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Purple Phoenix Games (2266 KP) rated Tiny Epic Pirates in Tabletop Games
Dec 28, 2021
Gamelyn Games and Scott Almes have done it again. They’ve managed to create yet another Tiny Epic game with a combo of theme and mechanics that we just couldn’t pass up. When this Kickstarter went live, we were definitely auto-backing it. Now that it’s been fulfilled and we’ve had the opportunity to play it, does it meet all of our high hopes and expectations? Is Tiny Epic Pirates a hidden treasure, or is it fool’s gold?
Disclaimer: I do not intend to rehash the entire rulebook in this review, but rather provide a general overview of the rules and gameplay. -L
Tiny Epic Pirates is a competitive game in which players take on the roles of pirate captains sailing the seas, engaging in combat, trading at various ports, and trying to bury some treasure. Played over a series of rounds, the game ends once a player has buried their 3rd treasure chest. To setup, follow the instructions as detailed in the rulebook – there are simply too many to outline here concisely. Two unique aspects of setup are that the Map cards are shuffled and randomly placed in a 4×4 grid, ensuring a variable setup for each game. The other is that each player will also randomly assign Order tokens on their Wheel (rondel), which means that no two players will have the same setup for a game. Once the Sea has been created, players have prepared their appropriate mats, a market for Booty and Crew have been setup, and tokens/Ships are placed on the map, the game is ready to begin!
Each turn is broken down into 5 steps: Captain’s Order/Deckhands, Sail, Execute Captain’s Order, Trigger Bonus Actions, and Crossing the Ship Line. The first part of every turn is to move your Captain meeple clockwise on your Wheel to select your Captain’s Order for this turn. Moving to the next adjacent space is free, but to skip spaces you must place Deckhand meeples onto the skipped spaces. In future turns, you may have Deckhands coming off the wheel, and you will assign those to other tasks during this step. The next step is to Sail your ship. Every player begins the game with a base speed of 1 Map card, and this can be enhanced throughout gameplay. During this step, you may Sail your ship across Map tiles up to your total allowed distance. After having Sailed, it is time to Execute Captain’s Order. To do this, refer back to your Wheel to see which action your Captain is on, and perform it. Possible actions are to Plunder (steal Booty from settlements), Trade (trade Booty for $ at markets), Crew Up (add up to 4 Crew members to your Ship), Search (gain a one-time benefit from un-searched Map cards), Attack (attack opposing Pirates or Merchant ships at sea), or Hide Out (rest at a Cove and reassign all Deckhands). You may only perform the action that was selected in the Captain’s Order step, regardless of if your placement on a Map card has other actions available.
Once your selected action has been performed, the next step is to Trigger Bonus Actions. Looking at your Captain and Crew cards, if their leftmost icon matches your current Captain’s Order, you may trigger the listed bonus actions. Some bonus actions allow you to perform duplicate Captain’s Orders, but others will earn you money, let you reassign Deckhands, exchange Booty at a different rate, and bury treasure. You don’t need to perform every Bonus Action listed if you so choose, but they may only be performed when their card icon matches your Captain’s Order. The very last step of your turn is to see if you have Crossed the Ship Line. Check your Wheel and see if you have moved from space 5 across the Ship Line to start another circle around the Wheel. If you did not cross the line, then your turn ends and play moves to the next Pirate. If you did cross the Ship Line, then the Merchant and Navy ships will sail a set amount of distance. Merchant ships are simply trying to deliver goods to port, and will be traversing the sea throughout the game. The Navy ship is hunting down Pirates, and will move to attack the current player any time the Ship Line is crossed. When a player has buried their third and final treasure, the round finishes as normal and the game ends. The player who buried all 3 treasures is the winner! In the case of a tie, check the rulebook. 😉
As with most of the Tiny Epic games, I will first start by saying that the size of the box may be small, but the gameplay inside is enormous. There is so much strategy in this one, I think it’s the ‘heaviest’ one in the series so far. You have so many different choices when it comes to strategy, and the gameplay will feel different every time. You could choose to take the offensive and be the aggressor, attacking any and all Ships that you can. Winning combat against Merchant Ships earns you Booty and other resources, while winning combat against opposing Pirates earns you Legend Levels. Your current Legend Level dictates how many spaces you are allowed to Sail, as well as how many dice you can roll during combat. So increasing that level results in better benefits. Maybe you just want to be an honest Pirate and do all of your trading at legal markets, avoiding contact with others and trying to skirt around combat. Maybe you want to try a little of both? The point is, you have choices, and must be able to adapt them based on your opponents’ decisions as well.
