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Purple Phoenix Games (2266 KP) rated Orbital Conflict in Tabletop Games
Sep 10, 2019
Building your space station. Space combat. Space investors. If these ideas interest you and you are intrigued to know how they work in a board game setting, read on. If you don’t care about head-to-head space stations obliterating each other and jockeying for position as the best bet in the cosmos, discontinue reading.
Orbital Conflict is a player versus player (PvP) card game in which the winner is the player showing the most VPs on their cards at game end. It is a game where placement of cards and orientation of cards is paramount in creating a space station that can dole out damage, take a ton of damage, or hybridizes offense and defense using resources granted from off-station investors.
DISCLAIMER: We were provided a copy of this game for the purposes of this review. These are final components, and the game is available from the publisher and other online retail stores. Also, I do not intend to explicitly cover every rule for the game, but to give an idea of game flow and play. -T
To setup the game (in this case a 1v1 head-to-head bout) shuffle all the cards with the white back together and deal each player a hand of five. Shuffle the smaller investor cards to form a draw pile. Give the starting player the Initiative card and you are ready to start!
The game follows a simple game flow following three phases per round: Draw, Main, Combat. During the Draw phase, the player with the Initiative card (I’ll call them the active player) will draw two cards from the white-backed deck (which I will just call cards). Then the other player will draw two cards as well. The active player then draws two investor cards for themselves and places them in front of their play area as possible investors to claim. The other player does the same. If there are any cards containing discard abilities that a player would like to play during the Draw phase, and the discard text reads they may do so during the Draw phase or any phase, they may play them and follow the discard instructions now.
Once done, the game moves on to the Main phase. During this phase the active player will play any cards they wish that are appropriate for this phase, and then the other player will do the same. During this phase players will be playing cards from hand (and as many as they would like) to add on to their space station, activate modules that were previously deactivated, claim investor cards, and prepare for the next game phase. Space stations can be added to via modules. Modules can be single cards, or multiple splayed cards. As you can see in the photo above cards have icons to the left of the white barrier and some will also have icons to the right. Depending on how a card is added to a module certain icons may be covered and therefore inactive. When adding a card to a module (called an extension) the player decides if they want to add the card to the right of the splay, thus covering up icons to the right of the barrier of the covered card, or under the stack to the left of the splay. Additionally, players may flip any card over to have the back showing, which will provide icons usable in a station module. There are restrictions for playing cards, but I will let you discover those on your own.
The game follows a simple game flow following three phases per round: Draw, Main, Combat. During the Draw phase, the player with the Initiative card (I’ll call them the active player) will draw two cards from the white-backed deck (which I will just call cards). Then the other player will draw two cards as well. The active player then draws two investor cards for themselves and places them in front of their play area as possible investors to claim. The other player does the same. If there are any cards containing discard abilities that a player would like to play during the Draw phase, and the discard text reads they may do so during the Draw phase or any phase, they may play them and follow the discard instructions now.
Once done, the game moves on to the Main phase. During this phase the active player will play any cards they wish that are appropriate for this phase, and then the other player will do the same. During this phase players will be playing cards from hand (and as many as they would like) to add on to their space station, activate modules that were previously deactivated, claim investor cards, and prepare for the next game phase. Space stations can be added to via modules. Modules can be single cards, or multiple splayed cards. As you can see in the photo above cards have icons to the left of the white barrier and some will also have icons to the right. Depending on how a card is added to a module certain icons may be covered and therefore inactive. When adding a card to a module (called an extension) the player decides if they want to add the card to the right of the splay, thus covering up icons to the right of the barrier of the covered card, or under the stack to the left of the splay. Additionally, players may flip any card over to have the back showing, which will provide icons usable in a station module. There are restrictions for playing cards, but I will let you discover those on your own.
Orbital Conflict is a player versus player (PvP) card game in which the winner is the player showing the most VPs on their cards at game end. It is a game where placement of cards and orientation of cards is paramount in creating a space station that can dole out damage, take a ton of damage, or hybridizes offense and defense using resources granted from off-station investors.
DISCLAIMER: We were provided a copy of this game for the purposes of this review. These are final components, and the game is available from the publisher and other online retail stores. Also, I do not intend to explicitly cover every rule for the game, but to give an idea of game flow and play. -T
To setup the game (in this case a 1v1 head-to-head bout) shuffle all the cards with the white back together and deal each player a hand of five. Shuffle the smaller investor cards to form a draw pile. Give the starting player the Initiative card and you are ready to start!
The game follows a simple game flow following three phases per round: Draw, Main, Combat. During the Draw phase, the player with the Initiative card (I’ll call them the active player) will draw two cards from the white-backed deck (which I will just call cards). Then the other player will draw two cards as well. The active player then draws two investor cards for themselves and places them in front of their play area as possible investors to claim. The other player does the same. If there are any cards containing discard abilities that a player would like to play during the Draw phase, and the discard text reads they may do so during the Draw phase or any phase, they may play them and follow the discard instructions now.
Once done, the game moves on to the Main phase. During this phase the active player will play any cards they wish that are appropriate for this phase, and then the other player will do the same. During this phase players will be playing cards from hand (and as many as they would like) to add on to their space station, activate modules that were previously deactivated, claim investor cards, and prepare for the next game phase. Space stations can be added to via modules. Modules can be single cards, or multiple splayed cards. As you can see in the photo above cards have icons to the left of the white barrier and some will also have icons to the right. Depending on how a card is added to a module certain icons may be covered and therefore inactive. When adding a card to a module (called an extension) the player decides if they want to add the card to the right of the splay, thus covering up icons to the right of the barrier of the covered card, or under the stack to the left of the splay. Additionally, players may flip any card over to have the back showing, which will provide icons usable in a station module. There are restrictions for playing cards, but I will let you discover those on your own.
The game follows a simple game flow following three phases per round: Draw, Main, Combat. During the Draw phase, the player with the Initiative card (I’ll call them the active player) will draw two cards from the white-backed deck (which I will just call cards). Then the other player will draw two cards as well. The active player then draws two investor cards for themselves and places them in front of their play area as possible investors to claim. The other player does the same. If there are any cards containing discard abilities that a player would like to play during the Draw phase, and the discard text reads they may do so during the Draw phase or any phase, they may play them and follow the discard instructions now.
Once done, the game moves on to the Main phase. During this phase the active player will play any cards they wish that are appropriate for this phase, and then the other player will do the same. During this phase players will be playing cards from hand (and as many as they would like) to add on to their space station, activate modules that were previously deactivated, claim investor cards, and prepare for the next game phase. Space stations can be added to via modules. Modules can be single cards, or multiple splayed cards. As you can see in the photo above cards have icons to the left of the white barrier and some will also have icons to the right. Depending on how a card is added to a module certain icons may be covered and therefore inactive. When adding a card to a module (called an extension) the player decides if they want to add the card to the right of the splay, thus covering up icons to the right of the barrier of the covered card, or under the stack to the left of the splay. Additionally, players may flip any card over to have the back showing, which will provide icons usable in a station module. There are restrictions for playing cards, but I will let you discover those on your own.

