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Hunters of the Lost Creatures
Hunters of the Lost Creatures
2022 | Animals, Card Game, Environmental
If you are reading this, then we can agree on a few things: board games are cool and interesting, silly themes are usually fun, and we are all kids at heart. I appreciate other gamers so much because we all share a common bond of experiencing good and bad games, good and bad rules, as well as good and bad explanations of these rules. I would spoil it up top here if I let on which of these categories our featured game falls into, right? So keep reading.

Hunters of the Lost Creatures is a silly set collection card game for three to four players. In it, players assume the roles of zoological park curators charged with collecting unique creatures for their parks. They do this by bidding on and drafting creature cards, playing take-that style cards on their opponents, and blocking their cards from being manipulated by others.

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, players choose one hunter card from each of the four hunting zones: Sea, Forest, Plains, and Air, as well as three “Park Closed” cards. The creature cards are to be split by zone and shuffled, with one special card (Turnado and Cat-a-Pult) added. These shuffled decks are then placed on the table and the top card revealed from each deck. Players decide turn order and the game may begin!
Hands are mostly played simultaneously, with players choosing either a hunter or special card from their hand and placing it face-down in front of themselves. All cards are revealed simultaneously and the card effects are applied. If a player has revealed a hunter, and no other players have the same-colored background/terrain type, that player receives the matching card from those on offer and places it in their park (tableau), or ANY OTHER PLAYER’S park. If ALL players have chosen the same terrain type hunters, the card on offer is removed from the game entirely. However, if not all hunters match, but at least one matches, the matching hunters’ players receive no cards.

Should a player choose to play a special card, their effects are triggered once per game. These include Turnado (switch any two creatures in any two parks), Cat-a-Pult (discards any creature from any player’s park), Thieves (steal any one terrain-matching creature and places it in the Thieves player’s park) and Closed Park (protects the player from the effects of aforementioned special cards). Again, these special cards may only be played once per game, so special consideration is needed as part of their strategy.


The game continues in this fashion of players throwing cards, messing with each other using special cards, and protecting themselves from said special cards until only one stack of creature cards remains. The game ends and points are tallied per the scoring table in the rulebook. The winner is promoted to Head Creature Park Guy and is carried around by the other players. Okay, that’s not at all true. They just win the game.
Components. Again, this is a prototype copy of Hunters of the Lost Creatures, so all components shown here are subject to change at any time. That said, I received a huge deck of cards in a cute black cloth bag. The cards are all decent quality, and not super glossy, which I appreciate. The art on these cards are all whimsical and silly, which match the silly and punny titles for each. Some of these punny titles can be seen in our photos, with my favorites being the Dandylion (a well-“dressed” weed with a cane and lion face) and the Cougar (which is subtle, but portrays an adult apex big cat with a smaller and younger cat hanging on it). If you enjoy these somewhat intellectual, and sometimes visual, puns you will enjoy these cards.

What I have found in playing through this several times is that it is best when all players are taught the game backwards…ly. I mean to say that players need to know the premise, but most importantly, the scoring system before even the setup. Points are scored for having a run of 1-2-3, a straight of 0-1-2-3-10, at least one card from each terrain type, and for the printed value on the cards. It is more than simply collecting all the favorite cards or even highest value 10 cards. So there is strategy in collecting the best assortment of creatures for scoring purposes, which is great because otherwise this game is not really a game at all.

As players play their hunters to draft creatures, I have found that many players choose to chase the same cards over and over. It becomes obvious that most players will be vying for the value 10 cards, so the players who figure this out and grab the second best card is usually happier with the hand. Of course, more strategy is employed once the special cards are played, as they each mess with opponents in different ways. So even though I may not have acquired that 10 of Forest, I might grab the Turnado and switch out a value 0 or -10 card for that sparkling value 10. Wait, negative 10? Yep. Sometimes life just smacks you around and you get stuck with a -10 card to really punish your great play. Not that it ever happened to me, and not that I would be bitter about it.

The real game hinges on the usage of the special cards. When do you play them? Whom do you target? Turnabout is fair play, after all, and no alliances can be formed whilst playing Hunters of the Lost Creatures. Now, it is hinted at in the rulebook that preview copies ship with entry-level rules, which mean (to me) that more advanced rules may be coming in the final game, or at least some variants to spice up the gameplay. If true, then this game becomes much more interesting to me. Don’t get me wrong. I have enjoyed almost all of my plays, but be warned that playing with spiteful gamers may end poorly for a fun-filled game night.

All in all, I am excited to see how the campaign for Hunters of the Lost Creatures fares, as I believe many gamers and non-gamers alike will enjoy it. I would be super jazzed to grab a final copy if it does in fact ship with alternate or advanced rules, or if the creatures of the same value had unique names and art. That would really satisfy. Keep the bag or go traditional cardboard box, it matters not to me. Just beef up the card quality, add even more uniqueness and fanciful art and you’ve got a fan in me. Grab your copy during the Kickstarter campaign launching May 10, 2022!
  
Castle: The Detective Card Game
Castle: The Detective Card Game
2013 | Card Game, Murder & Mystery
Let’s talk about TV for a second.What would be your all-time favorite TV show? For me, that answer is Castle. I had never heard of it until college, when it was already in its 5th season, but I instantly loved it. I may or may not have gone out and bought all of the seasons to binge watch, and now own all 8 seasons of the show. If you ask me, the series ended too soon, but that’s a conversation for another forum. Anyway, where was I? Oh yeah, games. One wonderful Christmas morning, I opened up a present under the tree and found myself face to face with a Castle card game! I didn’t even know that one existed, but I was so eager to play! Does this game based around my favorite TV show actually play well, or does the attempt to turn this show into a game fall flat?

