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Destinies
Destinies
2021 | Adventure, Exploration, Fantasy, Medieval
I can recall so many instances of my board game purchases being based on either the designer, artist, or publisher. Surely I am not alone here. Josh will probably always be a Stonemaier Games fanboy. Laura has aligned herself with Daily Magic Games and Button Shy Games. While I am a big fan of the Valeriaverse, I think my current preferences put me on teams Weird Giraffe Games, Blue Orange Games, and Lucky Duck Games. Speaking of the latter, LDG have come through with some seriously excellent hybrid app-driven games that just wow me every single time. I was definitely a hybrid game naysayer when the first Chronicles of Crime came out, but the more I play them, the more I appreciate the accomplishments. Destinies has now come along to me and it has been some time since I have been this jazzed to play a game over and over and over and over.

Destinies is a hybrid app-driven adventure board game for one to three players. In it, players will be choosing their characters and how to play them, along with the path of their individual destinies across several campaign scenarios. When playing multiplayer, the player who completes their destiny first will win. When playing solo (which is also amazing), the player wins when they successfully complete their destiny.

DISCLAIMER: We are using the Kickstarter version of the game. We do have the expansions from the KS campaign, but will not be using those for this review. Also, we do not intend to cover every single rule included in the rule book, 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 from the publisher directly or from your FLGS. -T


Usually I list out the steps to setup a game in this section, but there are so many little items and steps to be taken that I will simply show you, the reader, how a scenario may look once setup. The app will instruct players how to create their character’s stats and which map tiles should be placed out initially. Typically, though, each player will receive a player board, Destiny card (with their character headshot on one side and their Destiny choices on back), two main dice, three effort dice, and one gold coin. Once setup, the app will drive the story along and the players will be rolling dice and making choices in order to win the game or scenario.
Each player will be given their Destiny card with two distinct Destiny paths on the backside. These paths correlate with the current scenario, and the player will be able to choose one of the two given paths to help move their games forward. However, sometimes players will switch their Destiny mid-game due to several factors including successes on previous tasks or current inventory. The only way to win the game is to complete a Destiny, so staying on track is paramount in this open sandbox game – it is incredibly easy to become sidetracked and lose sight of specific tasks to be performed.

Each turn a player may move to a new tile, to previously-explored tiles, or points of interest on specific map tiles. These points of interest could be unique characters to be visited, or more general spaces on the tile represented by tokens. Sometimes visiting a POI (point of interest) will have the player rolling dice to complete tests, initiating trade with the POI NPC, revealing information about their distinct Destiny, or even issuing side quests. Players take their chances by visiting a POI because only one may be visited on a turn. Once a player has moved and visited a POI, their turn is over and the next player’s turn begins.

The most interesting aspect of this game is the experience tracker and results of tests. Player stats are divided between Intelligence, Dexterity, and Power (Strength for my D&D readers). These stats are constantly in flux due to tests and experience, and levels range from 1-12+ on the player board. A player will roll both main dice and any effort dice they wish on each test, and the total result is compared to the discs present on the main player board. One success is counted for each disc’s value equal to or below the rolled result. For example, if the roll is a 6, and the player has a disc on 3 and another on 6 the player counts two successes. Effort dice add values to the rolled result, and one side of these dice depict a star, which counts as one success. Throughout the game players will be moving their skill marker tokens (discs) up and down the tracks. Sometimes this is due to a test being failed or succeeded, but sometimes experience tokens are earned. A player may improve their skill levels by two total values on the tracks for each experience token discarded. Players may choose which tracks, and may maximize their character’s skill or spread out the experience across multiple skills.


Play continues in this fashion of referencing the app for story and plot items, players working toward completing their Destinies, and adventuring across the land rolling tests and improving skills until one player finishes their Destiny and wins the game!
Components. As always, I am going to be honest here by stating I believe that Destinies packs the box with the best components I have seen in a game. The multi-layered insert is perfectly formed and well-thought out, all the cardboard tokens are super-thick, the dice are so fun to handle and roll, the cards and other components feature incredible artwork, and did I mention there’s about a thousand minis in this game? I am reluctant to even call some of these things minis as they are large and in charge for SURE. I have zero complaints or comments on the components present in Destinies. Lucky Duck knocks it out of the park once again. Incredible.

