Purple Phoenix Games (2266 KP) rated Studies in Sorcery in Tabletop Games
Oct 6, 2020
Studies in Sorcery is a competitive card game that uses elements from other well-loved games and puts them with a wonderful theme and some very interesting card synergies. The game takes place over four school semesters (rounds) and each semester lasts four weeks (turns). Can you students complete your thesis using the research grants you are given, or will you fall flat to repeat the program again?
DISCLAIMER: We were provided a prototype copy of this game for the purposes of this preview. These are preview copy components, and the final components may be different from 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 back the game on Kickstarter launching October 6, 2020, order from your FLGS, or purchase through any retailers stocking it after it is fulfilled. -T
To setup, separate each deck of cards into like piles (Levels 100, 200, and 300 of the projects, graveyard cards, candles, vials) and shuffle them. Lay out the moon phase cards and semester tracker, placing the tracker tokens (skull erasers in the prototype) on the start of the cards to begin play. Set out the candles and vials in their own piles, as well as the point modifier tokens. Deal project cards according to the semester tracker in a 3×2 pattern under the moon phase and semester tracker cards like is shown in the photo below. Initially the graveyard pile will have three stacks of two cards each face-down next to the draw pile. Each player receives a research grant card, two thesis cards to choose one from, and two 100-level project cards from which the player will choose one. Give the first-player token (in this prototype it’s a cute LEGO skeleton) to the player who last attended school, and the game may begin!
Each player will be resolving actions, committing materials to their projects, and using completed project abilities each moon phase (turn). The actions one may take are: Dig, Buy, Cram, and Project Action. When a player uses the Dig action, they are searching for materials. A player can look at the items in the first pile of graveyard cards and take all the contents. If they do not like them, draw a card from the draw deck and place it on the first pile. Continue this for the next pile, and if unsatisfied the player may draw the top card from the draw pile OR either a candle or vial from the supply of stock cards.
Buy actions allow a player to use any unwanted materials or research grant monies to purchase additional candles, vials, or project cards from the middle of the table. To Cram, players may commit up to two materials from their hand to a project by placing the materials under the project cards. Project Actions allow players to use actions printed on any of their completed project cards. These can be very powerful.
Once each player has taken one of these actions, move the tracker token on the moon phase card to the next icon – Commit. To commit materials to projects, simply place the cards under the selected project (exactly like players do with the Cram action). Once all players have completed their commits, they may complete any projects that have sufficient materials by discarding the used materials and flipping the project card to its opposite side earning the printed points at the end of the game.
Play continues in this fashion for four turns each semester and the game lasts four semesters. Therefore the game will last 16 turns total. Whomever earns the most points for combinations of completed thesis cards, completed projects, bonus point modifier tokens, and one point for each $8 worth of materials in hand will be named Valedictorian of their class and winner of Studies in Sorcery!
Components. Again, this is a prototype copy of the game, and I know some things will be different in the final version. However, what we were provided is a bunch of cards that have great art, are good quality, and are very easy to read and understand. The cute first player token will more than likely become a different component in the end, and the tracker tokens probably will be changed as well, but these are great bits to include in a game like this. The only negative I have about components is that I wish there was MORE color. Most of the cards are brown-heavy, and it’s completely fine, but I would love to have splashes of weird colors here and there. Overall, I am very pleased with the components in this game. Weird Giraffe Games always has great components in their prototypes AND final games.
It is probably no surprise that I love this game. The theme is wonderful, the wonky art is great, and it’s more thinky than one might imagine. The game play can be somewhat quick, or players can take excruciating amounts of time to think through their turns and chain together impressive actions. One thing remains constant – 16 turns to complete your thesis cards can be a huge undertaking. My first time playing I chose a thesis card worth 7 points (even though the rulebook advised me not to include those for the first play). I wasn’t even really that close to completing the thesis, but I may have with another two or three turns. But then again, that card is worth 7 points for a reason – it’s SUPPOSED to be difficult. My suggestion: take the rulebook’s advice and remove those thesis cards for the first play. Don’t try to be a hero.
