding round. Are you able to balance the risk/reward of the bidding process in order to maximize your tableau?

And, as stated above, each complete artifact has a special ability that can be used to either benefit you or hinder your opponent. The game also comes with Cultist/Investigator cards that you may choose to use in a game. Both players select one of the characters to become for the game, and each character provides a special ability during the game. At the end of the game, the only cards that are scored from your tableau are the ones that are face-up. Certain abilities, from both Artifacts and characters, allow you to flip cards face-down, thus depriving the player of those end-game points. Another neat thing about this game is that even if a player runs out of Influence tokens, they can bid with cards they already control in their tableau. Every card has a certain Influence value, and can be added to bids. If your opponent chooses to accept the bid, however, you have to give up that card! It’s important to keep an eye on the cards your opponent already controls, so you don’t just accidentally help them complete an Artifact. The strategic options of this game are vast and variable, and keep both players actively engaged the entire game. The only downside of this game for me is that I wish there were more cards/Artifact options for each play. Perhaps, like the Elder Gods cards, sets that can be interchanged between games as long as both players agree on the cards. Just a little something that can change every game in small ways.


Components. Probably the first thing that drew me to this game on Kickstarter was the color scheme and art style. It looked spooky and vibrant, and it really adds to the immersion in the game. The cards themselves are all large and sturdy, and are clear to read. I did go for the custom sleeve add-on, and those are some high quality sleeves as well. The Cultist and Investigator tokens are shaped and screen printed, and just plain fun to have in hand, as well as the Active Player Marker. The game box itself is designed to look like a creepy old book, and closes magnetically on the side – all of which just makes the theme come more alive!
In general, I am not a fan of bluffing games, but to me, The Seals of Cthulhu feels more like a bidding game than bluffing. Is it my favorite 2-player game? No, but it’s one that I am happy to have in my collection. The gameplay itself feels fresh but fast, and the strategy can be as simple or as complicated as you want it to be. The inclusion of optional character roles adds to the variability of the gameplay, and the requirement to have both halves of an Artifact in order to use its ability adds an extra layer to your strategy. The color scheme and artwork is what originally drew me in to the Kickstarter campaign for this game, but the gameplay is what keeps me coming back. Purple Phoenix Games gives this one a ritualistic 8 / 12. Check it out if you’re on the lookout for more 2-player games!
  
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Ronnie (304 KP) rated The Case Of The Drowned Pearl in Books

Apr 9, 2020 (Updated Apr 14, 2020)  
The Case Of The Drowned Pearl
The Case Of The Drowned Pearl
9
9.0 (1 Ratings)
Book Rating
On World Book Day Robin Stevens brings us a short Detective Society story at the seaside. When a famous swimmer shows up dead on the beach smelling of soap, the Detective Society must team up with the Junior Pinkertons to solve the murder and get back to their summer holiday.
I really enjoyed just setting aside a short amount of time to just sit down and read ‘The Case Of The Drowned Pearl’ in one go. It was a nice, short, easy read and it was great getting to see a murder investigated from a new angle, with the chapters alternating between Daisy and Hazel’s perspectives.
I can’t wait to read the next Murder Most Unladylike book, although it will be sad bidding a fond farewell to the Detective Society.
  
Vikings
Vikings
2007 | Economic, Medieval, Nautical, Territory Building
Auction Wheel (1 more)
deeper strategy than anticipated
Theme doesn't really fit.... maybe it should be the English? (0 more)
Better than it should be considering you don't plunder pillage anything.
I really enjoyed my play of this one, we took it home and played it about 3 more times that night. It really is a fast economic based game. but the puzzle of the market bidding is fun. and trying to anticipate others moves is also fun. So far we have only played the basic rules, and not made our way to the advanced ones yet. But I'm glad I've added this to our collection.

All that said: don't expect to do viking things, there is no killing and pillaging, and raiding... your warriors defend, and don't attack... seems like a miss as far as theme goes.
  
