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Summer's End
6
6.0 (1 Ratings)
Book Rating
(This review can be found on my blog <a href="http://themisadventuresofatwentysomething.blogspot.com/">The (Mis)Adventures of a Twenty-Something Year Old Girl</a> in October).


As a fan of horror, I thought I'd end up loving this book. However, that wasn't the case. It was an okay read, and I use that term loosely.

Lisa Morton is a horror author who knows a vast amount about Halloween, as in she knows where the tradition started and all the variations. When she gets an email from a university professor saying they found a 1,500 year old Celtic manuscript, she's a bit skeptical. However, she decides to visit the professor and see what he has to say. After translating the manuscript, the professor is found dead. Could this be the work of the manuscript that spoke of the Sidh? It's up to Lisa and Conor ó Cuinn, an Irish archaeologist who found the manuscript, to save the world. But will they be in time?

I'm not a fan of the cover at all. I'm not sure if that's supposed to be a Sidh or not. I have no idea. All I know is that the cover never really pulled me in.

As for the title, it makes me think more of a love story than a horror story. Saying that, one of the translations of Samhain is summer's end according to the book, so the title does fit in with the book.

I thought the world building was alright. I really didn't find any flaws with it. The setting is a university office and an apartment, so nothing too exciting. I though the author did a fantastic job of making the Sidh feel real and like this could actually happen. However, the ending lets the world building down. (This next sentence may be slightly spoilerish). We're led to believe that the world will be destroyed if Bal-sab (the god of death) isn't destroyed. Well, I don't want to give it away too much, but yeah, it's very anti-climatic.

The pacing is extremely slow at the beginning. I was considering adding this title to my DNF (did not finish) pile. For whatever reason, I decided to carry on. Luckily, the story did improve and picked up quickly which meant I was able to finish this book.

The plot was interesting enough. It's told from the author's point of view (although this book is a work of fiction), and she even throws in titles of her other books along the way. I did like the whole Celtic/Pagan mythology throughout the book. I also really enjoyed the little footnotes throughout the book. Anyway, the protagonist of the story needs to translate a Celtic manuscript and save the world. While, it was an interesting premise, I felt that it was poorly executed due to too much info dumping, and what I felt was too much self-promotion for the author's other works.

I felt that the characters were just too run of the mill. They weren't written poorly, but they weren't written well either. I felt that maybe some back story for the characters, especially the main character, would've helped me relate to each character, but I just found myself not really caring what happened to them. I just couldn't relate at all, and believe me, I did try, but all the characters felt too monotonous for my liking. I would've liked it if at least one character had some sort of personality instead of feeling like a cardboard cutout.

The dialogue never seemed forced, but it did feel a bit stale. As I've said before, there was way too much info dumping for my liking especially towards the beginning of the book. The info dumping isn't quite so bad once the story progresses though. As for swear words, there are a few, but it's not too bad.

Overall, Summer's End by Lisa Morton is an okay (again, I use this word loosely) story. It was a fantastic idea but poorly executed, I think.

I'm on the fence with whether or not I'd recommend this book. I'd just say to read it yourself and come to a decision especially if you're into Celtic/Pagan mythology. I'd say the age group it would best fit would be those aged 16+.

I'd give Summer's End by Lisa Morton a 2.5 out of 5.

(I received a free ARC print copy through LibraryThing's Early Reviewers for a fair and honest review).
  
40x40

Britt Daniel recommended Face to Face by The Kinks in Music (curated)

 
Face to Face by The Kinks
Face to Face by The Kinks
1966 | Rock
9.0 (1 Ratings)
Album Favorite

