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Horrified: Universal Monsters Strategy Board Game
Horrified: Universal Monsters Strategy Board Game
2019 | Horror, Murder & Mystery
I was a child a long time ago. Okay, not THAT long ago, but I remember being frightened of a great many thing on TV: Michael Jackson’s “Thriller” music video, the TV show “V,” and so many others. I still to this day have not watched an entire old school Universal Studios Monster movie. However, I used to live in California for part of my childhood and my family had season passes to Universal Studios and we would go quite a lot, so I have always been familiar with the monsters. So when I saw a game was being crafted featuring these lovable, but in a nostalgic way, creatures I knew I just had to have it.


Horrified is a pickup and deliver, action points, cooperative game with dice and miniatures utilizing a variable setup. In it players take on the role of a hero in a monster movie – but not just A monster movie, but SEVERAL monsters will be haunting the town! It is the heroes’ goal to defeat the monsters before the Terror Marker reaches maximum or the heroes run out of time and the monsters take over the town.
To setup, place the board on the table and draw 12 Item tokens from the bag. Place these Items on the board in the specified location printed on the Item. Depending on how many players (for this review I will be using the Solo rules in the rule book) place the Terror Marker appropriately on the board – the photo above was taken before I realized that it starts on three in the Solo game. Choose the monsters to be faced and place their mats near the board. The rulebook states where the monster minis will start the game. Place the Frenzy token on the lowest Frenzy-numbered monster. Shuffle the Monster and Perk decks of cards separately and deal each player one Perk card. Each player chooses or is randomly dealt a character badge and places the standee in the appropriate location on the board. The game may now begin!

Players will be taking turns traveling the town, picking up Items, attempting to defeat the monsters per their defeat instructions on their mats, delivering villagers that randomly appear to their safe locations, and keeping the Terror Marker in the acceptable range. Each character has a certain number of actions that can be taken on their turns, but any Perk cards used are spent as a bonus action on the hero’s turn. The hero actions are: Move (one space along the lit pathways, even with a villager in tow), Guide (a villager one space away from the hero), Pick Up (Items from locations), Share (Items from player to player – not needed in a Solo game), Special Action (if the character being played has one on their badge), Advance (complete a task on the Monster mat to move one step closer to defeat), and Defeat (once all the tasks are complete and the player has enough Items to defeat the Monster at the same location). Once a hero has used up all their Action Points per their badge, it will be the Monster phase.


Monster phases begin with a draw from the Monster deck. Upon the card will be a number printed on the top which instructs players as to how many Items to draw and place from the bag. Next, players will read the text on the card and complete any instructions. Finally, the Monsters will strike. At the bottom of the card will be printed several icons pertaining to Monsters individually and also the Monster who happens to currently be Frenzied. These icons instruct players to move certain Monsters and if they share a space with a hero or villager, to roll the attack dice. One hit from a Monster defeats either a villager or hero (unless the hero discards any Item to block the attack). If a hero or villager is defeated, the Terror Marker moves up a space toward ultimate doom. Play then is passed to the players again. The game continues in this fashion until one of the game end conditions is met and the heroe(s) win or the Monsters succeed in their hostile haunted takeover.
Components. I’d like to start with the art. I love it. The art has a very 1930s Hollywood style and is simply beautiful. The colors are vibrant, where color is used, and the board is stunning. All of the cardboard components are top notch quality, and the Monster minis are fab. Obviously it would be great for all the heroes and villagers to have minis as well, but there is text printed on those standees that just can’t translate to a miniature. All in all, the components here are wonderful and high quality.

The gameplay is also wonderful and high quality. The solo game from which these photos are taken I randomly drew the Mayor character and decided to hit the town with Dracula, The Creature from the Black Lagoon, and The Invisible Man. That’s a Standard game in the rules. The Mayor is great because she is able to take five actions on her turn (plus Perks), but she has no special abilities. That is both a blessing and a curse and wonderfully balanced. I would say I finished the game needing just one or two more Monster cards to draw before all three baddies were defeated. But, that’s the difficulty of having three Monsters showing. With just two Monsters I would have won handily, but maybe would not have enjoyed it as much and written it off as too easy. Luckily I always learn games on normal standard difficulty first.

Traipsing around town picking up Items and ushering villagers to their safe spaces sounds relaxing, but when the Monsters are on your trail and ready to Strike it adds a layer of anxiety that is just delicious. I admit I probably spent too much time trying to save every villager and that’s partly why I failed at this one game. Also I miscalculated how many extra Items to have on hand when attempting to Advance the Monster tasks. Couple those with my strategy to concentrate on defeating one Monster at a time and, well, that’s a losing strategy it seems.

