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Tiny Epic Tactics
Tiny Epic Tactics
2019 | Fantasy, Fighting, Medieval
One of the neatest things about the Tiny Epic game series is how they manage to fit so much game into such a small box. But alas, boxes are not always just mere storage devices – in Tiny Epic Tactics, they are components of the game! These nesting boxes will create a 3D terrain on which players will be moving across, over, and through on their way to victory! But how does this game fit into the Tiny Epic series overall? Keep reading to find out!

Disclaimer: There are 5 different modes of play in Tiny Epic Tactics. In this review, I will be focusing on the 2-4 Player Competitive mode. There are also expansions for this game, but this review will not cover those materials. I also do not intend to rehash the entire rulebook, but rather provide a general overview of the rules and gameplay. For a more in-depth look at the rules, pick up a copy of the game from the publisher or at your FLGS. -L

Tiny Epic Tactics is a game of strategy and combat in which players will lead their teams of 4 heroes to fight opponents and attempt to gain control of a number of areas in the realm. To setup the game, unroll the map scroll and place the boxes onto their corresponding spaces. Randomly deal each player 1 Unit card from each class (Fighters, Wizards, Rogues, and Beasts), and give them 4 Unit tokens (meeples) in their chosen color, as well as tracker tokens for Health, Ammo, and Mana. Players will select their 4-space starting location, and will place all 4 of their Units on the map. Shuffle the deck of Tactic cards, and deal 2 to each player. Players will look at the cards and select one to keep in hand, discarding the other. Place the Tactic card deck in reach of all players, and place the Control Card nearby, with the 3 Flag tokens on the Start space. The game is ready to begin!

Over a series of rounds, players will take turns performing actions until either one player has had all of their Units captured or one player has captured the final Flag token (based on player count). The remaining players will take one final turn, and then the game ends, VPs are tallied, and the player with the most VPs is the winner! A game turn is made up of four steps, the first of which being to check for Majority Control. To see if you hold a Majority Control over any of the Control Areas on the map, count the number of Units in each triggered Control Area – if your Units make up the majority of Units in that area, advance the corresponding Flag token on the Control card, and if you do not hold the majority, then nothing happens. Once a Flag has been advanced to the final space, it is given to the player who holds Majority Control.


The next step of your turn is to take up to 3 actions with your Units. Possible actions are: Movement, Melee Attack, Missile Attack, and Cast a Spell. All Units have a printed value on their cards for Movement, as well as either Melee Attack, Missile Attack, or Spell Attack value, based on the Unit’s class. All of these actions are pretty self-explanatory, with a couple of extra components – use of Ammo/Mana, rolling dice, advantages/penalties based on Elevation, etc. – that make the gameplay strategic and challenging. The third turn step is to remove Weakened tokens (more on this later), and the final step is to draw a Tactic Card. Look at the card, and either keep it in hand or discard it – you may only ever have 2 Tactic Cards in hand. Play continues in this fashion until the end of the game is triggered, either when a single player has had all 4 of their Units captured or a player has taken the final Flag token. All other players take one more turn and then VPs are tallied for final scoring.
Ok so first thing I want to talk about is the use of boxes to create a 3D map. It is SO COOL. It’s such a unique idea, and one that I honestly haven’t seen before. The added aspect of Elevation in regards to movement and range for attacks really ups the strategic gameplay for me. Want to climb to a higher peak? Ok, that costs +1 movement. Don’t have enough movement to climb up this turn? Then you’re outta luck. Your strategy must always be changing based on where Units are located on the map.

Speaking of strategy, there are several different game elements that you can base your gameplay on – there is no ‘right’ way to play! Maybe you really want to focus on getting Flag tokens, so you try to protect that area and maintain majority at all costs. Maybe you don’t care about the Flags and it’s all about combat to you – you’re on the hunt for enemy Units and Area Control means nothing to you. Or maybe your aim is to complete your Tactic Cards, which will then allow you to perform a special/bonus action upon completion. There are different ways to play this game, and that makes it engaging and entertaining as you must constantly adapt your strategy while trying to figure out how your opponents are playing too!

Another neat element of Tiny Epic Tactics is that on each turn you only have 3 actions – and a single Unit may only perform one action per turn! So you can’t just spend all 3 actions moving and attacking with the same Unit, they must be spread across all of your heroes. That adds to the strategy because you have to set your Units up in advance for certain actions, but must quickly adapt based on the movements of your opponents. You can have a Unit perform a second, different, action on the same turn, but it will then become Weakened. When Weakened, a Unit cannot perform any actions on the next turn, and will have the Weakened condition removed at the end of said turn. Or, on your next turn, you may choose to pay 2 Health to remove the Weakened token and be able to act in that same turn. It’s kind of a gamble – how far are you willing to push your Units, and are you able to sacrifice their abilities for an entire turn in order to removed the Weakened token?


