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Tatorship
Tatorship
2020 | Card Game, Educational, Humor, Political
The world of politics and democracy is definitely a complicated and confusing place. Finding your way through all the jargon and political processes can be mind-boggling. Enter Tatorship – the card game specifically designed to teach you about democracy and politics as you play!

Disclaimer: We were provided a copy of this game for the purposes of this preview. This is not the finished product, so some of the components may change in the final printing. -L

Tatorship is a card game of hand management and bidding in which players are racing to complete their secret political missions before their opponents. To set up the game, place the 6 Rights in their respective piles in ascending order. Each player randomly selects a Tator, Top Secret Mission, Bottom Secret Mission, and Executive Mission, as well as Action cards and a Bluff card. The Tator is your character, and provides a unique Executive power. The Mission cards (Top, Bottom, and Executive) each refer to specific Rights in the play area. Action cards provide resources necessary for interacting with the Rights, and for use during the Election.

On your turn, you interact with the current Rights on the table. The Rights in play act as the ‘rules’ for the current round. For example, one Right tells you how many Action cards to draw each turn, and another tells you what your hand limit is at the end of your turn. During this phase, you will also have the opportunity to ‘erode’ (remove) Rights from play. To erode a Right, you must pay the resources displayed on the Right card. Each Right has 4 cards, and the bottom-most card must be showing for that Right to be considered to be completely eroded. Your secret Missions require you to erode specific Rights in play, so you must strategize how to use your resources to best benefit your Missions. After all players have taken a turn, the game moves to the Election phase. During the Election, players are casting votes (the # of resources on the Action card is the # of votes it is worth) in an effort to elect a player to be the Executive for the next round. The Executive goes first in the next round, and gets to assign Roles to all players. In order to complete your Executive mission, you must have the Executive card at time of completion. You can vote for an opponent, as well as yourself. Cast a vote with your Bluff card, however, and your votes do not count! Trick your opponents into thinking you’ve voted for them, but reveal the Bluff and get those votes back. Didn’t win the Election? That’s ok! Take a Backstab card as a condolence. Backstab cards can be played at any time and can negatively affect your opponents, or could give you a leg up over opponents. Play continues until one player has completed all 3 of their secret Missions.

If you are confused at all by the rules/gameplay overview above, I have to admit that I am too. The rules provided with this game are extremely vague and confusing to understand. Not even a rulebook, these rules are compiled on 3 separate playing cards. The text is sparse, ambiguous, and contradictory. For example, one card says that each Right is followed once per turn per player, but in any order. But one of the Rights pertains to the Election phase, which I believe only happens once per round? Or does it happen on every single players’ turn since each Right is supposed to be followed by every player on every turn? The ambiguity of the rules bleeds over into other cards as well. Some cards say to ‘discount’ a Right, but nowhere does it say what ‘discount’ means. Do you immediately erode that Right by one? Or do you just pay one fewer resource to erode? There is no clarification anywhere, and that made this game frustrating to play.

Another qualm with this game is that it is supposed to be educational, but I do not think it achieves its goal. I do have to commend the creators for their efforts, but I think they fall flat. Every Action card has small text at the bottom that details the political concept addressed on the card. Here’s the catch – the text is educational, but it is so small that it can be easily ignored. It also has no bearing whatsoever on the gameplay, so I have to admit that I almost never read any of that extra text.

In theory, this game could be fun and educational. In actuality, though, it falls flat. The ambiguity of the rules meant that we played differently nearly every time. We tried interpreting the rules in several ways, but ultimately we just got frustrated by not knowing how everything actually works. With some serious rules work, this game has the potential to be something good. But in its current state, it feels more like a half-baked potato.
  
Six of Crows
Six of Crows
Leigh Bardugo | 2016 | Science Fiction/Fantasy, Young Adult (YA)
10
9.2 (45 Ratings)
Book Rating
Amazing duology
Six of Crows and Crooked Kingdom are a duology set in Leigh Bardugo's Grishaverse. Grisha being the magic users in her world. I haven't read the rest of the Grishaverse (Shadow and Bone, Siege and Storm, and Ruin and Rising) - but I will definitely be doing so, because Crows and Crooked Kingdom are AMAZING.

I was pretty surprised - normally books rotating between several viewpoints are confusing, but Bardugo handles the transitions seamlessly and unmistakably. I was never unsure of what character I was reading - each one really had their own unique voice. I also loved that she worked in an LGBT romance without it being in any way odd. No one in the novel found non-heterosexuality weird at all. It was treated just as matter of factly as opposite-sex romances, and I loved that.

Six of Crows opens on a gang being blackmailed into a job they don't want to do. I can totally see the gang has a D&D group - and the books definitely feel a bit like a D&D campaign, albeit one with a mostly experienced group and a very experienced DM.

You've got Kaz, the ringleader, who's an all-around great thief but a superb tactician.

Inej, the acrobat assassin.

Jesper, the marksman hiding his magic ability.