A neat element I touched on earlier about this game is the variable setup for each individual player and their Wheel. This really factors into your strategy because you have to know when to use which actions. Do you use a Deckhand to skip a space, or do you burn a turn moving for free to keep that Deckhand right where you want him? And remember, Bonus Actions are only triggered when the matching Captain’s Order is selected, so maybe you have to sacrifice acting in a turn (not being able to perform the selected Captain’s Order) in order to trigger your desired Bonus Action. It’s all about strategy, and that keeps the gameplay engaging at all times.
Just a word of warning though, there is a bit of a learning curve, as there are so many steps and items to consider each turn. Thus the gameplay felt pretty daunting and slow-going my first few plays. But as I became more comfortable with the turn structure and the iconography, it became easier to know what comes next. Another thing to consider is player count. Playing Tiny Epic Pirates at 2 players didn’t really feel that immersive or engaging. With only 2 players on a 4×4 grid, it can be easy to completely avoid each other and skirt around, essentially playing by yourself in a way. With 3 and 4 players, there are more Ships on the map and more opportunities for player interactions and engagement. So it all comes down to what kind of gameplay you want, when selecting your player count.
Components. Again, so far all the Tiny Epic games have had awesome production quality and Tiny Epic Pirates is no exception. The artwork is bright and colorful, the cards and cardboard tokens are sturdy, the meeples are cute, and the actual ships are fun to play with. My only qualms are that two of the player colors – black and blue – are visually similar so in setup it can be tricky to tell them apart. Another qualm is that two of the Booty types (teehee) are a tan and gray color, and the iconography for both on the Map cards are similarly colored. The first few plays I found myself trading the wrong Booty at market because I didn’t check the icon closely enough. These are not game-breakers by any means, but just a heads up so you’re paying attention! As this was a Kickstarter, I did opt for the add-on Pirate Skull dice, and have to honestly say that I prefer the regular game dice better. The ‘knots’ on the corners of the skull dice stop them from continuing to roll, so I felt like I wasn’t really getting a real roll on them. Maybe that’s just my personal opinion, but the regular ol’ game dice are perfectly fine.
How does Tiny Epic Pirates fare in the lineup of the Tiny Epic games? Fairly well, I would say. It’s not one that I would pull out to play with just anybody, as it is a bit of a heavier game, but it is one that I know I would enjoy with my game group. There are a lot of neat elements and mechanics at play here that really work well together and make for an engaging and kind of brain-burning (in a way) game. Although Tiny Epic Pirates might not get as much playtime for me as others in the series, it’s a good one to have and it really embodies the tiny (small box, check) and epic (sweet and strategic gameplay) parts of the title. Purple Phoenix Games gives this one a seaworthy 4 / 6.
Disclaimer: I do not intend to rehash the entire rulebook in this review, but rather provide a general overview of the rules and gameplay. -L
Tiny Epic Pirates is a competitive game in which players take on the roles of pirate captains sailing the seas, engaging in combat, trading at various ports, and trying to bury some treasure. Played over a series of rounds, the game ends once a player has buried their 3rd treasure chest. To setup, follow the instructions as detailed in the rulebook – there are simply too many to outline here concisely. Two unique aspects of setup are that the Map cards are shuffled and randomly placed in a 4×4 grid, ensuring a variable setup for each game. The other is that each player will also randomly assign Order tokens on their Wheel (rondel), which means that no two players will have the same setup for a game. Once the Sea has been created, players have prepared their appropriate mats, a market for Booty and Crew have been setup, and tokens/Ships are placed on the map, the game is ready to begin!