Ahhhhhhh! I want to play it again right now just so I can attempt that thesis card again. But there are other thesis cards in the game. And other strategies to apply. And really, when you can’t wait to play a game, that’s a sign of a fantastic game for that specific gamer. Will this be a gem for everyone? I don’t know. It certainly works for me and my circle of gamers.
If you are a fan of the Harry Potter series (even though this is NOT a Harry Potter game) and need a thinky card game with that sort of fantasy classroom theme, or if your collection is begging for something new and quirky, or if you just love Weird Giraffe Games’ catalog and need every game they offer (I wouldn’t blame you), then you need to give Studies in Sorcery a look. Please consider backing it on Kickstarter launching October 6, 2020. I know my collection just got a lot cooler with this one.
**✿❀ Maki ❀✿** (7 KP) rated Heir of Fire in Books
May 3, 2018
Character development continues to abound in this book, and Celaena actually joins Chaol and Dorian in growing for the better. We even get a couple of sets of new characters to follow, including Manon, who is a wyvern riding Witch.
However, this book also suffered from Training Montage Syndrome (TMS). A good portion of the book is spent watching Celaena learn how to use her powers. And while I understand that it's an important piece of the story, the training portions were generally slow-paced, and made the book feel like it was never going to end.
<img src= "http://2.bp.blogspot.com/-Yx5snM_uuuA/TdKW7fdvaHI/AAAAAAAACHA/_LxQWaVWjT8/s1600/Team-America-montage-001.jpg" width="360" height="176"/>
I can be fair, though - that's a trap that a lot of fantasy books can fall into. I <i>still</i> haven't read [b:Inheritance|7664041|Inheritance (The Inheritance Cycle, #4)|Christopher Paolini|https://d.gr-assets.com/books/1390886502s/7664041.jpg|10260587] because of how horrifically slow-paced [b:Brisingr|2248573|Brisingr (The Inheritance Cycle, #3)|Christopher Paolini|https://d.gr-assets.com/books/1391443970s/2248573.jpg|3124969] was.
The worst part of the overwhelming focus on training was, to me, that the book didn't really <i>need</i> to cut back to Celaena's training so often. There were plenty of other things to focus on instead of watching other people watch Celaena play racquetball with fire.
I mean, Chaol and Aedion (Celaena's cousin) are searching for a way to restore magic to the land, while simultaneously working to gather together survivors of Adarlan's oppression to raise a rebellion, Dorian starts looking for a way to control his magic, Manon is introduced and needs time dedicated to her character...but nope! Celaena needs <i>another</i> scene where she gets into a fight with Rowan, and then she's rude to everybody.
Chaol is the main driving-force behind my continued interest in this series. The things that man has gone through, and done by the end of the book...and all for someone who gave up on him, because of a misunderstanding. I said it in my Crown of Midnight review, and I'll say it again - Celaena doesn't deserve him. >__>
I actually found myself really liking Dorian in this book, as well. Even if he is doomed to unbelievably and suddenly fall in love with random women at the drop of a hat.
Manon's sections of the story were pretty fun. The new point of view was interesting, although I kept picturing Manon training her wyvern as the Other Mother from Coraline inserted into the world of How to Train Your Dragon 2.
...I'll leave you to supply your own visuals.
The ending would have been heartbreaking, except it just got ridiculous after a while. There are only so many self-sacrifices that can be made before my brain starts going, "I'm Spartacus! No, I'M Spartacus!"
<img src= "http://img.over-blog-kiwi.com/0/86/53/69/20140315/ob_a59585_spartacus.gif"/>
And the fruit of all of that self-sacrifice?