The gameplay is so much fun, and the components are so wonderful to play with, it’s really no surprise I enjoy this game as much as I do. I have purposely left out some rules for readers to enjoy discovering themselves, but this is a tight game with pressure from different fronts to complete objectives. It’s the kind of game where even with a loss you find yourself wanting to try again right away. And that’s a sing of an excellent game. Purple Phoenix Games gives this very high ratings, even as a solo experience. If you need more horror-style adventure games in your collection, please check out Horrified. It’s not really that scary to play, but you will certainly be haunted by your choices you make throughout the game.
  
Dungeon Academy
Dungeon Academy
2019 | Dice Game, Fantasy
Roll-and-write style games have come a really long way over the past couple years. In the olden days we had Yahtzee, and that satisfied us. But then designers began dusting off that olde mechanic and breathing new life into it. While roll-and-write may never become my favorite mechanic, I am starting to appreciate the good ones more and more each time I play them. Dungeon Academy is one of these good games.

In Dungeon Academy players are taking the roles of students attempting their finals to become graduated warriors and mages in the land. They must pass their tests though, and that entails surviving through the dreaded Dungeon four times and surpassing all opponents to receive their degree.

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 a solo game of Dungeon Academy, assemble the Dungeon component per the instructions. The player is dealt a character card with a special ability and markers to track Health and Mana throughout the game. Pile the Health and Mana tokens on the table, shuffle the Loot cards into a deck, and place the Teacher pawn nearby. Grab the pad of paper and pen and you are ready to begin.
Each attempt in the Dungeon will require the 16 Base Dice to be rolled and set inside the Dungeon. It is then flipped upside down when the timer begins and the mad dash to the Exit commences. As the player marks a line through every “room” (each die is considered a “room” in the Dungeon) they create a path to be checked at the end of the round. Once the player has made it through the Dungeon satisfactorily the Teacher will check the path.

The Teacher pawn is now used to track movement in the Dungeon. As the player tracks the path they drew on the paper, the Teacher is moved through the rooms. In each room (each die face) will be one of these possible encounters: a Mana potion to refill an empty Mana space on the character card, a Health potion, a small red Blob, a small blue Ghost, a large red Colossus, or a large blue Reaper. Each small foe encountered will be overtaken by spending one Health or Mana token from the character card. Each potion will restore spent Health or Mana. Each large foe encountered will require two Health or Mana to be spent. As the Teacher follows the path set by the player, Health and Mana will be spent and replenished on the character card, and foes defeated tracked on the sheet.

Once complete, the player will add up all the points from defeated foes (1VP per foe) and any VP from special character abilities or Loot cards. Additionally, the player will choose one of the four Quests at the bottom of the sheet to score each round for extra VP. They write these numbers on the sheet and prepare for the next level. After four total levels the game ends and the total is compared to a scale in the rulebook.


Multiplayer Dungeon Academy works the exact same way except once a player exits the Dungeon, they must grab the lowest-numbered Exit card as representation of the place finished in the Dungeon (so the first one out grabs the 1 card, etc.). The other difference from solo play is that players all compare total VP at the game end to determine the winner.
Components. This game has a large scorepad of 150 double-sided sheets, a bunch of cards for Hero characters, Loot, and Exits, as well as 18 total dice, about a trillion double-sided Health/Mana tokens and an impressive cardboard Dungeon. Everything is of wonderful Matagot quality… except for the Duneon. In my copy the Dungeon does not stay together very well. I may attempt some glue to keep the parts down that need to stay down, but it is still functional and a great design. The art style across the game is cute and fun, and I like the muted bright color scheme. That feels so weird to say/type, but the colors are vibrant hues, but muted so they stay out of the way. It’s strange and I love it.

Speaking of I love it, I love this game! It is quickly becoming one of my favorite roll-and-write games, and I can play it solo. In about 15 minutes. These are all positives, and I haven’t even really touched on the gameplay. Being able to get through a light solo game in 15 minutes while having a great time throughout is an achievement, and one I would like to applaud here. I wasn’t really sure going into this if I was going to enjoy it, but it has blown me away. Trying to evaluate the best path through the Dungeon while keeping track of how the Health and Mana is always in flux gives my brain a welcomed workout that is just a breath of fresh air for me. I love the art style and the theme, and the simple but easy to understand iconography on the dice is much appreciated.