Each turn is broken down into 5 steps: Captain’s Order/Deckhands, Sail, Execute Captain’s Order, Trigger Bonus Actions, and Crossing the Ship Line. The first part of every turn is to move your Captain meeple clockwise on your Wheel to select your Captain’s Order for this turn. Moving to the next adjacent space is free, but to skip spaces you must place Deckhand meeples onto the skipped spaces. In future turns, you may have Deckhands coming off the wheel, and you will assign those to other tasks during this step. The next step is to Sail your ship. Every player begins the game with a base speed of 1 Map card, and this can be enhanced throughout gameplay. During this step, you may Sail your ship across Map tiles up to your total allowed distance. After having Sailed, it is time to Execute Captain’s Order. To do this, refer back to your Wheel to see which action your Captain is on, and perform it. Possible actions are to Plunder (steal Booty from settlements), Trade (trade Booty for $ at markets), Crew Up (add up to 4 Crew members to your Ship), Search (gain a one-time benefit from un-searched Map cards), Attack (attack opposing Pirates or Merchant ships at sea), or Hide Out (rest at a Cove and reassign all Deckhands). You may only perform the action that was selected in the Captain’s Order step, regardless of if your placement on a Map card has other actions available.
Once your selected action has been performed, the next step is to Trigger Bonus Actions. Looking at your Captain and Crew cards, if their leftmost icon matches your current Captain’s Order, you may trigger the listed bonus actions. Some bonus actions allow you to perform duplicate Captain’s Orders, but others will earn you money, let you reassign Deckhands, exchange Booty at a different rate, and bury treasure. You don’t need to perform every Bonus Action listed if you so choose, but they may only be performed when their card icon matches your Captain’s Order. The very last step of your turn is to see if you have Crossed the Ship Line. Check your Wheel and see if you have moved from space 5 across the Ship Line to start another circle around the Wheel. If you did not cross the line, then your turn ends and play moves to the next Pirate. If you did cross the Ship Line, then the Merchant and Navy ships will sail a set amount of distance. Merchant ships are simply trying to deliver goods to port, and will be traversing the sea throughout the game. The Navy ship is hunting down Pirates, and will move to attack the current player any time the Ship Line is crossed. When a player has buried their third and final treasure, the round finishes as normal and the game ends. The player who buried all 3 treasures is the winner! In the case of a tie, check the rulebook. 😉
As with most of the Tiny Epic games, I will first start by saying that the size of the box may be small, but the gameplay inside is enormous. There is so much strategy in this one, I think it’s the ‘heaviest’ one in the series so far. You have so many different choices when it comes to strategy, and the gameplay will feel different every time. You could choose to take the offensive and be the aggressor, attacking any and all Ships that you can. Winning combat against Merchant Ships earns you Booty and other resources, while winning combat against opposing Pirates earns you Legend Levels. Your current Legend Level dictates how many spaces you are allowed to Sail, as well as how many dice you can roll during combat. So increasing that level results in better benefits. Maybe you just want to be an honest Pirate and do all of your trading at legal markets, avoiding contact with others and trying to skirt around combat. Maybe you want to try a little of both? The point is, you have choices, and must be able to adapt them based on your opponents’ decisions as well.
A neat element I touched on earlier about this game is the variable setup for each individual player and their Wheel. This really factors into your strategy because you have to know when to use which actions. Do you use a Deckhand to skip a space, or do you burn a turn moving for free to keep that Deckhand right where you want him? And remember, Bonus Actions are only triggered when the matching Captain’s Order is selected, so maybe you have to sacrifice acting in a turn (not being able to perform the selected Captain’s Order) in order to trigger your desired Bonus Action. It’s all about strategy, and that keeps the gameplay engaging at all times.
Just a word of warning though, there is a bit of a learning curve, as there are so many steps and items to consider each turn. Thus the gameplay felt pretty daunting and slow-going my first few plays. But as I became more comfortable with the turn structure and the iconography, it became easier to know what comes next. Another thing to consider is player count. Playing Tiny Epic Pirates at 2 players didn’t really feel that immersive or engaging. With only 2 players on a 4×4 grid, it can be easy to completely avoid each other and skirt around, essentially playing by yourself in a way. With 3 and 4 players, there are more Ships on the map and more opportunities for player interactions and engagement. So it all comes down to what kind of gameplay you want, when selecting your player count.