"Between 25 and 30, we put out our second album, A Series of Sneaks, on Elektra, and were quickly dropped from the label afterward. At that point, I didn’t think the band was going to exist or that I would be able to keep putting out records. I didn’t know what was going to happen and I didn’t have any money and I was living in a shitty apartment in Austin for a while, in a friend’s extra room. I felt pretty directionless. But getting dropped made us come up with that single, “The Agony of Lafitte”/“Lafitte Don’t Fail Me Now,” [which took aim at the band’s Elektra A&R rep, Ron Laffitte]. We were advised not to do it, but it turned everything around. It was really the first story we had. We did it because it was funny and cathartic—someone came up with the song titles, and they were too good not to make a single out of. So I went and wrote the songs. It was a little revenge. It felt good. The next summer, I went to New York and worked a bunch of temp jobs. I latched onto one gig at Citibank, where I had to wear a tie every day, and I kinda got into it. I liked the idea of taking the subway from Brooklyn into the city and working in a high rise every day. It wasn’t anything I felt passion for, but there was something about it that I found a little romantic. And it paid really well, like $23 an hour, which seemed like crazy money in that moment. We had no business making our next album, Girls Can Tell. There was no reason why anyone would want to put out a Spoon record again. We had blown it in the indie world and in the major label world. We were tainted. We had been advised by everyone that we worked with to start another band, or take on a different name. But we just kept doing these local shows, and I kept coming up with these songs, like “Anything You Want” and “Lines in the Suit,” and I felt real proud of them. So we recorded them. I didn’t want to use another name. This was the band. That was also when I got into the Kinks. This was around the time you could start buying CDs on the internet, and there was this thing where if you signed up for this online CD store you could get a free album as your first order as long as it was an address that hadn’t been used before. So I got the entire Kinks catalog by sending CDs to all my friends addresses and my mom’s address and my PO box. And Face to Face was the first one that I got. I could feel a lot of vulnerability in his lyrics, and there were a lot of songs that were just about a single thing, like a train or a party line, just one little notion. I love that. A song like “The Fitted Shirt” would not have existed without the Kinks."

Source
  
Dungeon in a Box!
Dungeon in a Box!
2017 | Adventure, Fantasy, Game Expansion, Miniatures, Roleplaying
Good Value (1 more)
Bonus Gifts
It Does What It Says On The Box.
Dungeon in a Box! Is a monthly subscription based service which works as an add-on to DnD. This service is fantastic and I cannot compliment it enough.

Firstly, each month you get a new game which follows an ongoing storyline. (However they can all be run as single games).

In the Box:
-A DM's manual
-2 X Reaper/Bones Mini's
-1 X Map (Double sided)
- Multiple Acrylic Mini's
-Dungeon tiles

So starting with the DM's Manual. Most boxes come with a 20-30 page book. This book is hugely detailed and contains the full story for the month in intense detail. Many tables (which I for one will be using in other games), Different encounter sheets, and full stats and descriptions of the Main NPC's.

The Reaper/Bones minis provided in the box do not correlate to the game in the box. However they are a nice touch, as it allows you to improve your Mini collection, and gives you Minis most players will not already own.

The map is printed on high quality ~120gsm paper. This map is highly detailed and the print quality is incredible. (In the first box you also receive a map of the world). The map is 24"x18" in size, so a decent battlefield. These have great reusability, the only downside is that you cannot use dry erase markers on them. (However this is a small issue in comparison).

You get a sheet of minis that can be flat packed very quickly. The print quality on them is great and as they can be dismantled, they require very little space for storage. My only downside of these is they are not the strongest, so when fitting the bases you need to push them down while using a table to avoid them snapping. (However if like me you did that and they still snap, they will send you replacement minis free of charge. GREAT CUSTOMER SERVICE!!)

Finally the dungeon tiles. These are again very highly printed and are printed on a ~800gsm cardboard. Sturdy and robust these tiles are all double sided and scaled to the inch so you can reuse them for many games.

TL;DR
-Good Quality
-Good Value
-Reusable Supplies
-Great Customer Service
  
GL
Girl Last Seen
6
6.0 (1 Ratings)
Book Rating
<b><i>I received this book for free from Publisher in exchange for an honest review. This does not affect my opinion of the book or the content of my review.</i></b>
I really thought I had written a review for this one during winter break, but since it has been sitting on my Kindle App shelf since I read it and there are no signs of its existence on the blog, Goodreads, or Netgalley…. I mean, that says something, right?
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I remember almost nothing from the book (this is the saddest thing ever, because I’m still in that stupid thing called reviewing slump and all I want to do is write creative posts consisting of GIFs) aside from two girls, Kadence and Lauren, who make videos and got famous on YouTube for it. One of them can’t really speak, so she primarily focuses on writing music while the other does the singing. Kadence ends up missing and no one actually knows where she’s at, if she’s even alive, etc.

(I hope my notes are somewhat helpful…)

<i>Girl Last Seen</i>, despite the fact the story is primarily focused on the characters trying to find Kadence, isn’t just about looking for a YouTube sensation. Kadence I couldn’t care less about (I know that sounds really insensitive) - she’s a spoiled brat who likes to get what she wants and doesn’t let anything stop her, but she also likes to use people like little puppets on a string.

