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Questeros
Questeros
2021 | Card Game, Fantasy
You know that messed up deal when you are just chillin’ in the forest doing goblin-y things when you are caught and forced into a life of servitude by the king of the realm, and then when he needs someone to go on a dangerous quest he calls upon you, the now court jester, to fulfill said quest? Doesn’t that just chap your hide? Such is exactly the setting in which our hero(?) finds themselves in Questeros, or more fitting, Ero’s Quest (the solo adventure variant).

Ero is the goblin court jester from the open who has been “chosen” to quest about the land to rid it of the ne’er-do-wells of the realm. In this solo adventure mode of Questeros the player will be donning the visage and character of Ero as they travel about developing their skills and having encounters with powerful beings. It is up to the player to guide Ero through the kingdom and rid it of the foul that is plaguing it.

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. 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 the solo game, fondly and ingeniously-named “Ero’s Quest,” follow the rulebook to divide the tarot cards into their specific stacks and splays so that it roughly imitates the photo below. Draw a hand of five cards from the deck and the game may begin.
On a turn the player has a choice of seven actions that may be performed in any order. Each action may only be performed once per turn and when the turn is over the final action is Rest. To use the Develop action the player will place a card from their hand onto the Blades, Staves, or Orbs stacks in next-numerical order. This increases Ero’s attack and spending power. To Puchase cards Ero will spend Orb cards to look at the spent Orb value worth of cards from the draw deck, add one to their hand, and place the others at the bottom of the draw deck. At times Ero will need to Forget cards from hand in order to make room for more cards to enter it via the Learn action. Forgetting simply discards cards from hand while learning draws cards into hand from the draw deck. Recover is used to stand any kneeling/turned/rotated cards into an unused state by destroying cards of higher value from hand. As stated previously, to Rest is to end the turn by discarding the top card of the draw deck to setup the next turn.

I purposely left out the final action choice, Encounter, for a specific reason. Ero’s Quest is won when the entire deck of 21 Encounter cards is defeated. Each of these cards depicts a person or persons that Ero meets in his travels. Some require Ero to give them cards in order to pass. Some require Ero to succeed in battle against them in order to progress. In either case, Ero will need to get through the entire deck before his draw deck runs out in order to win the game.

Battle in Ero’s Quest is turn-based, where the Encounter persona attacks first, thus handing Ero wounds immediately. Wounds are suffered by spending Cups cards in value of the wound taken. For example, the Assassin is a value of 12, so they immediately wound Ero for 12 damage at the start of the encounter. Ero will spend a value of 12 Cups cards to simulate damage taken. Ero may then attack with a combination of available Blades, Staves, and any Ally cards obtained – one of each per attack turn. If the Encounter is defeated, Ero lives on. If the Encounter is not yet defeated, the battle continues with the Encounter card dealing damage and Ero responding with damage until one is defeated.


As mentioned earlier, the Encounter deck contains 21 cards with six of these being combat encounters. Ero has a ton of work to do and when each turn requires a card to be discarded before a new round may begin, they also have an in-game clock ticking and ticking each turn. However, if Ero is able to Develop their skills and overcome all the Encounters, the game is won and Ero becomes a Hero.
Components. Again, this is a prototype copy of the game, and many items are not fully completed in this version. That said, what we were provided is a large stack of tarot-sized cards, a first player Ero token (for multiplayer games), and a large pad of scoring sheets (also for multiplayer use). The cards are great quality and feature some really excellent artwork (on the cards that have the completed artwork on them). I do like the art style employed here, as I am a fan of fantasy themes, and I know that the game will probably ship with similar iconography, but may also be color-coded for ease of reference. All in all I believe Questeros is headed in the right direction for components, and a successful Kickstarter campaign may improve that even further.

The gameplay for the solo adventure of Ero’s Quest is really decent and engaging. So often I have found myself crunching numbers in my head and attempting to utilize my horrible card-counting “skills” to determine my next actions to take. Turns can be very intense and fruitful, or very frustrating and minimal, especially when you are waiting to draw that 3 of Blades so you can place it on the 2 of Blades sitting there, but it just won’t come up. And here you are sitting with the 4, 5, and 6 of Blades in hand and a Necromancer staring right at you awaiting combat. That is the definition of frustrating, but games usually take less than an hour, so even if an entire game is chock full of these turns, you can always setup a new game quickly and hope for better luck.

I like this one. I really do. It is interesting, has a great theme, so many delicious choices, and multiple ways to use the cards for game modes or tarot decks or even RPG FATE decks! On versatility alone I would rate this one high. If you are looking for a little card game to satisfy your mid-weight solo thirst, then check out Questeros. If you need a tarot game in your collection (as I look at mine and see no others), consider this one. It takes up very little shelf space, but looks great on the table and offers a great little solo experience. I have yet to beat the solo adventure, but Ero is calling my name for another go, and I might just have to give in. Again. And again.
  
Assassin's Creed IV Black Flag
Assassin's Creed IV Black Flag
Action/Adventure
I have to say Ubisoft truly redeemed themselves in my eyes with Black Flag. It seems they truly listened to the feedback from fans and Assassin's Creed IV was their heartfelt apology and I gladly accept it. I just finished the game and I loved every minute of it.

A Pirate's Life For Me!