Components. Again, so far all the Tiny Epic games have had awesome production quality and Tiny Epic Pirates is no exception. The artwork is bright and colorful, the cards and cardboard tokens are sturdy, the meeples are cute, and the actual ships are fun to play with. My only qualms are that two of the player colors – black and blue – are visually similar so in setup it can be tricky to tell them apart. Another qualm is that two of the Booty types (teehee) are a tan and gray color, and the iconography for both on the Map cards are similarly colored. The first few plays I found myself trading the wrong Booty at market because I didn’t check the icon closely enough. These are not game-breakers by any means, but just a heads up so you’re paying attention! As this was a Kickstarter, I did opt for the add-on Pirate Skull dice, and have to honestly say that I prefer the regular game dice better. The ‘knots’ on the corners of the skull dice stop them from continuing to roll, so I felt like I wasn’t really getting a real roll on them. Maybe that’s just my personal opinion, but the regular ol’ game dice are perfectly fine.
How does Tiny Epic Pirates fare in the lineup of the Tiny Epic games? Fairly well, I would say. It’s not one that I would pull out to play with just anybody, as it is a bit of a heavier game, but it is one that I know I would enjoy with my game group. There are a lot of neat elements and mechanics at play here that really work well together and make for an engaging and kind of brain-burning (in a way) game. Although Tiny Epic Pirates might not get as much playtime for me as others in the series, it’s a good one to have and it really embodies the tiny (small box, check) and epic (sweet and strategic gameplay) parts of the title. Purple Phoenix Games gives this one a seaworthy 4 / 6.
Whatchareadin (174 KP) rated The Fix (Amos Decker #3) in Books
May 10, 2018
It's a typical day for Amos Decker. He is on his way to the Hoover Building in downtown Washington, DC when a man pulls out a gun and shoots a woman right in front of FBI Headquarters. Then he turns the gun on himself. What the hell just happened and most importantly for Decker to find out, why? This is Decker's second case working for the FBI and they've moved him and Jamison from Quantico up to the Washington Field Office. Why would someone choose to shoot another person in front of the FBI building? Why would a successful businessman with a family do such a thing? What did the woman he kill do? Will Decker and his team be able to answer these questions before it's too late?
Walter Dabney seems like your average businessman. He lives in a nice house, with his wife. His grown children are all out of the house doing their own things making a lives for themselves. There are so many secrets though that this family is hiding and slowly they all begin to unravel. After Dabney shoots Ann Berkshire in broad daylight and then himself, other people start to turn up dead. Are all of these deaths connected and what is the connection? When Harper Brown from the DIA (Defense Intelligence Agency) turns up claiming there is spy work involved, it makes Decker even more eager to solve this case. But there are secrets behinds every corner and getting different government agencies to cooperate is not the easiest task.
Government secrets, spies from decades ago, messages passed through dolls and Harry Potter books, how will it all end?
I really enjoyed this book. I love the character of Amos Decker. I like how he has no cut cards, and shoots straight from the hip. He may get up and walk out of a room without explanation. He has a unique personality with his ability to never forget and see things in color. I look forward to the next Decker adventure.
Walter Dabney seems like your average businessman. He lives in a nice house, with his wife. His grown children are all out of the house doing their own things making a lives for themselves. There are so many secrets though that this family is hiding and slowly they all begin to unravel. After Dabney shoots Ann Berkshire in broad daylight and then himself, other people start to turn up dead. Are all of these deaths connected and what is the connection? When Harper Brown from the DIA (Defense Intelligence Agency) turns up claiming there is spy work involved, it makes Decker even more eager to solve this case. But there are secrets behinds every corner and getting different government agencies to cooperate is not the easiest task.
Government secrets, spies from decades ago, messages passed through dolls and Harry Potter books, how will it all end?
I really enjoyed this book. I love the character of Amos Decker. I like how he has no cut cards, and shoots straight from the hip. He may get up and walk out of a room without explanation. He has a unique personality with his ability to never forget and see things in color. I look forward to the next Decker adventure.
RPGMP3 (211 KP) rated Bears vs Babies in Tabletop Games
Apr 20, 2018
Cool Idea (1 more)
Monsters Eating Babies
Can Get Frustrating (1 more)
Winner Is Usually Obvious Very Early
You Get To Build Monsters (And Eat Babies)
I Kickstartered this game when it was released despite not really loving Exploding Kittens beyond the art and the concept. The large draw was that I did not have any other game in my collection that I could pet and stroke when I was stressed and who doesn't like building monsters?