I cared far more about the other characters: Lauren, Mason, Jude, and how they all related to each other or to Kadence. Their relationships with each other and Kadence were complex, and I really liked how they all connected. <i>Girl Last Seen</i> feels much more along the lines of relationships and finding oneself without constantly looking towards someone else as support than a mystery (though that is certainly a bonus).

<a href="https://bookwyrmingthoughts.com/girl-last-seen-by-heather-anastasiu/"; target="_blank">This review was originally posted on Bookwyrming Thoughts</a>
  
BEYOND: Two Souls
BEYOND: Two Souls
Action/Adventure
I had never played Beyond: Two Souls and I got the game for free with my Playstation Plus subscription. I decided to check it out. Right from the start of the game, the story hooks you in with an introduction to a young woman (played by Ellen Page) sitting in a sheriff's office looking grim. This is where Beyond really begins. It's an intriguing way to start a story and I found myself wanting to know who this young woman was and how she got to this point.

As the story progresses, you learn that the young woman's name is Jodie and she has a psychic connection with an entity known as Aiden. Jodie can communicate and work with Aiden to use telepathic abilities such as moving objects or possessing people's minds. This is where the game has time jumps between Jodie's childhood, her teen years, and adulthood. It seems the story does this on purpose, showing that memories in Jodie's mind are jumbled so there are frequent time jumps back and forth. It can be a little confusing at times, but it seems to meld well with the story.

You can adjust the difficulty settings in the game from easy to normal depending on your play style which is nice. Since this was my first time playing the game, I went with the easy setting so I could get a feel for things and just enjoy the story. As the story switched back and forth in the timeline you get to see the things Jodie went through as a kid with Aiden and how she came to be with the lead scientist of the paranormal department, Nathan who is played by Willem Dafoe. Throughout Jodie's childhood, Nathan is a constant presence and a bit of a father figure to her as they run tests to see how strong Jodie's abilities are as well as testing her connection to Aiden. This is where the game introduces you to the controls and the quick action button events.

You can also switch views between Jodie and Aiden. There are many points in the game where Jodie relies on Aiden for certain parts of the story in order to move objects, possess people, or fight enemies. This is where the quick action controls come in. Honestly, I did not like the quick action controls because for me it detracted from the story immersion and often felt like a chore to do especially if I missed it the first time. There were times where it was vital that I not miss the quick action moment and it could be very frustrating when I did miss it.

The aspect of Jodie and Aiden learning and growing together as the story progresses is definitely interesting. There are great emotional moments in the story with Jodie as she is trying to navigate what it means to be herself while trying to adjust and separate herself from Aiden. You also get to see how her relationships change with people like Nathan as she grows. The time skips through the fifteen year span of Jodie's life fill in some of the gaps in the story, but there are times where it feels a bit muddled because in some aspects it takes away the player control and just takes you along for the ride. That is not necessarily a bad thing, because Ellen Page does a phenomenal job as Jodie and I found myself caring a lot about this character and wanting to protect her from all the people who were trying to control or manipulate her.

There are multiple endings to Beyond depending on choices you make as Jodie, but it doesn't always seem like there are a ton of choices because you are basically there to see Jodie's story unfold and see how she came to be where she is. The voice acting and motion capture of the game is incredible and everyone did a fantastic job telling this story. That's not to say Beyond isn't flawed. As I said before, I did not like the quick action event sequences. I felt this detracted from the story a bit. I also felt there were a couple of writing choices that could have been done better and in a more thoughtful manner such as a troubling scene in one of Jodie's teen years memories. I also felt the ending could have been stronger because it took an odd cliffhanger turn. That being said, I did enjoy Beyond: Two Souls because of the great casting and the story. Ellen Page as Jodie is the real deal bringing a great sincerity to the character that made me care genuinely about Jodie and wanting her to be okay. That is the sign of some good storytelling. Beyond is definitely worth playing through at least once to see the story unfold through Jodie's eyes.
  
Century Golem: Eastern Mountains
Century Golem: Eastern Mountains
2019 | Fantasy
Before I buy any new games, I like to do my research. I watch play-through videos, read reviews, check out ratings, etc. Hopefully I’ll even get a chance to play the game before I decide whether or not I want it in my collection. But when Century: Golem Edition – Eastern Mountains came out, I did none of that. I just immediately pre-ordered it blindly, no research done at all. I love Century: Golem Edition, and had faith in the quality of the Eastern Mountains version. Was my faith misplaced? Or does this second game in the Century: Golem trilogy live up to its predecessor and keep me hooked?