Let’s touch on components for a minute. These components are great, as is to be expected of the Tiny Epic series. The art is colorful and unique, the boxes are sturdy, the cards are nice and thick, and the wooden components are quality. No real gripes from me regarding production quality of this game! The gripe I do have is about the gameplay – specifically a 2-player game. When playing a 2-player game in competitive mode, the game end is triggered after 1 Flag token has been secured. This really can negate any need for strategy or player interaction, because each player starts near a Control Area, and can simply just move there and camp out to take the Flag. In my first games at a 2-player count, I found the gameplay to be kind of bland and not engaging because of this. At higher player counts, you have to interact with opponents on the map as you try to capture Control Areas. If at a 2-player count, you were required to secure 2 Flag tokens, or maybe just mandate that the secured Flag must be the one located in the center of the map, it would encourage more interactions between the players, and thereby elevate the strategy and gameplay in my opinion. Just something to consider.
Overall, I think that Tiny Epic Tactics is a solid game in this series. It is not my favorite by any means, but the gameplay and mechanics fill a gap left by the other Tiny Epics. The strategy required can be high-level, but the simplicity of the physical gameplay makes it feel accessible and inviting to all types of gamers. If you’re looking for a great 2-player Tiny Epic, maybe keep looking, but for a 3-4 player game, Tiny Epic Tactics hits the spot. Purple Phoenix Games gives it a tactical 8 / 12.
  
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.
  
Tidal Blades; Heroes of the Reef
Tidal Blades; Heroes of the Reef
2020 | Fantasy
Tidal Blades: Heroes of the Reef (which I shall just call Tidal Blades from here on) is a very successful Kickstarter that funded in 45 minutes and raised over $780,000 with the campaign. I was lucky enough to be able to back this one when it went live, and the hype was REAL. The box is large and in charge, and setup and tear down takes about 14 years, but did I like this one? Dude. YES. We don’t rate Solo Chronicles, but this is a STRONG 6 from me.

DISCLAIMER: As this game is a giant and many reviewers are starting to tackle it using multiplayer rules, I decided I would talk about the differences between multiplayer and solo rules. This review is using the included Solo Mode rules.


Setup for the Solo Mode uses most of the setup rules for the multiplayer game with a few exceptions. In the Solo Mode the player will have one character to control and one Rival to beat. The Rival will need their player board and standee or mini (I have the Deluxe Edition, so it’s minis in my case). In addition, the player will also choose two other characters to be Allies, utilizing their ability cards and minis. The Allies and Rival will be placed on the Champion board ahead of the player to begin the game. The player wins by having more points than the Rival at the end of the game.
Quickly, here is Tidal Blades in a nutshell. Players are attempting to gather the greatest standing on the Champion board (like a VP track) and VP from Challenge cards gained. The players earn these cards by using Actions to move to islands, gather resources, fight monsters, perform boating maneuvers and tricks, and can increase the potential for each of these by upgrading their central board dials. Shells and Fruit are common resources, and each player starts with two Actions per turn. The game lasts four total Days (or phases with several turns in each), and players earn more Action discs on Day two and four. Every time the dice are rolled to complete Challenges a Danger Die is also rolled and can wound the player by forcing a discard of dice. Each Day players can refresh and upgrade used dice to better their skill and concentrate their abilities. After Day four the game ends and players count up points to declare a victor!

Here is how gameplay is slightly different from the multiplayer experience. The Rival always goes first. They will also have one more Action disc to use on their turn (unfair, right?). When they begin their turn, a Challenge card is drawn. Whichever Island is featured on the card is to where the Rival will travel. Once arrived, the amount of VP awarded on the card is how many spaces from the top of the Island the Rival will be placed. Depending upon which Island the Rival ends the Challenge card will then be placed under the Solo Mode mat and a special action taken. The special actions could be revealing and resolving a Plot card in Droska Ring (special to Solo Mode), removing Monster hits from the Fold in the Chronosseum, or moving the boat in Lamara Stadium. The Judge location also plays a role in special actions should the Rival land on the same Island as they are. Other special goodies await, but I will leave you to discover those.


On the player’s turn, if the player is tied with or ahead of their Allies on the Champion board, the player will be able to use the Allies on their turn. This is handled similar to having an extra Action disc on the player’s turn. Send the Ally to a location and reap the rewards. Otherwise, for the player, turns are the same.
Components. Let me tell you: if you have the extra money to splurge for the Deluxe Edition, DO IT. The minis are amazing, the plastic shells are awesome, and those squishy fruit are so perfect! Obviously the game is perfectly playable and enjoyable with the basic components, but the improved bits are really something special. The cardboard everything is great, the GameTrayz inserts are incredible, and the art and colors are simply magical. I cannot say enough excellent things about what comes in this massive box. Druid City Games and Skybound Tabletop got everything right with this one.