To be honest, this is a decent game with some strategy elements. The main issue is that the winner generally becomes evident early on in the game when they take a large number of points and wipe out everyone else's monsters and it become difficult for everyone else to catch up if the leader plays to obstruct.
The art is cute and sometimes rather disturbing, especially in the NSFW expansion (which should certainly not be used with kids at the table unless you want some deep and terrible conversations about schlongs). The monsters you make are funny and you can get a little attached to them. Sadly, that is a bad strategy as they can be wiped out in the Baby War at any point when someone provokes one of the baby armies and they kill everyone.
One of the biggest frustrations with this game is that sometimes you get to a point where you have nothing but legs and nothing else. All you want is a head or a cool body to attach all your legs to. You don't want to waste a turn diving in the discard for a head so you keep drawing more legs until you can hardly hold all your cards. At the end of the game you realize the Dave has all the heads and you hate him. Screw you, Dave!
Overall, its OK, You won't play it all the time, but it can be fun with a beer in the right crowd.
To be honest, this is a decent game with some strategy elements. The main issue is that the winner generally becomes evident early on in the game when they take a large number of points and wipe out everyone else's monsters and it become difficult for everyone else to catch up if the leader plays to obstruct.
The art is cute and sometimes rather disturbing, especially in the NSFW expansion (which should certainly not be used with kids at the table unless you want some deep and terrible conversations about schlongs). The monsters you make are funny and you can get a little attached to them. Sadly, that is a bad strategy as they can be wiped out in the Baby War at any point when someone provokes one of the baby armies and they kill everyone.
One of the biggest frustrations with this game is that sometimes you get to a point where you have nothing but legs and nothing else. All you want is a head or a cool body to attach all your legs to. You don't want to waste a turn diving in the discard for a head so you keep drawing more legs until you can hardly hold all your cards. At the end of the game you realize the Dave has all the heads and you hate him. Screw you, Dave!
Overall, its OK, You won't play it all the time, but it can be fun with a beer in the right crowd.
Phillip McSween (751 KP) rated Revenge of the Nerds (1984) in Movies
Mar 20, 2018
Solid Fun
A fraternity of nerds decide to exact revenge on the jocks that are constantly tormenting them. It's nerds getting revenge. Revenge of the Nerds. A title that says, "Don't think about it. Just enjoy it."
It's tiring watching these nerds get abused constantly. After a constant barrage of douchery by the jocks, you feel empowered when the nerds FINALLY decide to rise up. Everything that happens leading up to that is somewhat frustrating. It throws off the tone a bit for me. You're supposed to be laughing, but you can't help but feel bad for these guys.
Before I venture any further, this has to be said: Lamar (Larry B. Scott) is the absolute best. He was, by far, the scene stealer of the movie. I love characters that can make you crack up with just a few words and mannerisms. He won me over well before the classic limp javelin scene.
That scene is one of quite a few hilarious moments throughout Revenge. When the nerds are together, you never know what will transpire as they all have different personalities and come from different walks of life. Booger (Curtis Armstrong) is a disgusting pig of an outcast who got his name honestly. Takashi (Brian Tochi) speaks bad English and knows little about American culture. Their interaction during a game of cards produced a scene to remember. "What the fuck is a frush?"
It doesn't take long for you to get behind all of these characters and root for their success. And while I can't quite label it as a classic, Revenge of the Nerds is definitely one I can watch multiple times. The plot is implausible and it reaches in parts, but what it lacks in certain areas it makes up for with a solid message that hits on how we should treat people that aren't the same as us.
Liked it, didn't love it. I give it a solid 72.
It's tiring watching these nerds get abused constantly. After a constant barrage of douchery by the jocks, you feel empowered when the nerds FINALLY decide to rise up. Everything that happens leading up to that is somewhat frustrating. It throws off the tone a bit for me. You're supposed to be laughing, but you can't help but feel bad for these guys.
Before I venture any further, this has to be said: Lamar (Larry B. Scott) is the absolute best. He was, by far, the scene stealer of the movie. I love characters that can make you crack up with just a few words and mannerisms. He won me over well before the classic limp javelin scene.