I think that if you are looking for or lacking a similar type game in your collection you should do yourself a favor and check out Dungeon Academy. It is super quick, easy to grasp and play, requires little table space, and is simply a great time alone or with your gamer friends and family. I know I am going to be tracking lots of plays with this one. I am going to have to find a place on my shelves at eye-level because I don’t want it to be overshadowed down at foot-level.

If you already enjoy roll-and-write games and want something a little different with a great theme, or you don’t have any roll-and-writes and want to check one out for the first time, or you simply cannot get enough games featuring great art about wizards in school check this one out. I recommend it.
  
Proving Grounds
Proving Grounds
2019 | Dice Game, Fantasy, Fighting, Real-time
Maia Strongheart sees the eight opponents surrounding her and knows exactly how to handle each one. She makes a dash for #4, a simpleton Warrior in Training, and whoosh – misses. “Huh, that’s never happened to me before,” she thinks. Performing a daring backflip whilst targeting the Clan Elder in the #6 position with a well-placed finishing blow and whoosh – her armor seems to part like the Red Sea as the Clan Elder finds its weakness and delivers a wound to our heroine. “WHO IS PLAYING ME?” Maia wonders. It’s me. Travis. The worst player of Proving Grounds. Poor Maia.


Proving Grounds is a solo fighting dice game with real-time phases. Players will win by defeating eight opponents in battle and will lose (often, in my case) if the heroine suffers too many wounds. The game is played over several rounds, and Renegade has provided an app to act as a timer during the rolling dice phase. Obviously I am terrible at the game, but how does it play and do I feel like continuing to suffer subsequent losses?
To setup a basic game, place the Encounter Board in the middle of the table. Shuffle the enemy cards (with swords & board backs) and deal one per slot around the Encounter Board. These are the first set of enemies Maia will be fighting. Place Battle Markers (silver ninja stars that track wounds inflicted to enemies) in the outlined spaces of the enemy cards. Place Maia’s health token (a heart) on the tracker and one each of the green, yellow, and blue dice on the health area in the space with a rainbow surround. Fill the exhaustion track with one white die per space (on the right side of the Encounter Board), and take the rest of the dice into hand to use as the dice pool. For this review I also used the Dragonling Die module.

As mentioned, Proving Grounds is played solo over a series of rounds. Each round consists of three phases: Roll Dice, Resolve Attacks, and Recover. The first phase of the game, Roll Dice, is also the most chaotic. During this phase the app timer (or your phone or sand timer or sun dial) will allow 60 seconds to roll the dice and arrive at a final result. The interesting aspect of this mechanic at play here is that only sets of dice may be rerolled, not singles. So players may only roll that set of four 3s and not the solitary 1 sitting there all alone. This causes some brain freeze because many games utilize this in reverse, where only singles may be rerolled. Factor that into a 60 second frenzy to get the greatest results and brains will smoke.

Once the timer is up or players are satisfied with the rolled results, they move to the next phase: Resolve Attacks. Each number rolled on the dice correspond to the enemy’s position around the Encounter Board. So that solitary 1 that was rolled earlier is assigned to the enemy in position #1. Here’s the kick in the rear though: any single dice assigned to an enemy will result in a wound dealt to Maia, and would require the player to sacrifice one of the dice to the exhaustion track! Should an enemy require three or more dice but only two are assigned, or if zero dice are assigned, nothing happens to Maia nor the enemy. But those dang single dice will come back to haunt the player. A lot, if they play like I do. Some enemies will require at least one of the dice to be the blue/green/yellow die in order to be successful while others are just straight number of dice. Calculating everything that is needed during the Roll Dice phase is something that I have yet to master.


After attacks are resolved, players enter the Recover phase. During this phase players will gather all assigned dice from the round as well as any dice on the lowest spot of the exhaustion track to be used for the next round. Any enemies that were defeated have left an empty slot on the Encounter Board, so a new enemy will now fill that void. Play continues in this fashion of three phases per round until either eight enemies have been defeated or Maia suffers too many wounds to continue.
Components. I am fascinated by how few components are needed to put a game like this together. Yes, the Encounter Board is mostly unnecessary, but a great way to organize the game and keep everything spacially relevant for those of us that need that. The cards are fine quality and the game has great art. The dice are very cool, but I am unsure how the colors pop for our colorblind gamer friends. While the game doesn’t necessarily refer to the damage markers as “ninja stars” I cannot get over the fact that they are ninja stars. They are certainly out of place in a game like this where I encountered zero ninjas in my plays. Everything else, though, is great and it comes in a nice-sized box: a little smaller than my Century: Golem Edition box.