It should be no surprise that I am in love with this game. Yes, it’s a Solo Chronicles, and I played by myself. I get that. Eventually I will be able to play this with others and by then I will be so engrossed in the lore that I will have no problems hyping up my playmates. Tidal Blades is an absolutely gorgeous game with so much going on that I don’t think I will ever tire of it. The game lasts four days but I wish it were a month because I just want to keep playing! The decisions to be made are all wonderfully delicious and there always seems to be too few on your turn. Yes, I know that sounds like all worker placement games, but it is especially true here. Almost every spot on the board gives immediate benefits that can be used, so even when a location is occupied, there will always be another of equal importance to your character. It’s so good.

Like I said before, I love the art and colors used. This is a stunner of a game on the table. It does take up quite a bit of room, especially if you use the arena dice tray (which I didn’t because I play at night when the kids are asleep and a hard plastic dice tray wakes up children). I count myself lucky to have the Deluxe Edition as well because those upgraded bits really make the game feel deluxe and fancy.

The Solo Mode is very good, and at least for me, very difficult to win. The combination I used for this review was playing as Axl against my Rival Caiman. Obviously switching out characters and using different Allies will change up the feel a bit, and I really cannot wait to try out all the permutations. When a game begs you to play it as often as you can and you look at it lovingly on your shelf, you know you have a Top 10 game, and a treasure in your collection.
  
Exit: The Game – The Polar Station
Exit: The Game – The Polar Station
2017 | Deduction, Puzzle, Real-time
One thing that has grown in popularity over the recent years are Escape Rooms. You know, where you’re physically trapped inside a room and have to solve various puzzles, crack codes, and beat the clock in an effort to get out before it’s game over. It should come as no surprise that this premise has made its way into the world of board gaming. Yeah, you’re not physically trapped somewhere, but you still have tons of puzzles to sort out in the fastest time you can. So how does this EXIT game hold up when compared with a real-life escape room? Keep reading to find out!

Disclaimer: In order to avoid spoilers, I will not be going too in depth with this review, but rather provide a general overview of the type of gameplay involved. Also, this review covers one specific EXIT game, but the general mechanics and gameplay are the same across the entire EXIT family.

In EXIT: The Game – The Polar Station (simply referred to as just EXIT from hereon out), you are a member of a research team stationed in the Arctic. One morning, the evacuation alarm goes off unexpectedly, and everyone makes a break for the helicopters. Just one problem for your crew – your exit door is already locked and sealed! You make your way to another section of the lab to look for an alternate escape route. What you find is a room full of locked drawers/doors. You must quickly crack these codes, in hopes that the materials contained within will aid you in your attempts to escape before the final rescue helicopter takes off.

To setup for a game, sort the cards into their appropriate decks – Riddle cards, Answer cards, and Help cards. Place the Decoder disk and the Book in the center of the table. Leave the other items in the game box, to be introduced later in the gameplay. You will also most likely need a pen/pencil and paper to help you as you solve the riddles. And bam! You’re ready to start. You may then open the Book and begin the game. The game ends if or when players are able to successfully solve all of the riddles/puzzles and make their escape from the polar station.

Without spoilers, that’s basically as much detail as I can provide. Over the course of the gameplay, players will be using the pages of the Book to find clues, solve puzzles, or even identify secret symbols. Riddle cards will be drawn and used as ciphers, puzzles, or clues to help crack a code. When you think you have the correct 3-digit code for a specific Riddle Card, enter the code onto the Decoder disk. The disk will then provide the number of an Answer card, which you will draw and check to see if you were correct or incorrect. If your answer is incorrect, you simply keep trying to solve the Riddle card. If your answer is correct, you will then be instructed to draw other Riddle Cards, or the other items from the game box, and will continue with these new puzzles. If at any point in time you feel stuck, you may draw a Help card for the corresponding puzzle. The first and second Help cards will give you hints, and the final Help card will tell you the solution to the puzzle. Draw these sparingly if you can, as they affect your end-game score!