The second game in the Century: Golem Edition trilogy is Century: Golem Edition – Eastern Mountains (referred to as just Eastern Mountains for the rest of this review). Players return to their roles as crystal traders, mining and trading crystals. You’ve achieved success in your home village, but now have decided to venture out into the mountains of Carvania, in hopes of creating a vast network of trade throughout the land.

Disclaimer: Eastern Mountains is a standalone game, but also comes with a ruleset for The Call For Adventure – with which you can integrate both Century: Golem Edition AND Eastern Mountains into one big game. This review is of Eastern Mountains only and does not delve into the gameplay for The Call For Adventure. When we add that additional content to Eastern Mountains, we will either amend this review or write a new post altogether! -L

Eastern Mountains is a game of point-to-point movement with a modular board in which players are mining/trading crystals to fulfill Village requirements and receive end-game VPs. Set up the game tiles as described in the rules, and each player receives a player board, wagon, and outposts in their chosen color. From the starting crystal options, players select and add their starting crystals to their player boards, place their wagon on any mountain tile, and the game is ready to begin!

Played over a series of rounds, players take turns moving their wagon and performing one action. To begin a turn, you may move your wagon to an adjacent tile for free. You can always choose not to move on your turn if you wish! If you want to move more than 1 mountain tile, you may do so, but you must place a single crystal from your player board onto each tile you leave. As long as you have crystals to pay, you can continue movement. If you end your movement on a tile with another wagon, you must pay each other wagon owner 1 crystal from your board. After you are done moving your wagon (or not moving), you may perform one of the following actions: Trade, Village, or Mine.

To perform the Trade action, you must first have an outpost on that tile. The cost to build an outpost varies by player count and number of outposts already on that tile. Outposts are paid for with crystals from your board. You then take the leftmost outpost from your board in the row that matches the trade symbol on the mountain tile, and place it on that tile. When building an outpost, if you empty a vertical column on your board, you may immediately choose a bonus tile to use for the remainder of the game. Once you have an outpost on a mountain tile, you may perform the Trade action. To Trade, exchange the crystal(s) listed above the arrow for those listed below the arrow. You may perform the Trade action as many times as long as you have the appropriate crystals to exchange.


Village tiles, placed on the four corners of the ‘board,’ each have 1 face-up VP tile atop them. If you move your wagon to a Village tile, and you have the appropriate crystals shown on that VP tile, you may perform the Village action by returning those crystals to the supply and claiming that VP tile. Draw a new VP tile to place on the village, and your turn is over. To perform the Mine action, you simply take 2 yellow crystals from the supply. This action can be performed from any tile. The end of the game is triggered once a player has claimed their 4th VP tile. The round ends as normal, and then VPs are tallied. You earn VPs from VP tiles, some bonus tiles, and for uncovered outpost spaces on your player board. The player with the most VP is the winner!
So, for pre-ordering Eastern Mountains blindly, with no intel about it at all, I am happy to report that it did not disappoint! Eastern Mountains takes everything I love about Century: Golem Edition and takes it to the next level. Let’s dive into strategy first. Eastern Mountains takes the strategic element of trading/upgrading crystals to the next level by adding a modular board. Instead of drafting cards to your hand, you have to physically move your wagon across the tiles to perform those chosen trades. And since you can only move 1 tile for free, you really have to strategize how to manipulate your crystals in the fastest ways possible to fulfill the Village tile VPs. Can you find a combination of tiles that can churn crystals out for you? Or are they scattered across the board, thus forcing you to adjust strategy to gain new crystals? With the modular board and random tile setup, every game is going to be different, and will require a different strategy for success.

The other strategic element that I love in Eastern Mountains is that all information is known by all players. You know what crystals (and how many) your opponents have, you know the trade powers in play, you can see where your opponent has built outposts, and you can see the VP requirements on the Village tiles. Obviously, you can’t read your opponents’ minds, but all of this public information could give you a glimpse into their strategy. And that could affect your strategy as well! You’re always thinking in this game, and I love that.