I actually backed this one on Kickstarter just because it comes from Lucky Duck Games. I had played Chronicles of Crime and loved it, and just wanted to try something different but using a similar system. Typically I don’t keep up with the comments and updates to a game I have backed because I enjoy being surprised by the product that arrives at my door. Destinies was certainly a surprise to me, and I have been kicking myself in the butt for not getting it to the table the very first day I received it.

Destinies is my favorite Lucky Duck Games title, and that is saying a ton, as I rave about every game of theirs I have played. I hope you all back me up here, and if you haven’t yet tried this one, I hope you visit your closest friend or board game cafe that owns it. The tutorial scenario is great, and the campaign scenarios have been awesome so far. Okay, yes, when I first played it with Laura, my wife made several comments about it being a 3 hour game, but once that first one is completed, the subsequent plays run much smoother.

What I love so much about this is how indefinitely expandable it is. Most of the components are multi-use (akin to all the character cards in the Chronicles of Crime games), and can be used in campaign after campaign. The drawbacks I see for this, though, is any sort of waning interest in it forcing designers to abandon plans to create more scenarios. Could a new scenario pack be an acceptable expansion versus a large expansion box with oodles of new components and minis? I think so, but I am no designer. Could the Millennium Series treatment be given to Destinies? Absolutely! This system does not need to be played in a medieval fantasy world. It could be molded to almost anything, and that gives me excited shivers over the future of this game.

If you are anything like me and have now embraced the hybrid gaming trend, I highly recommend Destinies. I plan to also review all the expansions in the near future, so do look out for those, but please do yourself a giant favor and pick up Destinies. The excellent storytelling, great components, and just amazing fun helps Purple Phoenix Games give this one a perfectly deserved 12 / 12, and a Golden Feather Award! I can’t stop thinking about it and how I would play it differently next time, and hopefully after I have played through the expansion material I will be able to restart from the very beginning with different characters and choices. It’s a sign of a great game when I can’t stop thinking about it, and I do believe Destinies currently is knocking at the door of my Top 10 Games of All Time. No, it’s there. It’s totally there. TOP 10 BABY!!
  
FK
8
8.0 (1 Ratings)
Book Rating
Original Review posted on <a title="First Kill by Heather Brewer" href="http://bookwyrming-thoughts.blogspot.com/2013/06/review-first-kill-by-heather-brewer.html">Bookwyrming Thoughts</a>

Note: Formatting has been lost due to copy and paste.

Joss has always had this perfect life – good parents, a super close cousin that can pass as a best friend, and an ever so adorable little sister – until she was murdered. Then his life goes downhill from there and he discovers a group of vampire slayers that some of his family members are a part of for generations that can help avenge his sister's death.

     I thought The Slayer Chronicles would be a spin-off from The Chroniclesof Vladimir Tod (you know... after that kind of cliff-hanger in Twelfth Grade Bites.) But it's not and now that I think about it... Captain Obvious pretty much slaps me in the face. Of course it wouldn't be a spin-off. Go figure. But I probably already embarrassed myself saying that in my review for Twelfth Grade Bites from earlier this year (oopsies). And even if it's not... at least we get to hear the other side of the story and how Joss – friend, enemy, frenemy? - became a Slayer and crossed paths with our best vampire friend from Bathory, Vladimir Tod. ^_^

     Joss's sister is absolutely adorable (then again, aren't all little kids are? Even if most hate me for no particular reason... O_o) so it was really depressing that she was murdered – by a vampire. (Thank gods it's not Vlad!) In front of Joss. It's a lot for a 10 year old to handle – a loved one getting murdered by a creature of the night that is usually find in fairy tales or books. Abraham hasn't changed that much from Vlad's side – still strict and harsh, and definitely not getting any nicer. Maybe a little, but in the broad side, not really. But it's hard to imagine Abraham being creamed and practically screaming "bloody vampire" and it somehow gets worse than that.