When all puzzles/riddles/codes have been completed and cracked, the game is over. Players will then check the rulebook to see how many Stars were earned, out of 10. The number of Help cards you use, as well as how much time you took to complete the game, will affect the overall score.
All in all, I think that EXIT is a unique game. The games of the series have varying difficulty levels, and this particular EXIT is rated a 3 out of 5. So this one isn’t the most difficult game in the bunch, but it wasn’t easy either! All of the puzzles require creative solutions, and the answers are rarely ever as straight-forward as they appear. Some puzzles are more logical than others, while some require you to physically manipulate components to be used in creative ways. I guess that’s as good a segue as any to get into components. This game consists of a deck of cards, a Decoder disk, a Book, and a couple of special ‘items.’ All decent quality overall. But here’s the thing – you will have to bend/cut/manipulate/destroy many of the components to help you in your mission to solve the riddles. So this game is literally a one-and-done. It cannot be played again.

Did I enjoy my play of this EXIT game? Yes. It was uniquely challenging, while forcing me to think creatively when addressing the different riddles. The method used to solve one riddle is not necessarily the same to solve the next, so you have be able to adjust on the fly. And often times you will have several riddles in play at once, so you have to decide which to address and when, when do you have the right information, which riddle it goes with, etc.

The biggest drawback for me is that it cannot be played again, The fact that you have to alter the components to a point of destroying the original card is something that was personally hard for me to get used to. I try to keep all my games so nice and pristine, that having to cut a card apart was tough! I got over it though. Having played a couple of the EXIT games, as well as a few of the Unlock! games, I would have to say I prefer the Unlock! system. The puzzles are just as challenging and creative, but you do not need to alter components to complete the game. That way, I can pass along an Unlock! game to a friend, as opposed to just tossing this EXIT game right in the recycling bin. I might pick up another EXIT game if I had a specific group/game night in mind, but in general I don’t think I’ll be grabbing any more of these, for the lack of replayability alone. The gameplay itself is pretty great, but the fact that I can’t play it again is a con I can’t ignore. Purple Phoenix Games gives this one a chilling 4 / 6.
  
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Purple Phoenix Games (2266 KP) rated Nations: The Dice Game in Tabletop Games

Aug 16, 2019 (Updated Jul 17, 2021)  
Nations: The Dice Game
Nations: The Dice Game
2014 | Civilization, Dice Game
If you have been around board games over the past several years you will notice trends here and there. Some games came out with smaller, easier to digest, versions of themselves as card games, or roll-and-writes, or in this case: dice games. The goal is to get the same kind of feeling and experience as playing the older sibling in a much smaller and time-friendly spin-off. I have played Nations (the original big game) before, but does Nations: The Dice Game give a similar feel?

Nations: The Dice Game (can I please just call it Nations for this review as we know I am not talking about the original? Thanks.) is a civilization building, upgrade tile drafting, dice game for one to four players. Players will be upgrading their civilizations over four game rounds to compete for Books and VPs. The player with the most VP at the end of the game is the winner.


Disclaimer: The photos shown here is for a solo game, as I took them during my learning game using the solo rules. Normally the purple d4 is not used in multiplayer games. -T
To setup, each player will choose a starter civilization mat, receive five white dice, a gold chit, and a re-roll chit. Player order will be determined by cards and each player will receive their player order card which doubles as a reference card (great idea). The Progress Board will be set on the table and populated with randomized Age I Progress tiles according to the rule book. The Score Board will also be placed on the table to track Books, Events, and final VPs. The game begins with each player rolling their five dice.

Nations (TDG) is played over four ages with multiple rounds per age. At the beginning of each age old tiles will be removed from the Progress Board and new ones for the current age added. Also an Event tile will be drawn and placed on the Score Board to signify goals for Famine and War at the end of the age. On a player’s turn they will take one action from the following: Re-Roll (any or all unused dice by spending a re-roll chit), Buy tile (from the Progress Board to upgrade player mat spaces and dice), or Build Wonder (tile using Stone dice or chits for VP). When a player has taken as many turns/actions they wish for the age, they turn their player order card to the side to indicate they have passed for the remainder of the age.


Once all players have passed, they will tally their unused dice and any chits showing Books to be recorded on the Book track. Players will score points for Books based on how many opponents they have outscored for Books. Then players will consult the face-up Event tile that was revealed at the beginning of the round. The top portion displays VP earned when players discard unused dice and chits showing Famine leaf icons matching or exceeding what is on the Event tile. Similarly, for War players will consult the Event tile and use the sword icons on unused dice and chits to score any VPs for War. Play continues in this way across all four ages and once the fourth age has been scored the game ends and winner named victorious!
Components. I have mostly good news here. The dice in this dice game are wonderful. They are all easy to read and understand, and feel great when rolling nine or ten of them at once. The chits are fine, the Progress and Event tiles are nice and thick. The player mats, Score Board, and Progress Board are very thin though. I was going to give that a negative remark, but you know, players don’t really handle them during the game so there is no real need for them to be any thicker. The art is similar as in Nations, and while it does not resonate with me, it is fine. I won’t be playing Nations for the art.