Moving on to components – high quality stuff! All of the mountain tiles are thick and sturdy cardboard, the wagon and outpost meeples are chunky and easy to handle, and of course the crystals are beautiful and fun to play with! One thing that really drew me to Century: Golem Edition was the colorful and awesome artwork. In Eastern Mountains, that artwork really doesn’t shine through as much. The theme is still there, but not as evident as in the first game. Overall, though, still a colorful and pretty game!
Plan B Games absolutely hit the mark with Eastern Mountains. It is extremely strategic, engaging, and entertaining. A highlight is the fact that it has a modular board. The setup possibilities are endless, and replayability is no concern for this game. Eastern Mountains is a wonderful sequel to Century: Golem Edition, and it was definitely a great investment for me. If you enjoy Century: Golem Edition, I highly recommend that you give Eastern Mountains a try. It might surprise you! Purple Phoenix Games gives Century: Golem Edition – Eastern Mountains an 11 / 12.
  
An Anonymous Girl
An Anonymous Girl
Greer Hendricks, Sarah Pekkanen | 2019 | Mystery, Thriller
8
7.5 (15 Ratings)
Book Rating
An Anonymous Girl
Review can also be found on www.diaryofdifference.com

If someone offered you $500 to answer a few personal questions and stay anonymous, would you do it?

The makeup artist, Jessica Farris goes into a client’s house to do her job. Just the usual. And then she hears her teenage client mentioning the survey that gives you huge amounts of money for a few anonymous questions. When the teenager says she won’t be able to attend, and she is too lazy to let them know, Jessica decided to use this chance and go instead.

But what happens when after a few simple questions a woman starts telling her deepest secrets? And the money will increase, but so will the difficulty of the tasks she needs to do.

”It’s easy to judge other people’s choices.”

I was hyped about this book before I even started to read it. I read the synopsis, and it intrigued me from the very first moment. Of all the mysteries and thrillers, I have enjoyed the psychological the most. Something about how a twisted mind works triggers my pleasure senses. It’s creepy, but I wish you all get that feeling for a genre.

Right after the first chapter of the book I was satisfied, and happy. This book was all I needed right then, and it just kept getting better and better.

We get to meet Jessica and see how she thinks, follow her as she answers question after question, revealing secret after a secret. With each question, and each task, and each secret being revealed, the book kept becoming darker and darker, better and better.

It reminded me of the Harry Potter series, with the content getting darker after time. If you remember the first Harry Potter book, it is Children’s fiction, but the significantly darker compared to the first. Same happens with the movies as well.

I loved the questions that were asked on the survey – they are really meant to make you think through and try and give your answers.

Could you tell a lie without feeling guilt?

Have you ever deeply hurt someone you care about?

The relationship between the people in this book is twisted. It’s all about playing games. It’s all about the cat and mouse chase. As much as I loved it, it also annoyed me at times, as I wanted it to stop.

The twists, cliff hangers and unexpected moments were brilliant. Pure skill, I tell you that. I haven’t been so surprised, excited, thrilled at the same time by any book I’ve recently read.
And with such twisted moments, and thrills throughout the book, and chapters ending leaving you breathless, you would expect the most thrilling ending.
I did. I expected it.

And I was very disappointed. It ended… rather bland. Like a Sunday Roast without gravy.

”We all have reasons for our actions. Even if we hide the reason from those who think they know us best. Even if the reasons are so deeply buried we can’t recognise them ourselves.”

I have a hard time judging this book now, as it was all hype and thrill, until it stopped dead. Maybe the authors wanted to ensure that we experiences exactly this feeling – I am not sure. Maybe for such a twisted book, calmness is all it needs to end with. I’ll leave this judgement up to you, as you experience the book and its ending on your own.

At this time, I feel like giving it 4 stars, as the ending was the only things that bothered me. This book is still a gem, and deserves to be read by people that enjoy psychological thrillers.

Thank you to Netgalley and Pan Macmillan for giving me a free copy of this book, in exchange for an honest review
  