In Castle: The Detective Card Game (referred to as just Castle for the rest of this review) is a murder-mystery card game in which players assume the role of a character from the show, and work to gather evidence and conduct investigations in order to solve the murder at hand! To set up a game, give every player a Character card that represents one of the main characters from the show. Each Character card has a unique Special Ability to be used during play. Shuffle the Suspect cards, and randomly draw five to be placed face-up in the middle of the table. Select one Guilty token and four Not Guilty tokens – shuffle them together face-down and then place one token on each of the Suspect cards. Shuffle the deck of Investigation cards, deal 3 to each player, place the remaining cards into a Draw deck, and the game is ready to begin!


Moving in clockwise order, players will take turns performing one of the following actions: Draw a card, Discard one card to draw two cards, Play a Special Text card, Use your Special Ability, or Confront a Suspect. The first two actions regarding drawing cards are pretty self-explanatory. Throughout the game, you might draw into your hand an Investigation card with Special Text. You may play a Special Text card, and perform the specified action on your turn. Each Character has a Special Ability that can be used once per game, so plan wisely and use it appropriately! The last action, Confront a Suspect, is what the entire game is leading to. In order to Confront a Suspect, you must have the three Investigation cards listed on the bottom of the Suspect card in hand. When performing this action, you will reveal the three requisite Investigation cards, and then you flip the token on that Suspect card. If the token reads Guilty, then you have won the game! If the token reads Not Guilty, perform the action listed on the token, remove that Suspect and token from the game, discard your used Investigation cards, and play continue with a narrowed Suspect pool! The goal is to be the first player to find the Guilty party before the Draw deck runs out of cards.
Pretty straight-forward, right? I think so, and that’s one of the things I really like about this game. The gameplay is fast and simple, and makes for a quick little set collection game. Another neat element of this game is that although it is based around the Castle TV show, you do not need to have watched any of the show to play. Anyone can play and not feel like they are missing any vital information if they haven’t seen the show, and that makes it accessible to all players, not just fans of the show.

Even though I love the show, I have to admit that the gameplay, although fast and simple, is heavily dependent on the luck of the draw. Throughout the game, you are working to collect sets of the necessary Investigation cards for individual suspects, but the only way in which cards are distributed is through drawing them from the deck. There isn’t an offering that you ‘pay’ certain resources for coveted cards, there’s no real way to know in advance what card you are going to draw, etc. It really depends on how the deck was shuffled whether you will be successful or not. There are no real opportunities to strategize, and that keeps the overall gameplay kind of stagnant. Yes, there are Special Text cards and each Character has a unique ability, but deciding when to use them is kind of a shot in the dark due to the dependence on luck.


Let’s talk components for a minute. All of the Investigation and Character cards use photos or stills from the actual TV show. Again, you need not have watched it to play, but the use of the stills makes the game more immersive and nostalgic for those that have seen it. I love looking at the cards and trying to remember from which episode each still is, and if I remember who the killer was in that specific scenario. It’s just a fun little thing. The cards are all of good sturdy quality and will hold up decently in the long run. The Guilty/Not Guilty tokens in this game are some thick and heavy poker chips and they are AWESOME. They are so high quality, I just love to manipulate them, and they add some cool ‘bling’ to the game.
All in all, is Castle a great card game? No, not necessarily. It is a fun little murder mystery game, but not one that requires and real strategy or brain power to successfully play. Do I like it though? Absolutely, because it is based on my favorite show! If you’re looking for a nice filler game, or a game that doesn’t require too much focus, give Castle: The Detective Card Game a shot. That being said, I feel like only fans of the show will be trying this game, but I guess you can prove me wrong! Purple Phoenix Games give this a mischievous 6 / 12.
  
Mijnlieff
Mijnlieff
2010 | Abstract Strategy
This has happened to me a few times recently and I am starting to rethink my entire approach to board games. You see, I set a game in front of me, look at it, open it, read the rules, and then set it up to play. But on these few occasions recently I read the rules and think to myself, “This will be ok I guess.” But then I play it. I play it and then fall head over heels in love with it. Such has happened again, folks. This time with a game I didn’t know existed, didn’t know I would be receiving, and still don’t know how to pronounce. This is Mijnlieff (mine-leaf maybe?).

Typically I explain the theme here and what players’ end goals are. Mijnlieff is a two player abstract strategy game that has no real theme, though the art style uses lots of leaf iconography and the color scheme is very Autumnal. The winner of Mijnlieff is they who score the most points at the end of the game by constructing the most (or longest) sets of 3 tiles in a row.

DISCLAIMER: We were provided a copy of this game for the purposes of this review. This is a retail copy of the game, so what you see in these photos is exactly what would be received in your box. I do not intend to cover every single rule included in the rulebook, 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 online or from your FLGS. -T


To setup each player will choose a color of tiles (or I guess just one player chooses and the other is stuck with the unchosen), and the back of the game bag is placed on the center of the table to act as the game board. Decide the starting player and the game may begin!
On a player’s turn they must place one of their tiles on one of the leaf symbols printed on the bag (the leaf symbols mean nothing other than to show where to place tiles). Easy. The first player will place their very first tile on one of the outermost leaf symbols to begin the game. The second player will then place their tile on the board depending on which tile was just placed by their opponent. You see, in Mijnlieff players cannot just place tiles willy-nilly, no! The tile immediately placed dictates where the next tile may be placed.

For example, if an opponent had just placed the N/S/E/W cross tile (Straight), then the next tile may only be placed on one of those leaves pointed at by the cross. Similarly with the diagonal cross (Diagonal) for diagonal leaves. The leaf tile with a solid circle around it (Puller) instructs the next player to place their tile on any leaf space that touches the original tile, even diagonally. Conversely, the leaf tile with a broken circle (Pusher) means the opposite: the next tile may be placed in any space that is NOT able to touch the original tile.