All in all the game is fine. It didn’t blow me away or completely replace Nations (the big game) for me. It IS a pretty quick game to play, so there is one definite improvement over the big brother game; 10-15 minutes per player is pretty spot on. I usually do not prefer dice games to the originals (BANG! The Dice Game being the obvious improvement), and this one is really just on par with the big game. While it takes up less space on the shelf, I wouldn’t necessarily recommend it over its sibling. I feel the same way about each game, so my recommendation is get the version you feel would be played more often. Purple Phoenix Games gives Nations: The Dice Game a Montezuma-should-be-in-Age-IV 6 / 12. Give it a shot if you are into dice games, but grab the original if you want something meatier.
  
Black Adam (2022)
Black Adam (2022)
2022 | Action, Adventure
About As Middle-Of-The-Road As You Can Get
The DC Extended Universe (DCEU) has been criticized by many (including the BankofMarquis) for being too dark, dour and somber. The powers-that-be at DC clearly have heard that criticism and with their latest installment - BLACK ADAM - they ditched that grim tone.

If only they would have spent time on character and plot development instead of blowing things up and dispatching nameless/faceless henchmen.

Based on a DC Comics character the BankofMarquis knew nothing about - and featuring SOME characters from DC that the BankofMarquis had heard of (o’k, one character, Hawkman), BLACK ADAM stars Dwayne “The Rock” Johnson as the titular anti-hero who comes out of hibernation after about 5,000 years to exact vengeance on those who wronged him.

It’s a tricky line to walk when you are working with an anti-hero bent on death and destruction, but it can be done if you bring some humanity and humility to the character and have this anti-hero character go on some sort of journey of discovery along the way.

While this film succeeds for the most part in bringing a lighter tone and some fun to the proceedings, it seems that Director Jaume Collet-Serra (Orphan) and the trio of writers that penned this weak script opted to play it safe and didn’t go too dark (at the beginning) or too “Super-Heroey” (if that is a word) at the end, so what you get is a safe, middle-of-the-road entertainment that is “good enough” and (this is damning with faint praise), one of the better offerings in the DCEU.

Let’s start with the Johnson in the titular role. The film (and film-makers) play down Johnson’s inherent charm throughout the film - to the detriment of all. Johnson plays Black Adam with a focus of purpose and a lack of awareness and humor. While this could have been played with great effect neither Johnson nor Director Collet-Serra leans into this enough to make it a strong part of the offering. True, Johnson’s inherent charisma and screen presence shines through no matter how much it is attempted to be tamped down, but the character just comes off as plain vanilla.

Of course, Johnson’s physical form has never looked better and he excels in the action sequences - which are plentiful and full of explosions and destruction (destruction that is never commented on). These scenes overwhelm the story and the plot - and is one of the reasons that this film doesn’t rise above decent. It has lots of blowing things up and SuperHeroes going “smashy-smashy” with no real emotional resonance or consequence to them.

As for the other actors in this film, Aldis Hodge (ONE NIGHT IN MIAMI) is strong as the only DC Character previous known to the BankofMarquis - Hawkman. He is a welcome addition to this universe and it would be great if he showed up in more DCEU films - including adding him to any Justice League films.

Sarah Shahi (PERSON OF INTEREST on TV) is always a welcome sight in a film - and she more than capably fills in as the representative of the filmgoing audience as the human who is wrapped up the proceedings of these SuperHeroes while Mohammed Amer (the TV series RAMY) provides strong comic relief as Shahi’s brother.

Unfortunately, the film felt the need to put in 2 teenage Superheroes (I guess to appeal to their target audience) in the guise of Atom Smasher, Noah Centineo (THE PERFECT DATE) and Cyclone, Quintessa Swindell (the TV Series IN TREATMENT). These are both decent enough - and good looking enough - performers to put on screen, and they both would look good in a CW TV Series like THE FLASH, but their characters are pointless in this film. They are add-ons that don’t really add anything to the events.

And then there is good ol’ former James Bond Pierce Brosnan as Dr. Fate, a character the BankofMarquis knew nothing about before this film, but now am clamoring for a standalone movie for Brosnan and this character. He was the best thing in this move and this veteran actor understood the assignment, bringing humor and gravitas when needed while doling out sage advice - Obi-Wan style - to both Hawkman and Black Adam throughout the film.

All-in-all, a decent time at the theater (the DCEU has certainly done worse), but, in the end, BLACK ADAM is as disposable as Cotton Candy, fun while it lasts, but not anything that will stay with you for any length of time.

Letter Grade: B (the most solid “B” that a film can have).