<spoiler>Chaol escapes the kingdom with his life, but is now a traitor to the Crown, which is kind of what Aedion had sacrificed himself to avoid in the first place. Meanwhile, both Aedion and Dorian are prisoners, and Dorian's love interest is dead.</spoiler>
These books are almost starting to frustrate me. They're <i>so</i> close to being great - but there's always something that disappoints me enough to stop me from being completely in love with this series. Ah, well. I suppose at least I still like them well enough.
Maybe the next one will be the one to completely win me over.
Kristy H (1252 KP) rated Paper Ghosts in Books
Jun 4, 2018
This was really different and odd book--not necessarily in a bad way, but it takes some getting used to and it's hard to explain, especially without spoiling anything. Our characters are few, with a focus on our female protagonist (who isn't named until the end of the book, so I won't name her here) and Carl. Both come alive through Heaberlin's well-written words, but neither are easy to like at times. Our main character is on a quest--one she's been on from the moment Rachel disappeared: to figure out what happened to her beloved sister. Her drive and desperation seep through the pages, and she's a fascinating and dynamic character, if not always a sympathetic or reliable one.
Yet she's completely lovable next to Carl, a potential serial killer who could be whispering to ghosts or plotting to kill her--it's so hard for us to know. What's so intriguing about this book is the bond to the two form as they drive across Texas, whose landscape becomes almost a third character in the novel. While at times I felt the plot dip and drag a bit, wondering where things were going, other times I was struck by the amazing dynamic Heaberlin created between the two. So much of the book is just Carl and our main character, alone in a vehicle in Texas, and it's very interesting, honestly, how she kept that interesting!
The book is creepy and tense at times, with Carl's behavior coming across as spooky and a layer of distrust covering the whole book. Who can we trust or believe? How much does Carl really remember? What is our main character really trying to achieve with this journey with Carl; is she telling us everything? I was left jumping and mistrustful, always wondering what would happen next.
The mixed media aspect of the book helps too, with not only commentary from our main character, but also excerpts from her childhood journal, pictures of Carl's, and snippets from one of his photography books. As such, things unfold slowly and ominously, overlaying the tense atmosphere of the novel. A lot happens and it can get a little perplexing at times, but it's also intriguing and compelling. A few twists and turns made me go "whoa." There's even a few moments between Carl and his "daughter" that are humorous. By the end, you're a little dazed and worn out, and the ending seems shocking. It definitely wasn't what I was expecting, that's for sure. The whole book felt the way, even though I enjoyed it.
Overall, this is slow-burning thriller that takes some time to warm to, but once you get into the rhythm, is interesting and compelling. The main characters are well-faceted, different, and unreliable. It's a creepy and tense read. 3.5 stars.
I received a copy of this novel from the publisher and Netgalley in return for an unbiased review.
Splashtop Classroom
Education and Utilities
App
*** #1 Education App Developer for iPad – Over 1 million teachers are using Splashtop Remote...
Sophia (Bookwyrming Thoughts) (530 KP) rated Six of Crows in Books
Jan 23, 2020
<div class="separator" style="clear: both; text-align: center;"><a style="margin-left: 1em; margin-right: 1em;" href="https://1.bp.blogspot.com/-hcqoJiAtqoU/WP49XaJ2bwI/AAAAAAAAHOA/OnF5g0zvczILdnf3D8tiOTTTG2Uhr1_7gCLcB/s1600/hiding-gif.gif"><img src="http://bookwyrmingthoughts.bookblog.io/wp-content/uploads/sites/317/2017/05/hiding-gif.gif" width="320" height="168" border="0" /></a></div>
I’ve finally read <em>Six of Crows,</em> the book that everyone keeps talking about and won’t stop talking about (now everyone keeps talking about <i>Crooked Kingdom</i>, among other books), and <i>hellooo </i>this is better than the <i>Grisha </i>trilogy. I didn’t even like Alina or Mal from the first series - if anything, I liked the Darkling (bless his dark heart) and Stormhound (I keep wondering if he’ll appear and he doesn’t seem to have despite the fact there might be mentions of him 🤔).