Six Crimson Cranes
Six Crimson Cranes
Elizabeth Lim | 2021 | Science Fiction/Fantasy
10
10.0 (1 Ratings)
Book Rating
Wow!
Where do I start?
Wow!
In a kingdom which has banned magic and banished all demons to the Holy Mountains, Princess Shiori must hide her magical blood from those around her, in particular her six brothers, her mysterious stepmother and her father, the Emperor.
However, when a combination of magic and stubbornness derails Shiori’s betrothal ceremony the princess discovers that she is not the only family member hiding their gift. After spying on her stepmother, Shiori is convinced that her father’s wife is a demon and turns to her brothers…with disastrous consequences.
With her six brothers transformed into cranes, Shiori is alone, cast far away from the palace and forced to remain mute: for every word she utters, one brother will die! She is also unrecognisable, her magic is locked and she cannot reveal her past to anyone. Powerless, abandoned and mute- can Shiori save her six older brothers and return home to defeat her stepmother?
Shiori herself is an amazing protagonist. She is young, impulsive, stubborn but also has the biggest heart. Her love for her brothers (and food) is integral to her personality and the comfort she takes in the memories of her mother is beautiful.
Initially, Shiori’s life may appear to be a fairytale with extravagant robes and magnificent palaces. Maybe that is why Lim creates a fairytale-worthy curse? With a lost voice, a lost pink slipper and a city put to sleep, Elizabeth Lim certainly showcases some of the magic we saw in her Disney Twisted Tale novels.
Shiori’s journey to save her brothers is one of tremendous bravery and courage and it is along this path that the princess truly discovers her inner strength. She also matures immensely (it’s probably inevitable when your stepmother curses you) but Shiori experiences the hardships of the world around her, learns who to trust and realises that sometimes poison (or a curse) can be a “medicine in disguise”.
The supporting cast within Six Crimson Cranes are also incredible. Seryu the dragon prince with his ruby eyes and green hair clearly cares for Shiori. Will he try to sway her affections in book two? He will have to compete with Takkan, the loyal, picture-perfect prince who protected Shiori when no-one else did, long before he knew her true identity.
Shiori’s stepmother, Raikama, was possibly the most complex character. Despite only being present at the beginning and end of the novel, she spends 90% of the book as a villain – and the reader is fully on board with this! However, Lim’s ingenious use of Shiori’s faint memories help her piece together an unfathomable puzzle: why would Raikama curse the siblings instead of killing them? Is this linked to her stepmother’s magic and her mysterious past?
The world building in Six Crimson Cranes is magical. Without breaking the flow of the novel Lim perfectly creates the kingdom of Kiata in our minds, from the manicured grounds of the palace during the Summer Festival, with kites bobbing against azure skies, to the bleak but beautiful Iro, overlooked by Rabbit mountain, glittering in the light of the silver moon. Elizabeth Lim truly transports her readers to these beautiful but dangerous landscapes.
Six Crimson Cranes is a book which surpassed all my expectations. The world building is as magical as its fairy-tale undertones and the characters already feel like old friends. I don’t think I can wait another year for the sequel!
Thank you so so much to Netgalley for providing this amazing opportunity! I received a free digital copy of this book in exchange for an honest review…and now I’m off to pre-order the real thing!
  
Tiny Epic Pirates
Tiny Epic Pirates
2020 | Dice Game, Exploration, Nautical, Pirates
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.
  
Lonely Undead
Lonely Undead
2021 | Adventure, Zombie / Survivalist
“I’m so hungry I could eat a horse.” Now, this is an acceptable saying that one might utter flippantly to anyone around them. However, “I’m so lonely I could bite the town Mayor” is generally something that would raise some eyebrows or nervous smiles from eavesdroppers. But why, I ask. Why are we okay with eating horses but not simply biting another human? Probably because of laws. I get that. But sometimes you just need a friend. Someone… like you.

Lonely Undead is a hand management, grid movement, zombie adventure game for one to four players with a super crazy theme. In it, players are Zs looking to make some friends in the neighborhood, but most unturnt neighbors are keeping their distance. So what’s a Z to do? Go bite and infect people so they can be friends forever, of course!

DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and I do not know for sure if the final components will be any different from these shown. Also, it is not my intention to detail every rule in the game, as there are just too many. This preview will be highlighting the co-op mode with two players. You are invited to download the rulebook, back the game through the Kickstarter campaign, or through any retailers stocking it after fulfillment. -T


To setup, lay out the board somewhere on the table (thankfully the rules do not specify where, so go ahead and be a bit off-center this time). Zs (the players) all start in “Dead Center” of the board. The rulebook indicated how to construct the Living deck, and each deck of different types of cards should be shuffled and put in their place either on the board or just off it. For sake of ease, use the rulebook’s suggested placement of Living (so, NOT the Zs) tokens. Each player receives or chooses a Z to embody, receives two Aid cards, four Limbs, and the game is setup and ready to begin!
Lonely Undead is played over a series of rounds, with each round consisting of two phases: Z Phase and Town Phase. During the Z Phase, the active player will have four actions they may take from the following choices: Movement, Draw an Aid Card, Equip a Card, Sound Check, Attack, and Bite. Each Z has their own unique card with their special actions and other stats. A Z may move up to their Movement amount,including diagonally, for one action.