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.

Brecoles Nine (16 KP) rated God of War in Video Games
Mar 12, 2019
God of War- BOY!
Contains spoilers, click to show
Hello! So, God of War on the PS4. Techically God of War 4. The game started off by throwing you into this emotional journey by burying the wife of Kratos.
The emotional music that was lined up with the journey of gathering something as simple as wood, was by far the best part of the beginning.
Then a stranger comes and you being Kratos, you say to yourself, "Yeah, I can take him, look at this skinny little man thinking he stands a chance against me, the mighty KRATOS-" Then he catches you by surprise, he is so much more powerful than you imagined and now you're in this brilliantl, beautiful fight to the death. It was crazy. The whole game was filled with emotion and raw power. The emotional growth of the bond between Father and Son was a beautiful thing to watch.
This is a super late review, so there isn't much to say about it other than it was an incredible game that added onto an already incredible series. The end of the game left us with wanting more and more. By the end of it I found myself wanting to send an email to Santa Monica Studios, begging for an early copy of the next game or maybe a script just to know what happens. The cliffhanger it left us with was amazing and wonderful.
The combat was smooth and I found myself throwing the axe for no apparent reason but to see how far I could throw it and travel away from it, just to call it back and watch as the axe returns to Kratos' hand in real time. The amount of detail they put into this game is incredible and I'm sure that it will be quite a wait until the next one. In my honest opinion about God of War, I would personally give the game a solid 10/10. Thank you so much for reading!
The emotional music that was lined up with the journey of gathering something as simple as wood, was by far the best part of the beginning.
Then a stranger comes and you being Kratos, you say to yourself, "Yeah, I can take him, look at this skinny little man thinking he stands a chance against me, the mighty KRATOS-" Then he catches you by surprise, he is so much more powerful than you imagined and now you're in this brilliantl, beautiful fight to the death. It was crazy. The whole game was filled with emotion and raw power. The emotional growth of the bond between Father and Son was a beautiful thing to watch.
This is a super late review, so there isn't much to say about it other than it was an incredible game that added onto an already incredible series. The end of the game left us with wanting more and more. By the end of it I found myself wanting to send an email to Santa Monica Studios, begging for an early copy of the next game or maybe a script just to know what happens. The cliffhanger it left us with was amazing and wonderful.
The combat was smooth and I found myself throwing the axe for no apparent reason but to see how far I could throw it and travel away from it, just to call it back and watch as the axe returns to Kratos' hand in real time. The amount of detail they put into this game is incredible and I'm sure that it will be quite a wait until the next one. In my honest opinion about God of War, I would personally give the game a solid 10/10. Thank you so much for reading!