Players have access to two tiles of each flavor and they are attempting to rid their hand of tiles and create the most lines of three or four tiles for one or two points respectively. Once one player rids themselves of all their tiles the next player may lay just one last tile in an attempt to score more points. Whichever player earns the most points is the winner and, undoubtedly, will wish to play again immediately afterward.
Components. The version I was sent is the most recent XVgames Bagstracts edition in the fancy brown bag. The bag is great, and not only carries the components but doubles as the game board. I mean, I have not really seen that anywhere else. What a great and versatile component. The tiles are all very nicely painted wooden tiles with very clear iconography, which is much appreciated. The rulebook is fantastic and explains the game splendidly. Also included is a set of modular 2×2 mats that can be assembled in ANY fashion to create personalized game boards. I think this is a wonderfully-produced game with excellent components. The art is minimal but effective, and it has orange as a main color, so I applaud that choice as well.

The gameplay is what I would like to rave about here. My wife and I enjoy abstract strategy games together, but I have never seen her be absolutely magnetized to a game as much as she is to Mijnlieff. Right away, the first day I asked her to play it with me we ended up playing it eight or nine times that day. And you know what? We both really were jonesing to play some more. The game is relatively quick, with games lasting around 10 minutes each, but the neural exercises happening whilst playing is such so fantastic.

None of the tiles’ actions are difficult to understand, but each time a tile is placed my mind is racing with possibilities for my next turn. I do not suffer from Analysis Paralysis (AP), and my wife usually takes her times, but I do sit and think a bit more playing Mijnlieff. Sometimes you just need to play a tile to block the other player. You see, if you lay a tile and your opponent is unable to lay a tile legally according to your tile’s actions, then you get to place another tile ANYWHERE on the board. This could lead to a cascade of several tiles being laid on a turn, and THAT is what makes this simply an amazing design.

I now have four titles by designer Andy Hopwood that I will be reviewing, and if any of them are as thoughtful, beautiful, and well-designed I may have found another designer to add to my list of favorites. Purple Phoenix Games (plus my wife) give this one an incredibly respectful 11 / 12. I think what could make this game better is blinged out components. Everything in this bag is great, but Mijnlieff screams for high quality components and just sparkle everywhere. If you need a thinky abstract for two players from a smaller publisher and designer, I plead with you to grab a copy of Mijnlieff. I find it to be a superior design, quick-playing, and just hits all the right spots for my wife and me. And once you receive your copy we can record ourselves pronouncing the title and sending our recordings to the designer for him to choose the closest butchering.
  
Shining Resonance Refrain
Shining Resonance Refrain
2018 | Role-Playing
I’ll be the first to admit that I’ve never been a huge fan of JRPG’s, but I really don’t have any reasons why. Growing up I loved watching the Shogun Warrior feature length cartoons and I’m a huge fan of RPG’s in general, so you’d think they’d be right up my alley. I’ve tried and tried to figure out why I have such a hard time sinking into them, and while I have never completed a Final Fantasy game, I continue to buy them in the hopes that one of these days I’ll just get it. So, I’m probably not the first person that would come to mind to review a game like Shining Resonance Refrain, a game that was released exclusively in Japan on PS3 back in 2014. Yet here we are, 4 years later, with a version released for the PS4, Xbox One, PC, and Nintendo Switch, with updated graphics and English voice acting.
Shining Resonance Refrain has you take on the role of a young man named Yuma who has been held captive and experimented on by the main antagonists of the game, the Lombardian Empire. Yuma possesses the soul of the Shining Dragon, the most powerful dragon in the land of Alfheim. The Lombardian Empire is attempting to gather all the souls of the long-forgotten dragons in an effort to break a stalemate between the waring countries of Astoria and the Lombardian Empire. The only thing standing in their way are Yuma, his dragon soul and a powerful set of weapons known as the Armonics.
Quests and exploration are key to moving the story along, with the main quests involving attempts to hinder the Lombardian Empire’s search for the remaining dragon souls. There are also side quests that help you earn money and experience for your characters. The quests are either your typical fetch type quests or the type where you go to this area, fight this major boss, and then return to the castle. The world is broken up into much smaller zones, representing numerous landmarks on the map. Traveling to a particular spot on the map means going from zone to zone until you reach your final destination. The zones are very small, so traveling between them isn’t a huge problem, but not being able to use fast-travel between the zones you have already explored means you will spend a lot of time going back and forth between your castle and your next quest. It isn’t a huge deal breaker in the game, but the areas aren’t always very interesting, and going back and forth amongst the same areas over and over can get old the further you get in the game.

Combat is a mixed bag as well. During your quests, you will encounter various creatures wandering the zones. The battles take place in real time and each character has a set of action points that are used for physical attacks and magic points used for your special abilities and “breaker” moves. As your character levels up, you gain access to different magical attacks, which you can swap out as you choose, but most of the time your battles are simply button mashing your way through them with little strategy involved. The battles are also extremely inconsistent, as battling the various creatures is almost too easy (even at standard difficulty) but battling the boss monsters is almost entirely too hard. There is a HUGE difficulty curve when fighting the boss monsters, to a point where I sometimes had to drop the difficulty to casual and still had to fight a boss 3-4 times to beat them. On standard difficulty, I’d typically give up after succumbing to the same boss repeatedly. Even in the later stages of the games the boss battles do not let up, but the normal battles are practically a cake walk.

In addition to your standard and magical attacks there is also a B.A.N.D special attack where you get additional powers depending on the character who initiates it. Some B.A.N.D attacks provide guaranteed hits, while others increase the damage of your magical attacks. On the left-hand side of the screen there is a bar with three levels that fills while you battle your way through the enemies. Each level increases the longevity that the B.A.N.D lasts, so it’s almost always preferable to save these special attacks for the boss battles. Yuma also has the ability to turn into the Shining Dragon who can release devastating attacks, however if your magic points drop too low the dragon goes into a berserker attack and will throw damage at friends and enemies alike. This is never good, so when playing as the Shining Dragon it’s key to turn back into Yuma before losing control.