It was Kane Klenko’s birthday recently, so I wished him a happy birthday on social media and informed him that I was celebrating by playing Proving Grounds. His response was absolutely perfect: “Good luck!” Well, Kane, I never have good luck with this one! It is certainly a combination of poor dice rolling, poor decision making whilst rolling dice, and just dumb luck (emphasis on dumb). I love playing this game but it is infuriating that I have yet to beat it! Even with just the first Dragonling Die module! Gahhhhhh!!!

However, Proving Grounds is an excellent dice game that breaks out of the Yahtzee clone mold and into something fresh and exciting. The twist of only being able to reroll sets instead of singles makes for interesting decisions when you really need to defeat enemy #5 but just cannot roll ANY 5s to save your life (in the game). I just want to beat it once with the Dragonling Die so I can start adding in other modules (oh yes, there are several other modules to add). When games force me to WANT to play them more and more, even for the sheer hope of victory, I consider that a mark of distinction and a sign of a great game.

So if you are like me and enjoy the pain of defeat over and over again then I invite you to try Proving Grounds. It will not be easy. But if you happen to beat it, especially on your first try, please let me know. I need all the cheat codes I can get here. It will stay in my collection probably forever because I just need to overcome it, and then once I figure it out completely, I will just need to wallop it over and over to teach it a lesson. Enjoy Proving Grounds everyone!
  
Clerks (1994)
Clerks (1994)
1994 | Comedy
Simple (3 more)
Hilarious
Pop Culture discussions
Jay and Silent Bob
I'm not even suppose to be here today!
Here is a film that could have left Kevin Smith in the Quickstop paying off the money he used to make this film, which he accomplished by maxing out credit cards.

Kevin Smith is an inspiration and this film is the start of it all. Clerks is a very simple film that manages to be entertaining and hilarious. The concept is this; Dante Hicks (Brian O'Halloran) is asked to work on his day off, and ends up spending his day working in his dead end job behind the counter at a convenience store in New Jersey.

I should mention that this film is shot on a Arriflex 16 SR2 which means the film is in black and white.

Working with Dante is his best friend, Randal Graves, who isn't exactly a big help around the store or with personal problems. If anything, he makes matters worse because he almost never takes anything seriously.

The humour in this film is found through discussions of films such as Star Wars, discussions about sex, and about the customers of course. Describing it in text doesn't do it justice so you'll just have to watch it if I have in anyway peaked your interest.

This film was the introduction to what is known as the 'View Askewniverse' which is a series of films by Kevin Smith which are all connected via characters and events. However, the most important introductions from this film are the characters of the now famous duo, Jay and Silent Bob played by Jason Mewes and Kevin Smith. Yes, the same Kevin Smith who wrote and Directed the Movie. These two are the only two characters to appear in every movie in the View Askewniverse and usually help move the film in the right direction.

Overall, Clerks has to be one of my favourite movies of all time and once you watch the Askewniverse, it's easy to understand why, because no only is it smart and hilarious, but you have to appreciate that this started a series of other great indie films that made Kevin Smith the funny man he is today.
  
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Akward (448 KP) rated Terraforming Mars in Tabletop Games

May 24, 2018 (Updated May 27, 2018)  
Terraforming Mars
Terraforming Mars
2016 | Business / Industrial, Economic, Environmental, Science Fiction, Territory Building
Theme (1 more)
Mechanics
The Hottest Game of The Year
Terraforming Mars is one of the most refined games that our group has ever played. One of the problems that plagues so many games is that once you find a winning strategy, you basically just play that strategy until you get bored of the game and movie on. In Terraforming Mars, there are a significant number of strategies that can win the game. We have had people win by focusing on playing the board, building up actions, focusing on production, or focusing on money. There does not appear to be one central strategy that trumps the others. A lot of people will complain about the randomness of the cards that you receive, but this helps guide you in to a strategy that you may not otherwise play.

There are enough mechanics to keep the game interesting. But all of the mechanics are simple enough that explaining the game to new people is not challenging. You would also expect a game of this type to take a long time to play, but once everyone is familiar with the rules, games can be as short as an hour.

I will agree with other reviewers that the default mats to manage resources do not do a good job, and aftermarket solutions make life easier (although not required). The expansions are also nice, after you've played a few games. Hallas & Elysium adds two additional boards that change the game slightly, and also provide different awards that keep you on your toes. Venus Next adds a few additional mechanics, and also introduces the World Government rule, making games faster.