Aid Cards are very helpful to Zs, and for an action a Z may Draw an Aid Card to their hand. Aid Cards could be stat modifiers, or other special actions available to be used. Some Aid Cards are free to use, but if that text is not on the card, a Z will need to spend an action to Equip a Card to their Z.

When the Z is adjacent to a Living token, they must Sound Check it in order to identify the kind of Living they are stalking. To do this a Z rolls the Chance Die and applies any modifier rolled to their base stat on their card for hearing. This is compared against the Living card that is drawn to see if the Living notices the hunting Z. If the Z is successful in this Sound Check (winning all ties), then the Z may continue with their turn. If the Z fails the check, however, the Z will suffer the consequence detailed on the Living’s card. Once the Living has been identified through a Sound Check (successfully or not), the Z may next Attack the Living by rolling the Chance Die again and applying the modifier to the base attack stat. If successful, the Z flips the Living token over to reveal the injured side, notating that the Living does not need to be Sound Checked again, and is ripe for the bitening. If the Z fails an Attack, though, they will suffer any consequences detailed on the Living’s card. When a Living is injured, they are vulnerable to a Z’s Bite. The Z will roll the special Bite die in an attempt to meet their Bite range on the Z’s character card. A successful Bite means the Z collects a friend and moves that much closer to victory! A failed Bite means the Z must place a color-matched Bite token on the Living standee to signify they cannot be Bitten by that same Z again.

Once a Z has taken their turn, they will draw a Reaction card from its pile. Reactions could be either beneficial to the Z, or could be very very bad news. Some Reaction cards bring Dogs into the game, and these Dogs chase and bite the Zs that drew them. Every Dog bite causes damage to the Z and after all their Limbs are gone, they are perma-dead and out of the game. Other Reactions could cause a Car to zoom down the street, mowing over anything in their path (Zs, Dogs, Living, etc).


In the cooperative mode, players work together to gain 15 friends before 10 Living perish and are placed on the Death Toll tracker. Every two Living tokens on the Death Toll tracker forces the players to draw and enact a Death Toll card. Once the win condition is met the players win!
Components. Again, this is a prototype copy of the game, so components will probably be a bit different in the final version. That said, I do have some opinions here. Firstly, there are a LOT of components included in this game. I am sure that they will all receive some kind of improvement in the final copy, so I will not comment on quality. I was able to play the prototype several times and had no problems with the components doing their job. I do have a comment on the art style. It’s just not my favorite. Now, this is obviously personal opinion, and it certainly does does not turn me off from the game at all. I just need to get it out to the aether that a different art style or genre may fit the game a bit better.

That all said, I THOROUGHLY enjoyed all my plays of Lonely Undead. Once the turns start cookin, you just don’t want to stop playing. Yes, there are random events or spawns that cause some chaos for our heroes, chief of which are the Dogs. Those little buggers will chase you all over town to get that juicy bite off and take one of your Limbs. I hate to say this, but there were many times I hoped to draw a Car card so that it could run over the Dogs (now, in real life I love dogs, but they are perfectly annoying in Lonely Undead). The variety of Z special powers lead to interesting combinations when playing co-op or competitively. However, I honestly prefer the co-op mode here.

In co-op, players are (obviously) working together to Bite and infect as many Living as they possibly can. This makes for some strategic placement between players, as well as combat tactics when Livings are clustered together in a building. Perhaps one Z is better at handling Officers, while another can more easily prey upon Livings from outside areas. Being able to set strategies and tactics by working together has made for some very excellent gaming experiences.

I’m going to be honest, as I always try to do. When I opened up Lonely Undead and saw the art style, I was a bit turned off. But, as I learned the game and played through it several times, I grew to really enjoy the game. I think it’s a great example of taking a tired theme and breathing a bit of new life into it. Yes, zombies are trying to eat people, but typically in zombie games the players are working AGAINST the zombies, not AS the zombies. I think this is a very clever spin. I have certainly and purposefully left out a few rules as surprises for gamers who decide to back this one, and I would recommend that you at least check out the Kickstarter campaign. This may not be for everyone, and even if the art doesn’t change, it is definitely for me. Kudos to Shelby Matussak and Dead Lemon Games for a fine first entry into the gaming world.

CHOMP!