Wylan, the rich merchant's son on the outs with his father and fallen in with a bad crowd, and talented with demolitions.

Nina, the sexpot who wields magic, and has a love/hate relationship with Mathias, the barbarian who's spent his life hunting magic users but is irresistibly attracted to Nina. (I can see the DM telling these two to hash out a background that will let them co-exist, which they obviously did.)

Each character has a complex back story that influences most of their actions, and different relationships with other members of the gang that also affects how they react. Their back stories don't just explain their actions in the books, people and events from their backgrounds also show up to complicate matters in the present. The wheels-within-wheels of the plotline is EXACTLY what I love about good political fantasies. The world-building is superb, and Bardugo has given just as much thought to the seedy underbelly of her world as she has the magic and politics.

I really, really loved this duology, and I see now why people rave about this universe. It is VERY well deserved.

You can find all my reviews at http://goddessinthestacks.wordpress.com
  
Crooked Kingdom
Crooked Kingdom
Leigh Bardugo | 2016 | Science Fiction/Fantasy, Young Adult (YA)
10
9.1 (22 Ratings)
Book Rating
Amazing duology
Six of Crows and Crooked Kingdom are a duology set in Leigh Bardugo's Grishaverse. Grisha being the magic users in her world. I haven't read the rest of the Grishaverse (Shadow and Bone, Siege and Storm, and Ruin and Rising) - but I will definitely be doing so, because Crows and Crooked Kingdom are AMAZING.

I was pretty surprised - normally books rotating between several viewpoints are confusing, but Bardugo handles the transitions seamlessly and unmistakably. I was never unsure of what character I was reading - each one really had their own unique voice. I also loved that she worked in an LGBT romance without it being in any way odd. No one in the novel found non-heterosexuality weird at all. It was treated just as matter of factly as opposite-sex romances, and I loved that.

Six of Crows opens on a gang being blackmailed into a job they don't want to do. I can totally see the gang has a D&D group - and the books definitely feel a bit like a D&D campaign, albeit one with a mostly experienced group and a very experienced DM.

You've got Kaz, the ringleader, who's an all-around great thief but a superb tactician.

Inej, the acrobat assassin.

Jesper, the marksman hiding his magic ability.

Wylan, the rich merchant's son on the outs with his father and fallen in with a bad crowd, and talented with demolitions.

Nina, the sexpot who wields magic, and has a love/hate relationship with Mathias, the barbarian who's spent his life hunting magic users but is irresistibly attracted to Nina. (I can see the DM telling these two to hash out a background that will let them co-exist, which they obviously did.)

Each character has a complex back story that influences most of their actions, and different relationships with other members of the gang that also affects how they react. Their back stories don't just explain their actions in the books, people and events from their backgrounds also show up to complicate matters in the present. The wheels-within-wheels of the plotline is EXACTLY what I love about good political fantasies. The world-building is superb, and Bardugo has given just as much thought to the seedy underbelly of her world as she has the magic and politics.

I really, really loved this duology, and I see now why people rave about this universe. It is VERY well deserved.

You can find all my reviews at http://goddessinthestacks.wordpress.com
  
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Dana (24 KP) rated The Winner's Kiss in Books

Mar 23, 2018  
The Winner's Kiss
The Winner's Kiss
Marie Rutkoski | 2016 | Children
8
7.5 (4 Ratings)
Book Rating
So my rating for this is actually a 3.5 stars instead of a 4 stars, but I rounded up. Oh and there will be spoilers in this review, so you have been warned.

This was an okay ending for the series-it wasn't bad but it wasn't bad either.

The characters got whiny and I only understood some of their motivations for what they did. Kestrel and Arin were very angsty throughout the series, and they did not disappoint in this book either.

I understand Kestrel had to forget herself in the work camp to be able to survive the camp and to become a better person afterwards, but to me, it was kinda pointless. Yes, she gets to start a new relationship with Arin and everyone else, but it seemed like a cover for the story to be able to go on without as many hitches. She was still able to retain some of herself, but most of her memories were gone? That just didn't make much sense to me. With that, how would she remember how to play the games so well if her mind was gone? I'm pretty sure that war strategy doesn't stay with you longer than your core memories, but hey, that's just my opinion. Another convenient thing that came with Kestrel's memory loss was that some of the previous novels' subplots were not touched on because she couldn't remember them. Again, not really my favorite thing in the world when it comes to writing.

Because of these couple of things, I did see quite a few plot holes that were too big for me not to notice.

I liked Arin the tiger. I want a tiger friend because that would be awesome.

I also really liked the clever way Kestrel took down the emperor. That was a brilliant move and I was actually really worried for her when I was reading that part of the book.

Overall, it was paced quite well, it was a very quick read, but there were plot and characterization problems that kept me from absolutely loving it. I am glad that I finished reading this series and that I waited to be able to binge read them all in one summer, but it was also kind of a let down from what I had expected.

If you like books with interesting concepts, lands, and politics, definitely pick this series up because, like I said before, I didn't dislike it! Not by a long shot!