7 stars (out of 10) and you can take that to the Bank(ofMarquis)
  
TI
The Ill-kept Oath
C.C. Aune | 2016
8
8.0 (1 Ratings)
Book Rating
Actual Rating: 3.5 Stars

Set in the early 1800s, The Ill-Kept Oath is a cross between historical fantasy and paranormal romance, though it leans heavily in the latter of the two genres for the majority of the novel. Prudence Fairfeather and her brother Edward are orphans taken in by Lord Middlemere. Raised as nobility, Prudence has nothing to her name and must wed well for her future. Her cousin, Josephine Weston, is Lord Middlemere’s only child and, a couple years younger than Prudence, also finds herself in the path of a relationship that, though she desperately wishes, is beneath her. As if the stress of needing to marry wasn’t enough, the two discover that they have the Inheritance, which is, more or less, magic that has been passed on through the generations. Both girls are also recipients of Talismans that once belonged to their mothers and these items appear to have a gravitational pull that neither girl can withstand, which lands them in trouble on more than one account. In addition to romance and magic, there are trolls, rebellious magic users, and a very real reason for Prudence to fear for her very life, lending a sense of urgency to the book.
 
That sense of urgency is not dealt with in a timely manner though, it seems. While I adored reading The Ill-Kept Oath, I can’t help but feel that there were moments in which the book simply dragged on. Granted, I’m not much of a fan of romance and what truly piqued my interest in regards to this book was the idea of magic and rebellion, two topics that I am most definitely a large fan of. These two subjects, though largely used in the book’s description, are almost minor elements in comparison to Prudence’s debut for the London Season. In fact, the main conflict of the book itself seems to take a backseat to the romance side of the story which, while bittersweet in its telling, might strike the reader as something that ought to come second to the fact that there are trolls rampaging around the countryside.
 
It isn’t until near the end of the book that things begin to pick up and start falling into place. Here we learn that the romance side of things play a very important, unseen role in a vile plot to rebel against laws put in place several years prior. Without giving away spoilers, the parts of the book that we slag through are all, despite how mundane they appear, vital to the situation that unfolds. Every element finds a way of coming together, and there are certainly moments that, as I read them, I was able to appreciate the earlier, seemingly pointless interactions of characters. In that regard, I must commend C. C. Aune’s ability to implement small pieces of seemingly pointless knowledge that are, in fact, pivotal to the story. With that in mind, even without being a fan of romance, I was able to at least appreciate Prudence’s involvement in the Marriage Mart.
 
One of the things I actually liked about The Ill-Kept Oath is the depth to each of its characters. Unlike many of the books that I’ve read lately where the characters are one-dimensional with no point of existence except to fill a certain role and none other, the characters that Aune has breathed life into are colorful and real. Josephine is sixteen, on the cusp of adulthood, and bears the qualities of a teen-aged girl, soon to be woman, that we expect to see, from immaturity to accepting the changes in her own feelings and emotions. Prudence has just crossed into adulthood, and as a reader I was able to sense and truly feel her reluctance to accept a marriage out of necessity, rather than love. Her frustration, and her way of deflecting offers, are not merely glazed over, but written with depth. Even Edward, Prudence’s brother, shows the awkwardness to be expected of a young man still in university that has, unfortunately, developed some less than favorable emotions.
 
I really wish that more had been explained about the Inheritance and that there wasn’t so much left open to guessing. I assume this is something that will be more fully addressed later on, assuming there will be a sequel, and if that is the case I certainly look forward to reading it. What The Ill-Kept Oath gives us is a mere glimpse into a dark, dark world with many secrets left to be uncovered. A place where things happen with little care for the results, as long as an end is obtained. Overall, I enjoyed the book, though I feel that the story could have had a heavier focus on the magical side of things, along with a quicker pace.
 
Finally, I would like to offer a heart-felt thanks to Netgalley, Wise Ink Creative Publishing, and C. C. Aune for an advanced copy of The Ill-Kept Oath in exchange for an unbiased review.
  
Tales of Evil
Tales of Evil
2020 | Adventure, Horror, Miniatures, Murder & Mystery
It is no surprise that following the enormous success of Netflix’s “Stranger Things” that creators would begin developing ideas borrowed from the show’s setting or characters. Of course we have seen games in this “80s kids Goonie-esque adventure game” genre before, and I have to say that I love the setting. When I saw the Kickstarter campaign for Tales of Evil I was immediately drawn to it. Did my investment pay off or is this one a gnarly bust?

Tales of Evil is a cooperative, horror, storytelling, adventure game that uses a unique new “Fusion System” throughout the game. Players will be taking on personas of kids from the 1980s who belong to a club named “Pizza & Investigation.” I do not wish to reveal too much in this review, so I will be covering this as a Solo Chronicles using one character going through the introductory tutorial mission.