Graphically the game is beautiful, and if anime or JRPG’s are your thing you will definitely appreciate the update to the original graphics. The graphics do stick closely to the standard JRPG tropes of ridiculously large weapons and warriors in short skirts, etc. so it looks like many of the other JRPGs on the market today. That’s not necessarily bad, it has just worn out its originality over the years. The sound can get extremely repetitive as well, especially in battle where your characters repeat the same catch phrases over and over again. Once again, that’s not to say that the sound is bad, but it gets old quickly. There are some other technical idiosyncrasies that were also particularly jarring. For example, if Yuma is killed in combat, you can run back to town with whichever character has taken over the “leader” role, but the minute you enter town, Yuma reappears as the controlling character. I get that he’s the main character and it doesn’t make much sense for the other characters to run around asking for quests, but his sudden reappearance even though you know he’s dead takes some getting used to.

So, is Shining Resonance Refrain a game that made me take another look at JRPGs? Well, yes and no if I’m being completely honest. It’s around 30+ hours for the main story and side quests and I’ll admit that the more time I spent with the game the more I enjoyed it. After about an hour of my mental block on JRPG games in general, I was able to get into the groove of things and power my way through it. That being said, I still felt the story was a little bit ridiculous and some of the characters really started to grate on my nerves. Even the main character Yuma tended to be a bit too wimpy for me. He can turn himself into the mightiest of dragons but doesn’t know if he can handle it, I often had the feeling that he should get over himself and embrace this incredible power. In the end, I really did enjoy it, once I overlooked a lot of it, and it actually did put me in the mood to go back and try one of the Final Fantasy games. I can’t say that Shining Resonance Refrain converted me to a diehard JRPG fan, but it certainly made me want to give them another try and that is a win in my book.

What I liked: Unique Characters, General feel of combat
What I liked less: Inconsistent difficulty, Repetitive phrases and sound effects
  
Arrival (2016)
Arrival (2016)
2016 | Drama, Mystery, Sci-Fi
Wow – what a surprise.
Sometimes I can get very irritated by a trailer for giving too much away (case in point, “Room” – which I recut – and more recently “Passengers”). Sometimes I can get very excited by a really good teaser trailer (case in point, “10 Cloverfield Lane”). But most of the time a “ho hum” trailer typically drives the expectation of a “ho hum” film: “Jack Reacher: Never Look Back” being a good recent example. Then there is “Arrival”…
Because the trailer for “Arrival” belies absolutely nothing about the depth and complexity of the film. At face value, it looks like a dubious “Close Encounters” wannabe, with a threat of movement towards the likes of “Independence Day” and “The 5th Wave”. Actually what you get is a film that approaches the grandeur of “Close Encounters” but interlaces it with the intellectual depth of “Inception”, the mystery of “Intersteller” and a heavy emotional jolt or two of “Up”.

Amy Adams (“Batman vs Superman”) plays Dr Louise Banks, a language teacher at a US university facing a bunch of particularly disengaged students one morning. For good reason since world news is afoot. Twelve alien craft have positioned themselves strategically around the world, hanging a few feet from the ground in just the sort of way that bricks don’t. Banks is approached by Colonel Weber (Forest Whitaker) and offered the job of trying to communicate with the aliens: where did they come from? why are they here? Banks faces the biggest challenge of her academic career in trying to devise a strategy for communication without any foundation of knowledge on what level communication even works at for them. Assisted by Ian Donelly (Jeremy Renner, “Mission Impossible IV/V”, “Avengers”), a theoretical physicist, the pair try to crack the code against a deadline set by the inexorable rise of international tensions – driven by China’s General Chang (Tzi Ma, “Veep”; “24”).

Steven Spielberg made a rare error of judgement by adding scenes in his “Special Edition” of “Close Encounters of the Third Kind” showing everyman power guy Roy Neary (Richard Dreyfuss) entering the alien spacecraft. Some things are best left to the imagination. Here, a reprise of that mistake seems inevitable, but – perversely – seems to be pulled off with mastery and aplomb. The aliens are well rendered, and the small scale nature of the set (I’m sure I’ve been in similar dingy waiting rooms in UK railway stations!) is cleverly handled by the environmental conditions.

But where the screenplay really kills it is in the emergence of the real power unleashed by the translation work. To say any more would deliver spoilers, which I won’t do. But this is a masterly piece of science-fiction writing. The screenplay was by Eric Heisserer – someone with a limited scriptwriting CV of horror film reboots/sequels such as “Final Destination 5”, “The Thing” and “A Nightmare on Elm Street” – so the portents were not good, which just adds to the surprise. If I were to be critical, some of the dialogue at times is a little TOO clever for its own good and smacks of Aaron Sorkin over-exposition: the comment about “They have a word for it in Hungary” for example went right over my head.

Denis Villeneuve (“Sicario”) deftly directs, leaving the pace of the story glacially slow in places to let the audience deduce what is going on at their own speed. This will NOT be to the liking of movie fans who like their films in a wham-bam of CGI, but was very much to my liking. The film in fact has very little exposition, giving you lots to think about after the credits roll: there were elements of the story (such as her book) that still generated debate with my better half on the drive home.

Amy Adams and Jeremy Renner are first rate and an effectively moody score by Jóhann Jóhannsson (“Sicario”; “The Theory of Everything”) round off the other high-point credits for me.
An extraordinary film, this is a must see for sci-fi fans but also for lovers of good cinema and well-crafted stories.
  