Pirate's Mark
Pirate's Mark
2020 | Card Game, Party Game, Pirates
I simply cannot get enough of pirate games! I know some gamers are tired of pirates and zombies and Mediterranean trading, and I most certainly understand that. However, I’m just a sucker for some themes, and pirates are one. I am also growing to love press-your-luck style games for that giant helping of luck. I mean, how different is it from rolling a die and basing turns on those results? In this case it is flipping over cards instead of flipping the number of cards rolled. Similar, but different. In any case, today I take a look at Pirate’s Mark from first-time designers, artist, and publisher. Let’s see if I have found a treasure or contracted scurvy from the ordeal.

Pirate’s Mark is a bluffing, bidding, press-your-luck card game about finding treasure in the sea and avoiding contracting the Pirate’s Mark: the mark of death. In it players are pirates searching the seas by boasting about how many treasures they expect they will find, flipping over cards, and dealing with any consequences of their pulls. The last pirate to remain unmarked at the end of the game will be the winner and richest of all pirates on the vast seas.

DISCLAIMER: We were provided a copy of this game for the purposes of this review. This is a retail copy of the game, so what you see in these photos is exactly what would be received in your box. I do not intend to cover every single rule included in the rulebook, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy online or from your FLGS. -T


To setup, include the correct number of cards as described in the rulebook for the number of players. Once the cards are shuffled they will be laid out in a 10 x 15 grid on the table, face-down. The Compass Rose card and die are placed near the card grid and the game is ready to begin!
On a turn a short bidding round commences with players announcing how many cards they believe they can pull from the grid without uncovering a Pirate’s Mark card. This bidding goes around the table with bids increasing with each player until one player calls the bluff and forces the last player to bid to take their turn. That player then pulls a number of cards face-up from the sea and resolves any cards that are immediate, stashes cards that are treasures, and holds cards that contain the phrase, “Play this card,” to be used at a later time.

If the turn is uneventful, by not revealing any Pirate’s Mark cards, then the game continues with bidding and pulling. However, once a pirate reveals a Pirate’s Mark card, they are marked and cannot participate in the bidding any longer (unless they find a way to unmark themselves, which IS possible). Marked players can get back in the game by calling another player’s bluff correctly. There is indeed risk here as a marked player that incorrectly calls a bluff is permanently dead and out of the game.


There are some more rules for the end of the game phase called, “Duel Mode,” but I will let you discover those on your own. Play continues in this fashion until one player is standing and unmarked. This player wins the game and the others need to pack up the 130 cards that were setup. Okay, I added that last part.
Components. This game is a ton of square cards and a fantastic d12 that is only used for the two-player variant. The cards are all glossy, but good quality, and feature photos (akin to screencaps from movies) instead of illustrations. I find the theme to be very present in not only the press-your-luck and bidding/bluffing mechanics, but also in the design of the cards and the photos used. It feels like a piratey game and plays like a piratey game. Like I said, the d12 is fabulous, and I actually happen to own a set of dice that I use for my RPG campaigns… sometimes. All in all the game has some good components and looks great on the table.

So I have some good AND bad news to deliver. First the bad. Some cards that are pulled are way too overpowered. One is called “Blackbeard’s Sword.” It allows the player to “peek under the number of cards left in your bid.” I used this card on a bid of 22 cards and was able to pull all safe cards because this allowed me to see 22 cards and avoid any Pirate’s Marks. Super OP if you ask me. The only other bad I have here is setup. There are 130 cards to be sorted, shuffled, and laid out in a nice-looking grid before the game can be played. For those of us with slight or full-blown OCD that is a nightmare. Luckily, I only stress if the cards are way out of whack instead of just slightly askew.