Jessi Bone (48 KP) rated From Auction Block to Glory: The African American Experience in Books
Mar 18, 2019
From the Auction Block to Glory examines the lives and stories of African Americans during the civil war years. Where transplanted and enslaved African Americans were bought and sold as property to the battlefield where two dozen black soldiers won the Congressional Medal of Honor. Beginning with a history of slavery from its European origins to its establishment in the New World. With the succession phases of African American involvement in the World effort. When the North faced a potentially disastrous manpower crisis at the end of 1862, more than 200,000 African Americans rose to the occasion and joined the forces supplementing the Union's dissipating army, salvaging the North's hope of reuniting the nation. The issuing of the Emancipation Proclamation and the repeals of the 1792 militia law transformed the military and political climate in the North. African American's were now free to fight on the side of the North but stereotypes were as such that black soldiers were under pressure to prove their combat capabilities. From the early battles and victories at Milliken's Bend and Port Hudson to the Fifty-Fourth Massachusetts Volunteer Infantries famous attack on Fort Wagner, African American's demonstrated their fighting.
From the Auction Block to Glory by Phillip Thomas Tucker Ph.D. is 128 pages long and looks at the African American experience from slavery to emancipation. I found the book very insightful as it looked at the side of slavery not just from the slave's point of view but from the perspective of the Southern owners and the North's needs end the slavery. The painting, photographs, and stretches bring the past to life and allow additional visual confirmation of what the words were saying and gives you a rare and unique view of the world that they lived in. I found the book very informative and an enjoyable read. Dr. Tucker writing style is in a communicative style similar to a conversation from him to you which makes you want to finish the book in one sitting.
From the Auction Block to Glory by Phillip Thomas Tucker Ph.D. is 128 pages long and looks at the African American experience from slavery to emancipation. I found the book very insightful as it looked at the side of slavery not just from the slave's point of view but from the perspective of the Southern owners and the North's needs end the slavery. The painting, photographs, and stretches bring the past to life and allow additional visual confirmation of what the words were saying and gives you a rare and unique view of the world that they lived in. I found the book very informative and an enjoyable read. Dr. Tucker writing style is in a communicative style similar to a conversation from him to you which makes you want to finish the book in one sitting.