DISCLAIMER: We are using the Kickstarter Deluxe version of the game. We do have the expansions from the KS campaign, but will not be using those for this review. Also, we do not intend to cover every single rule included in the rule book, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy from the publisher directly or from your FLGS. -T


To setup, well, just follow the setup instructions in the rulebook. There’s too much for me to explain here. For one character playing the tutorial scenario, the game setup should look similar to what is pictured below. Maybe. The rulebook does not specifically state WHERE each item should be placed, so players will have ultimate freedom to setup items where they see fit to be most efficient for themselves.
Players in Tales of Evil will have no real “turn structure” as most games do, because all players will be adventuring together as a group. So characters will be moving as a group and never splitting the party (RPGers breathe a sigh of relief… maybe). However, as with many adventure games of this style, once players explore into new areas certain markers will placed on the board (Clue, Darkness, Mystery, Search, etc). These markers signify different actions that can be taken, or entrances to areas that are blocked or found, or something that could be traced from one area to another. The leader of the group for the time being is in possession of the Walkie-Talkie and will make all final decisions for the group after any discussion (for solo players, it is just a nice prop). Usually searching for items will result in a card draw and upon the card will be a test to pass using the stats on the player character mat to roll dice for successes. Of course, the other side of that are horrible losses as well.


Players will be traipsing through the area and reading passages from two actual books: the Story Book and the Event Book. Most of the action happens in the Story Book and it will guide players through the story and once choices are made or tests succeeded/failed, the book will instruct players what to do next and to which section to turn to further the story (a la Tales of the Arabian Nights). The game continues in this fashion until the story ends with victory or defeat.
Components. Why yes, that is a real spoon in the photo above. No, it does not come with the game. I will explain in a bit. The components in this game are great. Each character has their own mat for organization, action cards, equipment cards, and status cards that dictate the difficulty of the game and how the character degrades over time in the horror-filled mission. Some components are even glow-in-the-dark! A nice touch, but certainly unnecessary. I find everything to be wonderful quality, even the cards that are kind of polarizing on the KS comments are nice (people are complaining that they are not linen-finished, but I believe the publisher made the right call to make them matte finished if the linen obscured the look and art on them). Thumbs up for components from me.

I wanted to wait until my final thoughts to explain the whole “Fusion System” that is in play here. Tales of Evil uses the catchphrase, “You will get into the game and the game will get into you!” Now, I’m not sure exactly how this game is getting into me, but I’m certainly digging the game and this Fusion System. You see, some cards (in the tutorial, remember, so I’m not really giving much away here) will give players 60 seconds to grab a kitchen spoon for some benefit and a debilitation if they are unable to find one – hence the spoon in my photos. Another card relies on the character (and also then the player) removing their shoes. Still yet another deals with fire or people smoking in the vicinity. If there is fire nearby in real life, it affects the effects of the card drawn. It’s ingenious and I love every little bit of it! I can’t wait to see how the Fusion System will work in this game more and how it can be applied to other games in the future.

All in all I love everything about Tales of Evil. The setting is great, the Pizza & Investigation kids are awesome, and the game itself is incredibly engaging and makes you really think about the choices you make within. Perhaps the haunting feeling of doubting some choices is how the game gets into you, because I did find myself wondering what would have happened had I chosen a different course for some instances. I am very drawn to this game and I want to tackle all of the scenarios. Even solo! And another great thing about Tales of Evil is the fact that a player (or players) can join a game already in progress! So if I am exploring solo and my wife decides she wants to hop in, she just grabs a character mat, sets up the character, and dives right in with me. I LOVE games like that. So versatile.

While I should probably stop gushing at this point I just can’t. This game is so much fun and worth every penny spent on it. I implore you, if you are a fan of exploration adventure games in this vein you definitely need to snatch up a copy whenever you see one. And if you love it as much as I do let me know. We can swap adventure stories.

Oh did I mention the designer is even created a way for us normies to create our own scenarios and upload them to other Tales of Evil players? Yeah, I’m fascinated by that as well…
  