Kushiel's Dart (Phèdre's Trilogy, #1)
Kushiel's Dart (Phèdre's Trilogy, #1)
Jacqueline Carey | 2003 | Romance, Science Fiction/Fantasy
10
8.4 (9 Ratings)
Book Rating
Shelf Life – Kushiel’s Legacy, the Naamah Trilogy, and How Jacqueline Carey Ruined My Ability to Be Impartial About Them
Contains spoilers, click to show
I can honestly say that the nine books that comprise these three trilogies are among the best fantasy available today as well as nine of my all-time favorite books I’ve ever read.

The Spoiler-Free Overview

If you want the shorter, less spoilery answer for what I think of these books: holy crap, yes, they’re as good as everyone says they are. Jacqueline Carey has a way of making me just…feel stuff like no other author can. Plenty of books have caught and held my interest enough that I didn’t want to put them down, but few have made the act of putting them down anyway so torturous. More than once, I hit a point in these stories where I had to drop whatever else I was gonna do that day (that I could realistically drop) just because I had to keep reading to make sure the characters were going to be okay.

This is character-driven fiction at its finest, with people in the pages who come alive and subtly win your heart. More than once, I’ve found reading about their ordeals to be worrying, a little bit painful, and a little bit infuriating (all in a good way, though), and I had to stop and remind myself that these weren’t real people that I was so concerned over and angry for. So if you ever wanted to be really, really invested in the story you’re reading and the people in it, Terre d’Ange is the place to go. All of the eroticism that everyone talks about is just a really nice bonus.

If you want an even shorter answer: do you watch Game of Thrones? Have you read George R.R. Martin’s A Song of Ice and Fire books? Have you at least heard of the fan hype around these stories? The Kushiel and Naamah books are like that, except sexier and with deeper court intrigue. And a lot less incest.

If you want the long answer…

A Dizzying Amount of Adventure Mileage

One thing that has to be said for Kushiel’s Legacy and the Naamah trilogy is that you definitely get your money’s worth of story out of each book. There’s a pattern that I’ve noticed with each of them, which is that you’ll follow the heroine/hero through a massive tribulation, see them endure their hardships and take their small victories where they can, then finally watch matters come to a crux, a climax, and a satisfying resolution…only to realize that you’re only a third of the way through the full page count.

Where most books are content to have one major conflict, Carey packs hers with about three each. The best part is that they’re not laid out in rigid sequence like a series of video game side quests – fight this problem, win, check it off the list, leave it behind and find a new one to fill the word count. No, each new adventure in the same book arises completely organically from the story overall. It makes you realize just how huge a scope these characters’ destinies really are, and just how incredibly wearying it can be and how much seemingly inhuman endurance it takes to be one of the gods’ chosen.

For instance, the first book to kick everything off, Kushiel’s Dart, begins slowly and simply enough. Phedre is an unwanted child who is basically sold into indentured servitude, then trained to be a spy and courtesan while we’re introduced to Terre d’Ange through her eyes over the next couple hundred pages, learning more about the politics and the players in time to watch the drama around them steadily unfold and escalate.

And then her wise mentor gets killed (as wise mentors tend to do), she and her bodyguard companion are betrayed, and the both of them get sold into full-on slavery to the vikings of Skaldia. Plenty of conflict and hardship and planning later, they make their escape and flee into harsh, snowy mountain terrain, falling in love for good measure while they fend off the deadly cold and the pursuit from their enemies. Finally, they make it back to their homeland and clear their names.

This is where most books would be content to stop and maybe leave further contentions for a sequel. Kushiel’s Dart would have been well within its rights to do so as well, and I wouldn’t have complained if it did. But no, it reminds readers, we’re not done yet. There’s a war coming, remember? We talked about this. Catch your breath for a moment, but then we gotta go rally our armies.

So Phedre and Joscelin set off to the wild and secluded island nation of Alba on the other side of an enchanted strait, a body of water where a vengeful, divine power known as the Master of the Straits lives and for some reason prevents almost all contact between the two nations. Arriving safely enough, they find that Alba is also war-torn at the moment, and the armies they had hoped to rally are busy defending their land from another foe. More plotting and intrigue ensues, alliances and promises are made, and with our heroes’ help, the two sides clash in a decisive battle that gains the side we’re rooting for victory as well as gives them their rightful sovereignty back. Now Phedre has the army she needs. After a sudden and unexpected stop at the Master of the Straits’ island, where they learn the secret of his power and guarantee indefinite safe passage between the nations in return for Phedre losing her closest friend, our heroes finally make it back to their homeland again with their army in tow.

Finally! After all of that struggle, we get a happy ending after all. But wait, not yet you don’t, the chunk of pages left at the end remind you. All you did was get your forces together. Good for you. Now you still gotta go actually fight the war with the Skaldi invaders to determine the fate of your entire nation.

So they do. And only after an awesome last-stand battle (the excitement and careful strategy of which will take you completely by surprise if you first entered this book expecting little more than kinky sex scenes) is the story allowed to wrap up in earnest, our heroes finally earning their long-deserved rest. The dangerous and cunning warlord is defeated, the invading army has been pushed back, the new Queen has ascended the throne, Terre d’Ange has been saved, and Phedre and Joscelin are free to finally be together – with the only little niggle being that the real mastermind behind all of their problems is still loose and taunting them. But we can get to that in the next book. Or five.
  
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Mothergamer (1546 KP) rated the PC version of The Witcher III: Wild Hunt in Video Games

Apr 3, 2019  
The Witcher III: Wild Hunt
The Witcher III: Wild Hunt
Role-Playing
I was excited to play Witcher 3 Complete Edition as I had never played it before, yet I had read all the books about the Witcher Geralt and liked them a lot. I have not played the first two games, but they are both on my to play list. Geralt's world is interesting filled with complex characters, fantastic monsters, and great storytelling. All I can say is that I have a ton of games to play and some things get backlogged. I still have a stack of PS3 games to play and of course, I'll be playing the remastered Skyrim for PS4 when it comes out and that's another game I haven't played yet, but for this moment let's discuss how much I loved Witcher 3.