Now for all the good. I like this game quite a bit. To offset some of the OP of the aforementioned card, the game comes with some pretty great Lucky and Curse cards to be pulled. A couple Lucky cards are, “Drop Anchor,” which ends the player’s turn when revealed, thus negating any Mark pulls, and “Flying Dutchman,” which can be played on a marked player to instantly kill them. Now, I do not condone murder normally, but when playing a pirate game, it is to be expected. The Curses pulled are equally unlucky. “Winds of Fate” allows the person who called the bluff to choose the rest of the cards to be pulled for your turn. OUCH! Especially if they had used “Blackbeard’s Sword” and know where one or more Pirate’s Marks are hidden. Similarly unlucky is “Isla Muerta” which penalizes the player if they have 10 or more treasure cards and pull a Pirate’s Mark – they die instantly from the curse! These are just a few examples of some cards that can be encountered during play, and there are a whole lot more of them included.

I do so enjoy bluffing and luck-based games more and more, and Pirate’s Mark certainly gives it to me on those fronts. Being able to just whisk away 20 or more cards because you happen to have that coveted card you used is devilishly fun. Watching the other players seethe with envy as you pull treasure after treasure and avoid Marks is like winning $20 on a scratch-off. It won’t change your life, but it will give a shot of adrenaline and euphoria for a few minutes. I think Pirate’s Mark fills a void of straight bidding, bluffing, and luck that certainly matches the theme perfectly, and remains a good game as well.

Also, if you happen across one of the expansions, “Parrghty Mode,” it adds another five players to the game and bumps up the count of cards in play from 130 to a whopping 168! This is not for the small of table. I wish there was room inside the base game’s box to fit these extra cards, but alas, there is not.

So if you are like me and enjoy games on the lighter side that perfectly match game to theme, then you have to check out Pirate’s Mark. Purple Phoenix Games gives this one a haunting 8 / 12. I certainly recommend it and will now be finding a place in my main shelf unit for it. Hmm, which game do I make walk the plank…?
  
Defy the Stars (Constellation, #1)
Defy the Stars (Constellation, #1)
Claudia Gray | 2017 | Fiction & Poetry, Romance
8
8.5 (4 Ratings)
Book Rating
I didn’t fully read the description of this one, and therefore didn’t know exactly what to expect when I started reading. What I found was a strong-willed, yet sympathetic protagonist with a bit of a chip on her shoulder, although not without reason, and an equally likable, and believable, android thrust together in an adventure spanning the galaxy.

Finding that as the only human around she is able to command Abel to do her bidding, Noemi orders him to help her find a piece of equipment that will aide her people in their was against Earth. Abel for his part would be happier to destroy Noemi, but his programming won’t allow it. There is some great character development as the two get to know each other and understand each others motivations. There is also more real science than I expected to get in a young adult scifi story, and that was a pleasant surprise.

This was my first encounter with author Claudia Gray, but if Goodreads is to be believed and there will be a sequel to Defy the Stars, then it will not be my last.
  
Castles of Mad King Ludwig: Secrets
Castles of Mad King Ludwig: Secrets
2018 | Economic, Medieval
In the expansion review series, we take a look at a game expansion to discuss whether it is a necessary purchase/addition to one’s collection.

This breakdown is for the excellent bidding and castle building game Castles of Mad King Ludwig, and the expansion is named Secrets, from Bezier Games.


This expansion includes new starting Barbicans, Moats, Reference tiles, Swan tokens, Secret Passages, and a bunch of new Room tiles, all shown below.
Secrets adds several new large border tiles (Barbicans and Moats) that are somewhat the main features of this expansion along with the actual Secret Passages and Swans. The Barbicans replace the starting tiles, so each player begins the game with a fancy new drawbridge and foyer. The Moats, however, will be purchased during game play for 5000 marks and joined to the Barbican to begin creating a border within which the normal castle Room tiles may be placed. The Moats award three VP once built, and bonus VP for the number of rooms already built within the player’s castle.

The Secret Passages allow two rooms to be connected that otherwise may not have been. They are able to connect these ONLY at entrances to the rooms, and each player is given a set of them at setup.

Swans are present on the expansion Room tiles, and when they are added to the main contract bidding board a Swan token is placed upon it. The winner of the Room tile containing Swans collects the tokens and they can be used as money or as VP at the end of the game.