     I would never have expected who the traitor would actually be. For some reason, I thought it would be anyone but him (his name is anonymous in this review, by the way. ;)). He was like an alternative father that Joss didn't seem to have after his sister's death who was sympathetic/empathetic, kind, caring – pretty much everything that you can imagine from a perfect father (or maybe Father of the Year) – and just seemed too nice to be backstabbing his fellow Slayers in the end.

     It's also really surprising, however, to find Joss making promises but later breaks them after he meets Vlad (I probably would've done the same if I were Joss...). But of all places, what in the world is someone else* doing interacting with Joss? (Curiosity hasn't killed the cat has it?) And -! Consider that break off as probably saying too much if I say it. Wayyy too much. O_o

*Words have been changed to avoid possible spoilers. You're welcome. :)
  
Vampire&#039;s Queens (The Bloodline Chronicles 3)
Vampire's Queens (The Bloodline Chronicles 3)
Evelyn Silver | 2025 | LGBTQ+, Paranormal, Romance
10
10.0 (1 Ratings)
Book Rating
well played with the leak!
Independent reviewer for Archaeolibrarian, I was gifted my copy of this book.

This is book 3 in the Bloodline Chronicles, and you cannot read it as a stand alone. You MUST read book 1, Witch's Knight and book 2, Midnight Fear before this one. There is MUCH that is not recapped and you will need to know about this vampire society and how it works.

I 4 starred books one and 2 and this is another solid 4 star read. I thoroughly enjoyed them!

Sarai, Setanta and Marcelle are ruling as a throuple. Sarai is pregnant, MArcelle is trying to work out who is tipping the Vasri off before they get there, and Setanta is doing King stuff (not actually sure WHAT he was doing for most of the book, to be honest!) But there are those who want them gone, and they will go to great lengths to make that happen.

Couple things: I said in my review for book 2, something about Sarai's sister. There was no mention of a sister here, so I'm not sure what THAT point was about!

Again, Setanta is only given a minor (1 or 2 chapters) voice. I needed him, I really did. Had he been given a bigger voice, I think this book would have been a much better read. (not that it isn't already but it would have been BETTER!)

Sarai's pregnancy threw up some surprises that no one saw coming and I loved that as old as they are, Marcelle and Setanta had not much clue how to help!
 
I did NOT see who the leak was coming at me, I really did not! I just about threw my kindle across the room in that chapter!! So very well played there Ms Silver, VERY well played.

It's quite violent in places, fighting a shape shifting dragon with was never going to be a walk in the park!

I found the steam levels a bit higher than in previous books, but not by much. I think it was because the one scene between all three partners was more sweet than smexy and I really loved that Setanta and Marcelle were mindful of Sarai's pregnancy, while still providing her with what she needed from them. The "birthday party" for Sarai, while multi person (6, I think) I thought was well written but not especially explicit. Some FF scenes, as well as multi partner scenes, with every which way combination of male and female partners.

What I need now is something else from this author! Given as I can only find this series by Ms Silver, I need more and I need not to have to wait a whole year!

I wrote 4 stars in an earlier line, I do love it when a book talks itself into . . .

5 full and shiny stars!

*same worded review will appear elsewhere
  
Pendulum
Pendulum
2020 | Economic
This review, like the many others in the Solo Chronicles series before it, will be focusing on the solo player’s experience. For the highly-anticipated Pendulum, an Automa Factory set of solo rules is included. Automa Factory creates rules for solo play for games and have created many for Stonemaier titles in the past. This is my first time using an Automa ruleset, and I wanted to know: how do Automa games play vs a group playthrough? Find out below.