Dakota Morrill (17 KP) rated Horizon Zero Dawn in Video Games
Mar 4, 2018
Post Apocalypse without zombies and gangs
Where do I start on this game?
When I first saw it was announced, I was hyped. Then my hype died upon seeing gameplay and as time went by. I eventually decided I was going to take a risk and play it upon release. The next 3 days I was nowhere to be found as I put 50 hours into the game. Its so easy to fall in love with the characters and become invested in the story while still getting happily lost in the vast open world of post-apocalyptic Utah.
Even when you finish the main game, there are very likely plenty of side missions (many of which are unique in their own right) to complete. I first discovered an enemy AFTER I'd beaten the main game and had to figure out which method of attack would be best to tackle the beast. There is so much variety in your attacks from tying enemies down and running at them with your spear to tearblasting their armor off and hitting some carefully placed precision arrows. My favorite takedown is shooting the blaze canisters on enemies' bodies with fire arrows and watching as they detonate with a big kaboom.
I had to really think about what would keep this game from being a 10/10 and I realized that there are some enemies that just got on the nerves. Oftentimes Glinthawks would never come near the group and would constantly be moving, shooting ice at you. I had to learn through a mission a good way into the game that Glinthawks are susceptible to fire which will knock them down pretty quickly for some spear attacks. Also, the wonderful Ashley Burch's voice would often sound much differently than it would if they went by the mouth movements that Aloy made.
When I first saw it was announced, I was hyped. Then my hype died upon seeing gameplay and as time went by. I eventually decided I was going to take a risk and play it upon release. The next 3 days I was nowhere to be found as I put 50 hours into the game. Its so easy to fall in love with the characters and become invested in the story while still getting happily lost in the vast open world of post-apocalyptic Utah.
Even when you finish the main game, there are very likely plenty of side missions (many of which are unique in their own right) to complete. I first discovered an enemy AFTER I'd beaten the main game and had to figure out which method of attack would be best to tackle the beast. There is so much variety in your attacks from tying enemies down and running at them with your spear to tearblasting their armor off and hitting some carefully placed precision arrows. My favorite takedown is shooting the blaze canisters on enemies' bodies with fire arrows and watching as they detonate with a big kaboom.
I had to really think about what would keep this game from being a 10/10 and I realized that there are some enemies that just got on the nerves. Oftentimes Glinthawks would never come near the group and would constantly be moving, shooting ice at you. I had to learn through a mission a good way into the game that Glinthawks are susceptible to fire which will knock them down pretty quickly for some spear attacks. Also, the wonderful Ashley Burch's voice would often sound much differently than it would if they went by the mouth movements that Aloy made.

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.

Ross (3284 KP) rated Awaken Online: Dominion in Books
Nov 29, 2019
Another excellent tale in the world of AO
This the 4th "full-length" (though the side quests aren't exactly novellas!) story in the LitRPG series starts of with Jason in his new incarnation as a "Keeper". He has a new set of tools, necromancy spells and abilities to get to grips with, and a new threat to overcome.
For once, the in-game story is split between characters, as we see Jason and Riley take on new training regimes (Jason has finally realised he can't always cower in the background letting his zombies and skeletons do all the work and he has to become better at combat himself), Frank goes on tour to secure the outlying towns of their growing empire, and the baddie Alex plots to get some revenge on Jason for publicly besting him. We also spend time in the real world as a senatorial hearing is opened to look into allegations that Awaken Online may not be safe for its users.
All of the characters develop notably in this book, none more than Jason who has to do some soul-searching, change his in-game role, and also make peace with what the game technology may be doing to his mind and body.
The story is strong, though with a smaller scale in its problem solving than before - the focus is more on Jason and Riley's personal challenges rather than larger quests. It is a little heavy on the admin at times but given how complicated games like this would be that adds to the immersive feel of the book.
The only main gripe for me is the use of the word "tendril" on almost every page, and the occasional use of "overtop" which very much jars when read.
Otherwise, another superb, gripping tome in this online fantasy world.
Next up is Frank's side-quest, hopefully before Christmas (I can't seem to keep up with Bagwell's output and am always at least 2 books behind!).
For once, the in-game story is split between characters, as we see Jason and Riley take on new training regimes (Jason has finally realised he can't always cower in the background letting his zombies and skeletons do all the work and he has to become better at combat himself), Frank goes on tour to secure the outlying towns of their growing empire, and the baddie Alex plots to get some revenge on Jason for publicly besting him. We also spend time in the real world as a senatorial hearing is opened to look into allegations that Awaken Online may not be safe for its users.
All of the characters develop notably in this book, none more than Jason who has to do some soul-searching, change his in-game role, and also make peace with what the game technology may be doing to his mind and body.
The story is strong, though with a smaller scale in its problem solving than before - the focus is more on Jason and Riley's personal challenges rather than larger quests. It is a little heavy on the admin at times but given how complicated games like this would be that adds to the immersive feel of the book.
The only main gripe for me is the use of the word "tendril" on almost every page, and the occasional use of "overtop" which very much jars when read.
Otherwise, another superb, gripping tome in this online fantasy world.
Next up is Frank's side-quest, hopefully before Christmas (I can't seem to keep up with Bagwell's output and am always at least 2 books behind!).

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