Other people have mentioned that they do not like the artwork, and that they have had issues with the resource cubes wearing out. I don't really have a problem with either one of those things, but I may just be lucky. My cubes still look great after 50+ games.

There is a reason that Terraforming Mars has exploded in the last year. I would highly recommend everyone try it. Even my wife, who isn't traditionally a fan of more complicated games, likes it.
  
Quantum
Quantum
2013 | Dice Game, Fighting, Science Fiction, Space
Fun (6 more)
Replayable
Innovative
Easy to learn
Strategic
Deep
Visually Appealing
Out Of Print (1 more)
A little too strategic for older folks
Space Battle-Yahtzee
We rented Quantum from our local card shop, and ended up playing it every day. Its out of print, so it was a stroke of astounding luck that the shop was willing to sell it to us.

Quantum plays somewhat like risk, where you advance units to positions to capture objectives. The catch is that your units are dice- higher numbers can move further, but lower numbers are better in combat, and each has a special ability.

The game revolves around placing "Quantum Cubes", which your units build on planets. Each planet has a number and an amount of slots for quantum cubes to be placed, and to build a cube your units (which are literally dice) must add up the the number on the planet they are on.

Building quantum cubes allows you to select an "advancement card", which contain either permanent upgrades to your turns and abilities, or one-time powerful bonuses. All advancement cards feel meaningful and powerful, and which ones you select determine a lot of how your game will play out. You can "build" for combat, research, mobility, and even some weird other things like being able to change one of your dice once per turn either up one number or down one (and thus changing its abilities).

The game board is configurable tiles, so the "map" can be different each time, and support a faster or slower game, or more or less players (the game only comes with pieces for 4 players, but if you had the dice it wouldn't be hard to play extra with improvised pieces).

The game pacing is really well done; if all players know what they're doing, the race to place the final cube can be intense and exciting, as each player will end up with different strengths as they implement unique strategies to win.

We love quantum and have had a blast every time we've played it- we're expecting it to become a family favorite and for our copy to end up very well loved.
  
Dawn of the Zeds (Third edition)
Dawn of the Zeds (Third edition)
2016 | Action, Horror, Zombie / Survivalist
Staged rules to ease you in slowly (1 more)
Strong solo game plus team and 1 Vs many rules
Rules can be tricky to follow if you're not used to wargaming rules (0 more)
The Ultimate Zombie Tower Defense
I've been wanting DotZ for some time so jumped on the reprint and expansions when they hit Kickstarter last year.

As a solo player, having a town defense game designed as a solo game first was a big draw for me and the game certainly doesn't disappoint.

After hearing so much about it and the complexity, I was surprised to find it a lot smaller than I expected - the board is smaller than most modern board games and there aren't anywhere near as many chits and cards as other wargames. The game will play easily on a coffee table.

The first thing you see are the 5 rule books, but these are handily split into a "Start Here" basic game book which lets you quickly jump in and play a basic game, just your heroes fending off the Zeds from reaching the town, the advanced rules which lead you through the next level of difficulty, adding in extra rules, the set-up guide with all the instructions for each difficulty level plus epilogues to see how well you did. Next there is the Farmingdale Dossier - a reference book with all the various hero and zombie special skills and finally, the complete rules A-Z with rules for all difficulty levels and game modes.

The levels are all colour coded so it is easy to sort and set up the desired difficulty level and the rules are similarly split up and each rule numbered so you can quickly find what you need.

Gameplay is tight and atmospheric, you really feel like you are holding back the zombie hoardes. Careful planning and strategy is vital as actions are limited (and you never actually know how many actions you will get from turn to turn making you make some hard choices as to what is best to do each turn.

Overall a very satisfying game that will keep me busy for a long time and the ability to add more advanced rules when I feel comfortable is great.
  
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The Marinated Meeple (1848 KP) May 22, 2019

keep theboard game reviews coming, I got kudos to give....

The Blessing by Wanda E. Brunstetter is the second book in the series The Amish cooking class. In the first book Heidi and Lyle open their home up at the Troyer Amish Farm for cooking classes that Heidi teaches. In this second book Heidi teaches were second cooking class. I read the Brunstetter's first book in The Amish cooking class series and this book did not disappoint.