That scene is one of quite a few hilarious moments throughout Revenge. When the nerds are together, you never know what will transpire as they all have different personalities and come from different walks of life. Booger (Curtis Armstrong) is a disgusting pig of an outcast who got his name honestly. Takashi (Brian Tochi) speaks bad English and knows little about American culture. Their interaction during a game of cards produced a scene to remember. "What the fuck is a frush?"
It doesn't take long for you to get behind all of these characters and root for their success. And while I can't quite label it as a classic, Revenge of the Nerds is definitely one I can watch multiple times. The plot is implausible and it reaches in parts, but what it lacks in certain areas it makes up for with a solid message that hits on how we should treat people that aren't the same as us.
Liked it, didn't love it. I give it a solid 72.
Chris Sawin (602 KP) rated The Nines (2007) in Movies
Jun 19, 2019 (Updated Jun 22, 2019)
The Nines tells the story of Gary, Gavin, and Gabriel with each character given a specific segment in the film. The first segment tells the story of Gary, an actor who has more than a few issues. The second introduces us to Gavin as we're given a reality TV show look behind the scenes as he tries to get his show onto the air. The final segment is about Gabriel, a married man who designs video games. All of the segments are related and focus around the number 9. Discovering the truth about these characters and what they really are is what really makes the film worth watching.
I had been wanting to see this for awhile and I finally got around to seeing it today. It was actually better than I was expecting it to be. I haven't seen a film tie together multiple segments like this in a long time. Everything comes together quite well and it's pretty satisfying once all the cards are put on the table. Ryan Reynolds proves once again that his acting is quite strong and has more to him than being the casual funny man. Melissa McCarthy is also worth mentioning. She starts off being kind of irritating, but turns out being incredibly charming once the credits roll. Hope Davis was the last piece of the puzzle and is crucial to the overall story. At first, she just seems like the typical jealous and conniving female character who didn't get what she wanted. As the film progresses, however, her role becomes more interesting and it's revealed how important she is in Gary/Gavin/Gabriel's path to discovering what's really going on.
The Nines deserves a watch from anyone looking for something a little different. It'll definitely satisfy Ryan Reynolds fans and it'll probably meet or exceed what you expect from the film once it's all said and done. It surprised me quite a bit with a strong story, a great cast, and an incredibly solid script.
I had been wanting to see this for awhile and I finally got around to seeing it today. It was actually better than I was expecting it to be. I haven't seen a film tie together multiple segments like this in a long time. Everything comes together quite well and it's pretty satisfying once all the cards are put on the table. Ryan Reynolds proves once again that his acting is quite strong and has more to him than being the casual funny man. Melissa McCarthy is also worth mentioning. She starts off being kind of irritating, but turns out being incredibly charming once the credits roll. Hope Davis was the last piece of the puzzle and is crucial to the overall story. At first, she just seems like the typical jealous and conniving female character who didn't get what she wanted. As the film progresses, however, her role becomes more interesting and it's revealed how important she is in Gary/Gavin/Gabriel's path to discovering what's really going on.
The Nines deserves a watch from anyone looking for something a little different. It'll definitely satisfy Ryan Reynolds fans and it'll probably meet or exceed what you expect from the film once it's all said and done. It surprised me quite a bit with a strong story, a great cast, and an incredibly solid script.
Jordan Binkerd (567 KP) rated Zombicide: Black Plague in Tabletop Games
Jul 21, 2019 (Updated Jul 21, 2019)
Improved ruleset vs. the original game (3 more)
Fantasy theme
Excellent miniatures!
Improved components vs. the original game
Primarily a combat simulator (1 more)
Low complexity
Improved rules and components, plus the fantasy theme? I wish I discovered this before the original.....
My wife and I love the original Zombicide and have most of the content for the modern setting, minus Kickstarter exclusives and the guest artist characters. So when we found ourselves at the local ComicCon and there was a copy of Black Plague in the game library? We jumped all over that! Compared to the original game, they've fixed several of the rules that bugged us about the game, especially regarding shooting and resources. They've also upgraded the dashboard system to a plastic thing with pegs, which is so much better than the originals that we've seriously considered buying them on eBay and Photoshoping cards for the modern characters so that we can incorporate the upgraded dashboards. We did incorporate a lot of the rules changes into our own games. So if you want to get into Zombicide and can only pick one setting, make it this one.