40x40

Rachel King (13 KP) rated Blue in Books

Feb 11, 2019  
B
Blue
8
8.0 (2 Ratings)
Book Rating
Getting into this book was a tad slow since there was alot of back story to get through before I felt like I understood what was occurring in the present time of the book. Once I got through that, there were a few things that I could easily predict about the plot. First, the plot would very much favor the father over the mother in regards to the relationship shared with the main character, fourteen-year-old Becky. Second, it is inevitable that Becky's leukemia is going to relapse. Third, this fantasy world of Tamarisk would somehow play a part in both Becky's disease and her parent's ugly divorce.
What I could not predict was how absolutely fascinating the world of Tamarisk is. I actually thought about researching all of the made-up names of the plants, animals, and geology before I completely realized the depth of creativity to which Becky and her father Chris went in the creation of this fantasy world. What began as a coping mechanism for a young child going through the rigors of chemotherapy became a world in an alternate universe that existed with its own laws of physics. I was completely enthralled by this unbelievable world of blue foliage, black dirt, microfarming, moldable crystal, smelling of chocolate and raspberries, and featuring transportation in the form of giant flying birds - and that is only the beginning of all that this world holds to tantalize the senses and ignite the imagination. Becky's voyages into Tamarisk alone are enough to fill countless children's stories that would hold any grown adult rapt with wonder.
On the alternate side of this fantastic world is the grievous reality of the ongoing feud between Chris and Polly, Becky's divorced parents. Even though Polly has remarried, she still harbors intensely negative feelings towards Chris. In addition, Chris's whole life is about finding ways to connect with Becky better, as the reader watches him fail at blind date after blind date. Becky wants so badly to hang onto her life that she lives in denial of her increasingly-severe symptoms. My heart went out to all of the characters at different points as I connected with the different emotions and situations. As a mother, I can not even fathom one of my children going through the horrors of childhood cancer, and as a wife, the thought of abandoning my spouse is inconceivable, especially during such a difficult time. My heart broke for Becky's best friend Lonnie, and I felt the awkward sadness of Becky's stepfather Al. These characters are as real as if this story were not fiction, but a memoir or biography.
I could not help noticing the parallels between belief in Tamarisk and the beliefs of Christianity. Polly either could not or would not believe in Tamarisk, and many of her arguments against it matched the common ones against a belief in the existence of God and Heaven.
The ending was bittersweet, but light on bitter and rich on sweet. I shed a tear, but Chris's perspective was very fitting for how I felt about this conclusion. This was a very, very good read that would enrich any reader's book collection. What I gained from this book will stick with me for a long time to come.
  
The Greatest Love Story Ever Told
The Greatest Love Story Ever Told
Nick Offerman, Megan Mullally | 2018 | Biography, Humor & Comedy
7
8.0 (2 Ratings)
Book Rating
Enjoyable book about two fun and interesting people.
In 2000, Megan Mullally and Nick Offerman meet on the set of a play. And the rest, as they say, is history. Their book is the story of their relationship--telling the story of how they met, from each's first impressions of one another and ranging across their courtship, wedding, work, and romance. The book covers such topics as family, past romances, religion, theater, and more.

I love both Megan and Nick immensely, so I was extremely excited when I saw they had a book coming out. My library copy arrived a day after publication, so I hadn't even had a chance to read many reviews. I didn't realize that most of the book is in interview/oral history-type format, so when you read the actual book, it just flips between Megan and Nick chatting back and forth. This takes a little getting used to and while I'm not a big audiobook fan (personal preference, my brain wanders too much), I think this is one that would be *fantastic* in audio form. I'm stalking our public library, waiting for them to get an audio copy for my wife. There are a few chapters that are written out, and I enjoyed those a bit more.

"To my way of thinking, it's an illustration of a relationship that the reader might find surprisingly normal. When all you have by which to judge a relationship are some grippingly cute Instagram videos, it might not occur to one that there's a lot of banal real life." ~Nick

So mostly, this book is just Nick and Megan talking. Because it's Nick and Megan, it's still pretty darn enjoyable. They cover certain topics in various chapters, so it can get a bit repetitive in places (we learn multiple times that Nick's family is salt of the earth and Megan's was, well, not). Still, it's fascinating to learn how the two met, a bit about their various careers (not as much as I would have liked--there are no funny Will and Grace or Parks and Recs anecdotes here), and a lot about their pasts.

The best part is that the book makes you smile--it's clearly apparent how much Nick and Megan love each other. I enjoyed learning more about both of them and how they spend their life together. Megan shares a fun Meryl Streep story, I loved her even more because apparently she's a hermit who loves to read (ME TOO MEGAN LET'S BE FRIENDS), and they are a couple who likes to hang out and do puzzles with their dogs. Life goals at its best.

"It's a wonder that I ever had a boyfriend in my entire life, because all I really like to do is read. I don't even know how I ever met another human."

"All I ever want to do is read. I only leave the house under duress."

Overall, this is fun book about two fun and interesting people. If you're an audiobook fan--even a little bit--I bet you'd enjoy it more in that format. If you like Megan or Nick, you'll find something to enjoy in this one. If you're looking for a chronological history with lots of tidbits about their careers, this isn't that book. But if you want some insight into Megan and Nick as people, this is a worthwhile read.