Just like the first book, Heidi's students in The Blessing are facing a variety of needs. Aa young teenage who is struggling with life after her mother, an alcoholic, abandon her family. A mailman who wants to learn to cook. A wife who's husband is a policeman and gives her this gift to learn to cook. A caterer who wants to learn new recipes for her business and a hunter who wants to learn to cook for his buddies. The story bring in some of the characters from the first book in the series, which is an added bonus to see how the first set of doing are doing.

Heidi seems to be a compassionate and thoughtful young woman, with a good sense of humor who genuinely loves sharing her love of cooking and of God with her students. It is heartwarming to see how Heidi is able to reach her students hearts when they are suffering, particularly teenage Nicole, who is struggling with forgiving her mother for leaving the family.

At the classes Heidi teaches her student to cook good Amish food and always sends them home with a Bible verse on the back of the recipe card. The story shows how each person needs something in there lives and Heidi is able to help them.

The story has feelings of hope, love, friendship, forgiveness and trust in God. Heidi shares a scripture with each of her recipe cards. This touching story left me wanting for more. I hope there will be more additions to her Cooking Class series. The stories are uplifting and enjoyable to read.

I received an ARC from Shiloh Run Press via NetGalley in exchange for an honest review.
  
Samantha is looking forward to her wedding day, the day all her dreams will come true. The morning of dawns with a missing groom and a Dear Jane letter explaining how the groom fell in love……with the best man. Samantha decides to go on her honeymoon to the mountains of Colorado by herself to get away and regroup. A hike in the woods one day to clear her head, quickly turns into a nightmare.

Weston hasn’t yet come to terms with the loss of his wife 4 years ago. He was a horrible husband and father, fueled by the need for making more money and growing his family business into something bigger and bigger. He realized too late just how much he was giving up each and every day. After his loss, he moved with his son to the mountains of Colorado. Cheryl had always talked about moving there to just get away and back to their family roots. He felt as if he owed that too her for the very least. One day while exercising his horses in a rainstorm he comes across and unconscious woman in the woods. He brings her home and they nurse her back to health.

Samantha wakes up in a house in the woods after getting lost in the woods. A man, his son and housekeeper wait on her hand and foot and she is starting to feel a little more normal. They invite her to spend the night and she happily accepts hoping to come out on the other side of this nightmare.

Weston and Samantha find themselves interested in each other but not really knowing where the other one stands. Weston knows she was just left on her wedding day and she sees he is still wearing his wedding ring. Can they have and honest talk with one another and lay all their cards on the table?

I enjoyed this novel, as I have from the other novels I’ve read by the author. There are some parts I felt are a little lacking of content but words to just have words to count. Aside from that the story moves well and the flow is satisfying, 4 stars.
  
Kings or Pawns (Steps of Power #1)
Kings or Pawns (Steps of Power #1)
J.J. Sherwood | 2016 | Science Fiction/Fantasy, Thriller
10
10.0 (1 Ratings)
Book Rating
This book contains the usual staple fantasy races: elves, humans, dwarves, centaurs. There are epic battles and bold heroes, princesses in peril and magic. There is even a map at the front.

But that is where any similarity between this book and most other epic fantasy novels ends. Sherwood tells the tale of an elven country that has become corrupt with a ruling council who make decisions for reasons of profit, driving the rightful kings away and installing a puppet regime. Meanwhile the country is facing a war led by a brilliant defector.

When his father, the king, dies young Prince Hairem is determined to stand up to the council and stop the rot. But the council has ruled for hundreds of years, how can he possibly change things? Meanwhile Jikun, the general of the army must obey the council's wishes, even if the orders will only lead to destruction.

Sherwood starts with a few scenes and set pieces and gradually introduces the key players; Jikun is bold and brilliant but has a lot of inner demons which threaten to destroy him. Hairem is idealistic but naive.

The machinations of the council are real House of Cards type stuff, every way that Hairem tries to exert his authority blunted and diverted by the wily council members, who simultaneously try to make out they are on his side. As a political thriller this works amazingly well despite being set in a fantasy world; the descriptions and characters are perfectly pitched. It seems that pretty much everybody has dark secrets which everybody else is either trying to discover or use to their advantage.

There are scenes of action too, with Jikun and the army and also Sellemar mounting a daring raid into enemy territory plus duels and assasination attempts. This book really does have everything packed into it and the ending is both shocking and perfectly balanced to allow for further books in the series while satisfyingly closing a number of plot threads.

I was expecting a fairly standard fantasy book when I started this; what I got was an absolute gem that just begged to be read. A total masterpiece.