Yet with <i>Six of Crows</i>… I like maybe 85% of the main characters. I say maybe because my math might actually be off and I’m too lazy to actually pull out a calculator and punch in some numbers to get what might be 0.84999. And it’s 85% because I might hate them later. That’s more than who I liked from the <i>Grisha </i>trilogy. 😱
<i>Six of Crows</i> technically has six main characters: Kaz, Inej, Nina, Matthias, Jesper, and Wylan (the odd little bean with no spotlight and therefore no prowling in his mind). All of whom are outcasts sent on a suicidal mission to rescue the creator of a drug that increases a Grisha’s power exponentially yet kills them in the end.
Five of which all have POVs switching around every chapter. I’m not a <i>huge </i>fan of multiple POVs because it can easily get confusing, but Bardugo wrote all five in a way that I’m not confused and running around like a little hamster who lost hold of how to stop its wheel.
The group of six are <i>fantastic </i>as a group - despite their differences, they get along pretty well and have a great dynamic together. They’re even better as pairs: Kaz and Inej, Nina and Matthias, Jesper and Wylan. I am all for witty and snark and just great dialogue. 😍
<blockquote class="tr_bq">Jesper knocked his head against the hull and cast his eyes heavenward. “Fine. But if Pekka Rollins kills us all, I’m going to get Wylan’s ghost to teach my ghost how to play the flute just so that I can annoy the hell out of your ghost.”
Brekker’s lips quirked. “I’ll just hire Matthias’ ghost to kick your ghost’s ass.”
“My ghost won’t associate with your ghost,” Matthias said primly.</blockquote>
In case anyone wonders…. I ship Kaz and Inej. They are, simply out, badass and go well together perfectly (apparently my ship doesn’t sail in the sequel, which I’m extremely disappointed about). Kaz is a brilliant leader leading the Dregs with all kinds of tricks and plans up his cane and never backs down from a mission no matter how impossible it may be. Inej is a highly skilled assassin who has a knack for sneaking up on people without them ever knowing. Have I mentioned under their tough exteriors, they’re occasionally softies and it’s cute?
Onto ze world… <i>Six of Crows</i> brings us back to the world of Grisha, onto a small little island off the coast of Ravka and Shu Han, and into a little area called Ketterdam where criminals and misfits of society lurk together. I really loved the drastic change from palaces to a complete polar opposite where one has to constantly watch their back. Throughout the duration of the book, I really liked Bardugo’s descriptions of each place the six travel on their way, especially with how Fjerda has this ice court with a palace virtually impossible to break into with all the top notch security that they have.
<i>Six of Crows</i> can be read regardless of whether or not the <i>Grisha </i>trilogy has been read - there’s excellent character dynamics, great dialogue that might cause a laugh or two, and a cast that come from all kinds of backgrounds.
<a href="https://bookwyrmingthoughts.com/six-of-crows-by-leigh-bardugo-review/" target="_blank">This review was originally posted on Bookwyrming Thoughts</a>
Chinese Newspapers Plus - Chinese News Plus (by sunflowerapps)
News
App
中文新聞+:這款在多個國家最為暢銷的新聞程序現在提供中文版本。 報紙...
Graham Bonnet: The Story Behind the Shades
Book
Graham Bonnet was born in Skegness in 1947 and had his first hit single with The Marbles in 1968,...
Microsoft Word
Productivity
App
*** Word is ready for iPad Pro and looks amazing on the 12.9-inch screen. Read Word documents on...
CARMUDI - Buy and Sell Cars
Auto & Vehicles, Lifestyle and Utilities
App
Discover the world's fastest growing car classifieds on your iOS devices. FOR CAR BUYERS -...
Inference Ace: Reading Comprehension Skills & Practice for Struggling Readers: School Edition
Education and Games
App
** Winner of prestigious Mom's Choice Award! Featured on Appolicious.com, iHeartThisApp.com ** ...