Merissa (12066 KP) rated Sins of the Shadow Walkers (The Familiar Curse #3) in Books
Mar 31, 2021 (Updated Aug 2, 2023)
My reason for the 4 stars is this - I wanted to know more about the Shadow Walkers. I get Juliet's history, and I can appreciate how Faye feels. But Kaine, and his mum and dad? The rest of the clan? They were only touched on, and Kaine just sort of disappeared. I am hoping they will feature in future books, so I may get my answers there.
As for some of the others, well now. I'm matching them up in my mind and now I just have to wait to see if my mind matches C.L. Bright's! Nicholas and Sin need to be together. He showed a slight hint of redemption, and Sin is interested in him. Plus, I think he will keep her on her toes, and we all know how Sin hates to be bored. I really want Geori and Serena to get together. I really don't believe Alaric deserves her! And why should the nice guy always finish last? He's the one who has stayed with Serena and supported her. Alaric? Grrr!
I enjoyed this story just as much as the first two, even with the difference in stars. I read it in one sitting, not moving until I had finished. The pacing is smooth and will keep you turning the pages. A brilliant end to this trilogy and I'm looking forward to the next. Definitely recommended by me.
** same worded review will appear elsewhere **
* A copy of this book was provided to me with no requirements for a review. I voluntarily read this book, and the comments here are my honest opinion. *
Merissa
Archaeolibrarian - I Dig Good Books!
Mar 31, 2021
Purple Phoenix Games (2266 KP) rated Sorrim in Tabletop Games
Sep 2, 2020
Sorrim is a competitive 1v1 (or 2v2 or 3v3) card game for two players. A player wins once all of their opponent’s fighters have been knocked out. Fighters are all of differing magic (element) types and therefore can only be equipped with sigils (spells and attacks) of matching type. Whittling the opposing fighters’ health to zero will award triumphant players victory!
DISCLAIMER: We were provided a copy of this game for the purposes of this review. These are retail copy components, and all copies will have components matching these shown. Also, it is not my intention to detail every rule in the game, but to give our readers an idea of how the game plays. You are invited to order from The Game Crafter directly, your FLGS, or purchase through any retailers stocking it after it is released. -T
To setup the game, separate and shuffle the fighter deck and sigil deck. Deal each player a set of colored chips to keep track of values for each fighter. Fighter cards will be flipped and revealed at the beginning of the conflict. Roll the die to determine starting player and the game can begin! Note: this preview will be using the introductory 1v1 setup, though games can also be played on 2v2 and 3v3 modes with slightly different rules.
Each fighter will have their own stats to track as shown on their cards: Might, Altruism, Trickery, Health. Fighters will also possess special abilities printed on their cards to be used during the game.
Sigil cards will show either the word “Passive,” which will be active throughout the game or triggered by a special event, or they will show a group of numbers to indicate the required rolls needed to launch a successful attack.
On a player’s turn they will consult the fighter’s passive abilities to see if they will trigger. Next, the player will roll the die and compare with their cards to cast a sigil (spell). If the rolled result matches a sigil it may be cast. Opponents will check any passive abilities and adjust Health by amount of the fighter’s Might. Play continues in this fashion until one player’s fighters are all reduced to zero Health. That player loses and the winner must then mock the loser until the next game played.
Components. This game consists of some cards, a die, and some translucent chips. Each copy will be provided a link to the designer’s document to print off the rulebook and the stat sheets to track fighter stats as they change throughout the game. The cards are acceptable quality, the die is just an entry-level normal d6 (we were sent green with white ink), and the chips are TiddlyWink style. Everything is… fine. The art leaves some to be desired, especially in this era of gaming where art can elevate a good game to great, and a great game to amazing. This art does not help Sorrim. It’s not terrible, but it’s not wonderful either. Not my style.
All in all, the game is actually pretty decent. It is very quick-playing, especially the 1v1 mode, and after playing one game you kinda want to try some of the other fighter and sigil combinations. Any time a game makes you want to play more, that’s a great thing.
With Sorrim, my final thoughts are that it is a good game. I wouldn’t call it great, but there are several interesting mechanics and the variability/replayability built in is quite good. There are lots of two player battle card games, and Sorrim brings something a little different. The theme is enjoyable, and the gameplay is fast. There isn’t a ton of strategy involved as turns are dependent on rolling a number that matches your sigil cards, but it does deliver an easy-feeling, low-stress battle game for two. For some reason you just don’t feel annoyed when you lose, as can be the case with other PvP games. If you are looking for something in your collection that gives you this quick gameplay and is relatively rules-light, head over to The Game Crafter and give Sorrim a try.
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