Like I said, we love Zombicide. But there are a lot of people in the gaming community that feel it lacks something in the way of complexity and strategy. They're not necessarily wrong. It's primarily a tactics game: here's your mission and goal, here's the situation, go! Is it easy? Sometimes. Depends on how lucky you are. Sometimes the zombies spawn in ways and locations that play right into your hands. Sometimes the Abomination spawns right in front of you and you either die immediately or the game bogs down while you scramble to outmaneuver him or find the (scarce) resources to defeat him. It can be pretty random and frustrating at times, and there are people who avoid randomness like the plague in their gaming. But like I said, my wife and I love the system, and this is the best version of it that I've seen.
Like I said, we love Zombicide. But there are a lot of people in the gaming community that feel it lacks something in the way of complexity and strategy. They're not necessarily wrong. It's primarily a tactics game: here's your mission and goal, here's the situation, go! Is it easy? Sometimes. Depends on how lucky you are. Sometimes the zombies spawn in ways and locations that play right into your hands. Sometimes the Abomination spawns right in front of you and you either die immediately or the game bogs down while you scramble to outmaneuver him or find the (scarce) resources to defeat him. It can be pretty random and frustrating at times, and there are people who avoid randomness like the plague in their gaming. But like I said, my wife and I love the system, and this is the best version of it that I've seen.
Ali A (82 KP) rated When We Were Vikings in Books
Mar 4, 2020
When We Were Vikings is about Zelda, a high functioning 21 year old diagnosed with fetal alcohol syndrome, who is a Viking enthusiast trying to figure out her life quest. Zelda lives with her brother Gert after both of their parents died when they were young. Gert and his on again/off again girlfriend Annie, whom Zelda calls AK47, make up Zelda's main tribe. Together, they try to figure out their legacies.
Andrew David MacDonald delivered an amazing story. I absolutely adored the character of Zelda. The way she loved Vikings and applied the Viking culture to make it through life's difficulties was endearing. I loved Zelda and I just wanted her to succeed. Her blunt, unembellished language was easy to read and refreshing. Whether it's telling off thugs or talking about sex and periods, Zelda says what she thinks.
Her brother Gert also tried to figure out how to not only live his life and figure the world out, but also tried to help Zelda figure hers out. He attempted to work with the cards he'd been dealt, but in all honesty, he seemed to constantly grab from the pile ones that just made life harder - he was always making messes that others were cleaning up after, even Zelda herself. I just wanted to sit him down and tell him to get it together and keep it together.
This book had a lot of concepts in it that worked for me. The characters are both quirky and realistic. It's endearing and heartwarming; it's full of love and hate. Some portions of the book made me laugh out loud while others made me want to slam the book shut out of frustration. It had some light themes but also some pretty dark themes. When We Were Vikings earned a spot on my Recommended Fiction List.
"...The point is you're willing to give it a try. That's what makes someone a legend."
Andrew David MacDonald delivered an amazing story. I absolutely adored the character of Zelda. The way she loved Vikings and applied the Viking culture to make it through life's difficulties was endearing. I loved Zelda and I just wanted her to succeed. Her blunt, unembellished language was easy to read and refreshing. Whether it's telling off thugs or talking about sex and periods, Zelda says what she thinks.
Her brother Gert also tried to figure out how to not only live his life and figure the world out, but also tried to help Zelda figure hers out. He attempted to work with the cards he'd been dealt, but in all honesty, he seemed to constantly grab from the pile ones that just made life harder - he was always making messes that others were cleaning up after, even Zelda herself. I just wanted to sit him down and tell him to get it together and keep it together.
This book had a lot of concepts in it that worked for me. The characters are both quirky and realistic. It's endearing and heartwarming; it's full of love and hate. Some portions of the book made me laugh out loud while others made me want to slam the book shut out of frustration. It had some light themes but also some pretty dark themes. When We Were Vikings earned a spot on my Recommended Fiction List.
"...The point is you're willing to give it a try. That's what makes someone a legend."
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