 Yes, I loved Witcher 3. I stayed up way too late many a night playing this game because I was having so much fun running around killing monsters and helping people in need. My vision of Geralt was someone who did his best to do the right thing and that sometimes that meant siding with the occasional monster because there were times when humans were the real monsters. The story drew me in right away and these were characters and lore I was familiar with so I was thrilled to explore the entire world in the game. Truly, I unlocked entire maps because I just had to know what everything was. The areas that were too high a level for me at the time I made a note of where they were and came back later. I think it's great when a game makes exploration fun and it definitely helped having Geralt's horse, Roach to help that exploration go a bit faster.

The environments in Witcher 3 are amazing. I would find myself stopping and just looking around at the scenery whether it was roaming through a forest or wandering the streets of a city. The attention to minute details was quite impressive. The gameplay is great. The gaming controls are fine tuned to make battles fun without feeling frustrating and the camera angles are spot on which made a terrific gaming experience for me. The music for Witcher 3 is beautiful. My favorite music was for the area of Skellige. Skellige was also my favorite place to explore because it was so pretty there with all the wild flowers and forests. I genuinely liked the people there too because many of them did not treat Geralt with complete suspicion or call him a freak the way they did in cities like Novigrad. They respected him and what he did; the fact that he was a Witcher and had cat eyes didn't really come up much. I felt that showed a lot of variety in the thinking of the people in the different areas.

There are mini games to play as well. I enjoyed the horse races because those were fun and worth the time and effort. They gave some great rewards such as saddle bags that increased my inventory space and saddles that increased my horse's stamina and speed. Then there's a card game called Gwent which you can play with various people ranging from innkeepers to some of Geralt's friends. I really tried with Gwent. It was a bit confusing for me and I found myself looking up videos on YouTube just to try and get the gist of it, and it helped a bit. However, a huge shout out to my friend Danny for giving a simple explanation of how it worked and the best strategy to winning because that helped more. I mainly just wanted to finish the Gwent side quests I had and I managed to do that. After that, I no longer bothered playing Gwent. It just wasn't my thing, but I will say graphics wise it was a well designed mini game and while it was a tad frustrating for me, I understood why many of my friends enjoyed it. There's also fist fights tournaments (think Fight Club) that Geralt can participate in. I aced the heck out of those and won all those prize coin purses. My favorite fight was the Rock Troll because it was interesting and I got to learn his name at the end; a reward for winning the fight.

Level grinding was not a chore for me in the game because there were so many quests and Witcher contracts which involves hunting specific monsters or investigating things that might involve monsters. These offer good experience and a lot of money for Geralt. There are times when the leveling feels a bit uneven because sometimes the main story quests give more experience than a few of the contracts and side quests. It's not a big deal, but it is noticeable. The skills menu for unlocking Geralt's Witcher abilities and upgrading them is easy to navigate and quite user friendly. My favorite skill was an upgrade of the Axii skill known as Puppet which could make enemies fight each other. The cutscenes and voice acting are superb; while the loading times are practically seamless which made me very happy.


First of all, I don't like anyone telling me what to do. Ask my parents. There was a time when I was told to eat my vegetables when I was a kid and instead of doing that, I stealthily put them under my chair and claimed my plate was clean because I wanted to go play with my friends. Hey, I was four. What the heck did I know about being a mastermind? My parents bought it for two minutes until they discovered it and yes, it was wrong of me to think that I didn't have to listen and tried to fool my parents but this gives you an idea about how long I've been like this. Don't get me wrong, if you just have a conversation with me and we have a healthy discussion I will listen to what you have to say. What I don't respond well to is comments like, "You should NOT be playing that game because of this, that, or the other thing." Ultimately I like to decide and think for myself and I think everyone should be able to decide for themselves whether or not they want to play a game, read a book, or see a movie.

While playing Witcher 3 two things came up about this which were I should not play the game because there are no people of color in it and that it was sexist to women. I honestly did not know there was a huge hullabaloo about these things when the game was first released because honestly I get busy with things going on in my life and I tend to just choose games that pique my interest. I thought the game looked interesting, so I bought it. That's really all there was to it.


As for the second aspect regarding the game being sexist towards women, I just find myself wondering where this comes from. There are several, I repeat, several strong female characters in the lore of Witcher and in the game. How is any of it sexist towards women? Look, I understand not liking all the boobies in the brothels and the sexual scenes in the game. It's not for everyone and some folks are just not down for it. It never bothered me and some of those sex scenes have some amusing humor in them. The argument that Geralt feels no emotions so it's sexist towards women is utter crap. If a person takes the time to actually read any of the books, read the lore, or actually tried to play the game they would know that Geralt can not express emotions on his face because of all the mutations that Witchers go through. Geralt actually feels very deeply especially when it comes to people like Yennefer who is his true love, Ciri who is like a daughter to him, and of course Vesemir who is a mentor/father figure to him. The fact that he can't physically express those emotions due to him essentially being a mutant shouldn't count against him.

The issues with things like Ciri being called a bitch by men or Yennefer being called a whore; those are things that happen in the real world and they sure as hell happened way too often throughout history. Part of the storytelling of many artistic things is that it finds a creative way to discuss real world issues and inform you hey, this kind of thing happens open your eyes. The part I loved is that these women did not need saving. They handled it themselves. The man who called Ciri a bitch? She broke his nose and she stuck up for herself. Yennefer handled the man who called her a whore and she held her own very well. These are not wilting flowers. These are strong, intelligent, and brave women in the story and I was thrilled that a fantasy game had them. Honestly, as soon as I heard the sentence, "Feminist Frequency said..." I felt my eyes rolling because this is such a stretch. I'm not saying that they're not entitled to their opinion because they are, but I did not see any evidence of that in the game at all and I disagree.