Pendulum is a real-time worker placement game utilizing sand timers to control players’ actions. While sand timers have been used in games plenty of times before, they are special components in Pendulum that will have players cursing their existence throughout the game. In a solo game the human player will be attempting to win against two Automas, essentially creating a three player game. Now, while I normally reconstruct the rules in my reviews to give a brief overview, Pendulum has too many intricacies to truly detail, so my rules overview will be quite abbreviated.

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

Setup took me about 30 minutes the first game because I did not play it multiplayer first, but was setting up for my first Automa play. Setup is not difficult, but there are many small parts and different boards for which you must account. Subsequent games took significantly less time to setup so I was up and running immediately.

A game of Pendulum sees players vying for the crown by jockeying for mastery in Power, Prestige, Popularity, and completing a Legendary Achievement. These are all tracked on each player mat and the Automas’ mat. The game is a typical worker placement with all spaces giving some benefit, but also may be blocked by other players. By utilizing aggressive strategies and timing each worker action players will be gaining resources and votes and converting them into VPs on the individual tracks, the most important of which is the Legendary Achievement. No player may win the game without having completed a Legendary Achievement.

As the game progresses in real time, the sand timers will be flipped into areas blocking access to players, but allowing player meeples already stationed in these areas to enact their special abilities. Three timers of different time-lengths are used in Pendulum: 45 seconds, 2 minutes, and 3 minutes. The action spaces corresponding to the 45 second timer are less effective than the 3 minute timer areas, but are indeed necessary to generate more resources.

After the 3 minute purple timer has been flipped three total times, the game halts and a special Council Phase is enacted. This phase allows players to receive Council Reward cards, assess and compare placement for the next round, and set up for the next round. After the fourth Council Phase, the game ends and players will check for victory conditions.

Components. Have you seen a Stonemaier Games title recently? The components are stellar. Everything from the plastic (resin?) cubes and vote tiles and meeples, to the good-looking sand timers, to the linen finish on the cards AND the rulebooks is just amazing. Several reviewers have issues with the art in Pendulum, and say that it is drab and “uninspiring.” Well, I think it’s great, and I also think it is a bit muted to get out of the way of play. I certainly would not appreciate this game more if it had more exciting art. More exciting art means more attention spent on appreciating the art and not playing the game. Normally this is a boon for me, but Pendulum is a REAL-TIME game. I don’t have time to be gawking at game art! Components: excellent!

I really enjoyed my plays of Pendulum using the Automa system. I can’t necessarily say it felt like playing against two other players, but I don’t think it’s meant to do that. The Automa players sufficiently block spaces, and gain VP each round to compete with the human player. Also, I have never played a game using Automas before, so I had zero expectations getting into Pendulum. I do think I would enjoy this game lots more playing against other humans, but the current virus situation has nixed that for me. The Automa system is good, and I am so happy that it exists for Pendulum. I just want to play it with other gamers.

Purple Phoenix Games never award games with scores for previews and Solo Chronicles. However, I would certainly rate Pendulum high. I don’t believe it will ever crack into my Top 10 Games of All Time, but I also can see myself pulling it out when I want to exercise my brain and I don’t have access to any other gamers. I want you to understand that I do like this one quite a bit, and would certainly recommend it. I truly enjoy having to keep on my toes (literally) controlling my components as well as keeping track of the Automa movements, and assuring the timers are being flipped appropriately.

If your collection is missing a game that utilizes sand timers for more than just buzzing others on their turn, certainly give Pendulum a look. The design is fantastic, includes the Automa Factory solo rules (and extra components), and is satisfying to play. Heck, I didn’t even sit down when I played this because I needed to be so active around the board. If it weren’t so late as I am writing this, I would break it out and give it another go right now. Alas, I am old and need to sleep. Check out Pendulum.
  
40x40

Matthew Krueger (10051 KP) Dec 5, 2020

I've heard mixed this about this game like how their is no theme, the times are off, repetitive and confusing. Im intresting im buy this game. What to know your thoughts.