Is it necessary to own? Absolutely not. Castles of Mad King Ludwig is an amazing game without its expansion. However, if your games are getting a little samey or old (I don’t see how) then throwing in this expansion will certainly liven it up for you. Adding the components (which can fit in a medium sized baggie) is a breeze and they are mostly intuitive with their accompanying rules.

Official Recommendation: I love Castles of Mad King Ludwig. I also love the Secrets expansion. I think the expansion adds a few new and exciting layers to an already-kinda-crazy game that throws in much more strategy. As if connecting all those oddly-shaped Room tiles wasn’t strategic enough! I recommend you pick this up if you are a completionist, a true fan of the game, or are no longer finding the base game exciting.
  
Storm Of The Gods: An Areios Brothers Novel #1
Storm Of The Gods: An Areios Brothers Novel #1
Amy Braun | 2018 | History & Politics, Religion
6
8.0 (2 Ratings)
Book Rating
a good solid 3 stars
Independent reviewer for Archaeolibrarian, I was gifted my copy of this book.

30 years ago, the Greek gods re-emerged into the modern world from their enforced sleep. Since then, scions, direct descendants of those gods, have been doing their bidding and keeping the human population safe from the mythical beats of old. Derek and his 18 year old brother Liam, are war scions, doing the bidding of Ares, the god of war. Ares orders Derek to find and kill four rogue scions, by threatening Liam and Derek will do anything to keep his brother safe. But not all is as it seems, and Derek, Liam and the four scions find themselves in a battle to keep the mighty Titans at sleep.

**insert sigh**

For the most part,I did enjoy this. It took a while for me to get into it. There are several HUGE info dumps near the beginning and I didn't like that., It came at you all in one go, and I did not process all of that information, there was so much. It meant I got lost a little in places later on.

But it's all the history of the gods that dumps on you. You don't get all of Derek and Liam's history in that dump. That comes out in dribs and drabs, slow enough for you to process their history, before the next bit is thrown at you. And I think there may be more to come, I really do.

It is HEAVY on the fighting. Derek, Liam and the scions do a lot of fighting and it is described in all its detail. A bit too much for me.

Only Derek has his say, in the first person. I think if Liam, and maybe one of the scions, Selena, had their say too, even in the first, I might have enjoyed this one a little more.

I DID like the story itself, info dump and fighting aside, I did not see a lot coming at me, kept me on my toes.

There is something brewing between Derek and Selena, and I hope that plays out how I see playing out! But Derek has more secrets to reveal, some I don't think he even knows about yet. And he still has to get out of the war pact made with Ares, but to do that, Derek has to do what Ares asked him to. Derek does not want to do that now.

Will I read the next book?? Yes, I'd like to, if only to see how this all goes down.

So, because of the massive info dump, and because only Derek has a say....

3 solid good stars

**same worded review will appear elsewhere**
  
Survive: Escape from Atlantis!
Survive: Escape from Atlantis!
1982 | Adventure, Animals, Bluff, Nautical
Sea Monsters (5 more)
Whales that sink boats
Sharks that eat swimmers
Sending monster to do your bidding
getting your people to safety
A newer version was published so everyone has access to it.
The Island is sinking and the ocean is filled with terrors, what a fun time.
I adored this game as a kid, nothing better than sending a shark to eat your sister and making the sounds from the movie JAWS, or sending a whale to sink her boat and maybe yelling "Moby Dick gets his revenge" before you actually know what you are talking about, because you know of the book but haven't read it yet....

This is a great game, the only way to improve it would be to make it 6 players, and add more versions of the creatures, which I've heard the new version does add squids, dolphins and more players. Or as I would call them, Flipper and The Kraken.


I own the old version. which was missing pieces and I got another copy that was missing pieces and created a frankenstein of parts to make the whole. I've seen people playing it online and it hits me in my nostalgic place. I'd love to break this out again and play.


Oh the pictures I would paint in my head as a kid.


The heroic triumph of getting my people to safety.