Games are meant to be fun and for me Witcher 3: The Wild Hunt was so much fun and one of the best games I've ever played. The story, the open exploration, and the diverse characters were amazing and I enjoyed it immensely. Now, I'm going to play through again on new game plus because the completionist in me wants to get all the different endings and the game is worth playing multiple times if one wishes.
  
Canvas
Canvas
2020 | Abstract Strategy, Puzzle
I do not have any natural talent for art. That doesn’t stop me from enjoying it, though! Whether it’s coloring, painting, or crafting, I like to let my artistic side run free. So imagine my surprise as I was perusing Kickstarter one day and happened upon Canvas. A game about ‘painting’ and creating unique, brilliant, and one-of-a-kind pieces of artwork, all without having to worry about my lack of actual artistic talent?? I was immediately sold! Now that I have the game in hand and have gotten the opportunity to play it, will it withstand the test of time, like a classic masterpiece?

Canvas is a game of card drafting and set collection in which players are trying to layer their cards to create unique pieces of artwork that will earn them Ribbons (VP) at the local art festival. To begin, set up the canvas mat, 4 random Scoring Cards, Ribbon tokens, and Art cards in their corresponding locations in the play area. Each player receives 3 sleeved Background cards and 4 Inspiration tokens. Select a starting player, and the game is ready to begin!

Playing over a series of rounds, players will take turns either Taking an Art Card or Completing a Painting. If you choose to Take an Art Card, you select an Art Card from the canvas mat and take it into your hand. The card furthest from the draw deck is free, but subsequent cards must be ‘purchased’ by spending Inspiration. Place 1 Inspiration token on every card preceding the one you take into hand. If you select an Art Card that has an Inspiration token on it, you collect that token for future use!


If you have at least 3 Art Cards, or a maximum of 5 Art Cards in hand, you must Complete a Painting. You will select 3 of your Art Cards to be sleeved with one of your starting Background cards. You may layer the Art Cards in any order you choose – but remember, only visible icons are used for scoring! Once you have Completed a Painting, you immediately score that piece. Compare the visible icons on your final painting to the Scoring Cards, taking any corresponding Ribbon tokens for successfully meeting their requirements. Play continues in this manner until all players have completed their 3 paintings. Players count up their cumulative scores from all paintings, and the player with the most points is the winner!
The gameplay seems simple enough, right? Yes! It is very straightforward since you only have 2 options for each turn. Either draft a card, or complete a painting. Teaching time is minimal and the gameplay can move quickly. But THAT is where the simplicity ends, my friends. The heart of Canvas is in its strategy. Each game has 4 random Scoring Cards, which define how you will earn points. And each transparent Art Card has a number of icons at the bottom that will affect how you resolve each Scoring Card. By layering your Art Cards, you will cover some icons, while letting others remain visible. The possibilities are truly endless when it comes to how to layer your cards, but are you clever enough to layer them for maximum points? Admittedly, the various layering possibilities coupled with 4 different Scoring Cards can lead to some analysis paralysis, as players try to figure out every combination they have to see what could earn the most points. But all in all, I have found the that the gameplay is never really at a standstill, because as one player is taking their turn, all others can be strategizing with their own cards.


Let’s talk about components. First off, I love the canvas mat – it really brings the theme to life and is good quality! The Art Cards are colorful and sturdy, and they really are clear enough to see even when layered upon each other. (I should say that I did remove the plastic film from the manufacturing process.) The Scoring and Background cards are nice, big, and easy to read and understand. My deluxe copy of Canvas has Wooden Ribbons and Inspiration tokens instead of the standard cardboard, and they are nice, chunky, and fun to play with. There are even 5 small wooden easels on which players can display their masterpieces! All in all, the deluxe components are great quality and really elevate the gameplay. AND the game box literally has a hole in the back so it can be hung on the wall, like a real piece of art! Such a creative and immersive approach to the game, that just puts a smile on my face.
If you’ve read this far in my review, I think you can tell that I really love Canvas. The theme is creative, the gameplay is simple, but extremely strategic, and the high quality components really make it feel deluxe. Is there anything I don’t like about it? Maybe that it makes my brain hurt sometimes when trying to figure out the best layering combo of my Art Cards. But seriously, this game is a new and unique twist on some of my favorite mechanics. Canvas is quickly making its way towards my Top 10 list, and this is one I will definitely be pulling out at game nights pretty often. Purple Phoenix Games gives this one an eccentric 11 / 12. Give it a shot, I don’t think you’ll be disappointed.
  
Warhammer: Chaosbane
Warhammer: Chaosbane
Fighting
There have been a lot of Warhammer games released over the past year or so. Everything from managing spaceships, to Real-Time Strategy, to Tactical Combat based games have been represented between the Warhammer and the Warhammer 40,000 universe. EKO Software and Bigben decided to add the action-RPG to the mix with their fun to play Diablo clone Warhammer: Chaosbane.

Much like the games that it takes inspiration from, you have the opportunity to pick one of four characters to battle the Lords of Chaos and bring order to the land. Your standard archetype characters are all here in standard Warhammer Fantasy. The Dwarven “Slayer” class, for those who like a barbarian class to rage havoc upon his foes, The High-Elf Mage who utilizes his magic to bring down the forces of chaos, the ho-hum Imperial Soldier who can take and deal out a huge amount of damage, and the Wood Elf who uses her bow and dagger to deal damage at a frighteningly fast pace.

Each of the characters have their own unique secondary ability that allows them to gain a strategic advantage on their foes. The Slayer can vault himself into enemies (much like the Barbarian class in Diablo), The Mage can control magical projectiles towards his targets, the Imperial soldier can shield bash targets and the Wood Elf can tumble in and out of danger. I played through the vast majority of the game as the Wood Elf and learning to use her tumble ability and stay mobile is some of the best ways to beat the bosses that you will come across.