The protagonist Edward Kenway is a great character because he starts off brash and a bit arrogant, but as his adventure continues he evolves into a smarter and more subtle man with a good heart. There are many other fantastic characters including some well known pirates; and lots of adventures on the high seas and around the vast world of this game. The main story is excellent and Edward is complex and interesting; he actually shows emotions and you feel the passion and bravado coming from him. The people he befriends are also memorable along with some pretty diabolical villains which makes for a great story all around.

There are also some great naval battles and here is where I sing the praises of the controls for the ship. They are 100% better than Assassin's Creed III. The controls are easier to use and respond faster too. You can upgrade the Jackdaw (Edward Kenway's ship) with some pretty spiffy hull armor, sails, rigging, weapons and be one hell of a badass with your glorious ship. You can even do some pretty epic battles taking down forts and taking them over. These battles are actually FUN. I know I cackled gleefully in delight as I took down a pirate hunter man o'war battleship and followed it up with an epic battle taking over a fort. It was refreshing to be genuinely enjoying a game and just having a good time with it.

Epic battles at sea are the best!

The world of Assassin's Creed IV is massive; there's lots to see and do and plenty of areas to explore. Sail everywhere in the game because there are so many great things to find such as hidden Mayan temples, ship wrecks full of treasure, and much much more. There are plenty of side quests and side missions to do too and some of them add a bit more to the story of Edward and company. You can even upgrade the various towns and even find new sea shanties for your crew to sing while you're on your adventures. And of course there's the downloadable content and multiplayer to add even more things for you to enjoy in the game.

Discovering new locations like this one is grand!
You do have your time in the real world too with our old friends Abstergo of course, and this aspect while brief is also quite fascinating because you can learn some pivotal plot points about characters from the previous game and run into a few familiar faces as well. I was a little thrown off that it was in first person mode, but the camera was very steady and it's only for a short time; so my vertigo didn't kick in thankfully. There are some brilliant plot reveals too in the real world scenes and there are some mini games here where you can unlock some item trophies and more information for your Animus database.

Remember these jerks? Oh yeah, they're still around.
After finishing it, you can continue the game finishing up any side quests you missed or unlocking achievements with the various mission goals. Overall, Assassin's Creed IV Black Flag is not just an amazing game; it's a great time for anyone who loves the series and enjoys an honest to goodness game about pirates, assassins, and tons of incredible adventures. I know I will be playing through it again because it was that much fun for me. If you haven't picked it up yet, what are you waiting for? There's adventure and glory to be had!
  
FUSE
FUSE
2015 | Action, Dice Game, Real-time
One of the best parts of the board gaming experience is finding a fun group of people with whom to play! Sometimes, though, coordinating a game night is easier said than done. We all must occasionally forego the group experience and face the world as the Lonely Only. But fear not! The world of solo-play is a vast and exciting realm! What follows is a chronicle of my journey into the solo-playing world – notes on gameplay, mechanics, rules, difficulty, and overall experience with solo variations of commonly multiplayer games! I hope this will provide some insight as you continue to grow your collection, or explore your already owned games!

FUSE is a fast-paced game where a bomb squad is working against the clock to diffuse a number of bombs discovered on their ship! The goal is simple: diffuse all of the bombs before they explode. The gameplay, however, is a little bit more complicated. While there are a few minor differences between group- and solo-play, the basics of the game are unchanged – players roll and place dice in unique combinations to ‘diffuse’ each card. If all cards are diffused in the 10-minute time limit, then the game is won! And if not…then I think you know what that means. BOOOOOOOOOM!

Having played and enjoyed FUSE in both a group and solo setting, I think I can honestly say that I miiiight like it a little more as a solo game. My main reason is purely selfish – playing alone means that I don’t have to share dice. In a group game, the dice are rolled and divvied up between all of the players. Playing solo means that I can keep all of the dice for myself! And, theoretically, that means that I should be able to diffuse my bomb cards more quickly since I have more dice with which to work! Gone is the agony associated with sacrificing dice to other players – they’re all mine! Yeah, I have to deal with all of the bombs by myself too, but not having to share my materials makes the job seem easier even though it might not necessarily be any easier.

For me, one of the most challenging parts of playing FUSE solo is the real-time countdown. I know, I know, the timer is one of the most integral parts of this entire game. However, the pressure of a time limit is stressful and it makes me a sloppy player – dropping dice, knocking over towers, etc. Some lucky people have been blessed with the ability to remain calm under pressure, but unfortunately I am not one of them. I hope you don’t misunderstand my grievance with the timer for disliking the overall game, though. Having a timer adds an element of excitement that creates such a high-energy atmosphere, even when playing solo. I’m literally just rolling and placing dice, but with a ticking clock, I’m on the edge of my seat with adrenaline pumping as I try to complete my cards as quickly as possible! With every play, I’d like to think that I have gotten better at managing the pressure of the timer, even though that may not necessarily be true…

I do thoroughly enjoy playing FUSE as a solo game. Since time is of the essence, the game forces me to be creative with my dice placement and I must constantly be changing my strategy based on which dice I draw and what cards I have before me at any given time. If you are looking for a high-energy game, even when playing solo, look no further than FUSE. It will certainly keep you on the edge of your seat and will keep you engaged in the action until the game ends – either in celebration of success or a fiery explosion!

https://purplephoenixgames.wordpress.com/2019/02/18/solo-chronicles-fuse/