One area where Warhammer: Chaosbane improves on the standard Diablo formula is how it handles health and energy/mana. Various items you equip can provide health regeneration on their own or you also possess the ability to use a “health Potion” that refills slowly each time you use it. Thankfully this means you don’t have individual health potions cluttering up your inventory. Mana/Energy is used for special attacks and actions…each time you use a skill some of your Mana/Energy is used. There are a few ways you can recoup your energy. The first is to use your general attacks on creatures, as you successfully hit each one your energy fills a little until it tops the meter off. The other way is to reach out to your familiar who follows you around the screen. My familiar was a butterfly that I could run over to when I’d run low on energy and it would fill my meter about half way. When you utilize your familiar in this way they must also recharge, so use them wisely.

One of the more unique items that you acquire as you slice your way through the hordes of demons and undead are Blood Orbs. Blood Orbs appear on the battlefield seemingly at random (although the more enemies you cut down the more likely they are to appear). As you acquire these orbs it fills a Blood lust meter and when full imbues your character with incredible power and near invincibility until the meter runs out. The Orbs don’t stay on the battlefield forever however, and they slowly lose power the longer you wait to gather them, so it encourages you to step out of the battle (or in my case roll out of the battle) to gather them as quickly as you can. As you progress your character you’ll be given the chance to upgrade these as well which essentially allows you to fill multiple meters and grants you this special power for longer lengths of time.

Skills are broken down into various types which allow you to outfit your character to best suit your play style. There are literally dozens of both active and passive skills to choose from, and each of these skills can be upgraded as well for improved effects or damage. As the Wood Elf Elessa, I was able to summon dryads to my side to help me deal with the hordes of enemies. In edition there are also God Skills that you acquire as you level up and complete missions. These special skills unlock more powerful abilities but also unlock traits as you apply the points. Traits such as health regeneration or critical hit chances are only some of the ones that you can unlock along the God Skill tree that give you a sense that your character is becoming more unstoppable with every skill acquired.

Unfortunately, the inconsistent voice acting is what relegates Chaosbane to being good instead of great. I made the mistake of choosing the character with the worst voice acting in the bunch and if I had played through with another character I may not have noticed how truly terrible it was. Elessa delivers her lines in an almost wooden (pun intended) manner, almost as if reading directly from a script. This gets even more noticeable when on occasion her voice changes to that of a man. The developers and testers did a good job of catching most of them, but there were at least five or six dialog trees where Elessa’s voice changed completely. I have two theories on this, my first theory (although I hadn’t confirmed this) is that the character was originally meant to be portrayed as a man and was changed to add a bit more diversity to the line-up. Not that there is anything wrong with having the main characters all be male, but it certainly could have limited the appeal of the audience. My second theory is that some of the dialog was simply place holders while they were sourcing out the right voice actors and simply missed replacing the audio bytes.

Either way, Elessa isn’t the only place where the voice acting takes a turn for the worst, other characters suffer from this fate as well. While the Warhammer games have always used bravado to deliver their dialog, it is simply too over the top in most cases. The first boss I encountered sounded like Cobra Commander who had just walked off the set of the latest GI Joe Cartoon to lead the forces of Chaos…Yo Joe! The fact that the game is voice acted entirely is something that I do applaud the developers for insisting on, it’s just disappointing that you find yourself reading through the dialog as quickly as possible and skipping the voices whenever you can.

Even with its flaws Warhammer: Chaosbane is a fun Diablo clone and an absolute blast to play. The story is forgettable, the voices laughable, but the combat scratches the same itch that any other action roleplaying game provides. There’s plenty of loot to acquire, that ranges from common to rare, and your ability to “bless” items to make them more powerful is an added bonus. There are a whopping ten levels of difficulty, each level provides for a more difficult adventure with the promise of even better loot. With both couch co-op and online multiplayer, it even harkened me back to the days of playing the original Gauntlet in the arcades. If you like the Warhammer universe and are looking for a game you can pick up and play with relative ease, then Warhammer: Chaosbane is just the game you are looking for.

What I liked: Fun combat, Amazing selection of skills, Plays equally well with keyboard/mouse or controller

What I liked less: Terrible voice acting, Repetitive loot drops, Forgettable story
  
Festival!
Festival!
2020 | Medieval
Remember music festivals, or concerts of any kind? I most certainly do. I used to perform almost every weekend with my band pre-COVID. Well, I haven’t performed in over eight months as of this writing. I miss it so much. So when I heard that a designer was working on a game about musicians putting on music festivals I just had to check it out.

Festival! is a competitive set collection game for larger groups, three to seven players. It is set in a medieval kingdom and the game lasts for four festivals. During the game players will be collecting sets of cards to be scored immediately and collecting other cards to be scored at the game’s end.

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, but give an idea of how the game plays. You are invited to download the rulebook, back the game through the forthcoming Kickstarter campaign, or through any retailers stocking it after fulfillment. -T


To setup, place the board in the middle of the table. Each player chooses a color of pawn to represent them and places one pawn on the 0 space upon the scoring track and the other pawn in the Festival! area upon the board. The game comes with four different types of cards and each type will be shuffled and placed face-down in stacks as in the photo below. Place the festival marker on either the 0 or 4 space (the rules are not clear, but it is to track the number of festivals, so just choose one) and give the first player busteeple to the youngest player. The game may now begin.
Festival! is played over several turns, but the first three turns will see players taking turns to travel to the different areas of the board and collect cards once they arrive. The initial Festival! area is located between the City and Village areas so a player can choose to move their pawn into either of those areas. As is printed on the board areas themselves, when players arrive in the Country they will immediately draw three Ensemble (green) cards to their hand and their turn is over. A trip to the Village affords the player two Ensemble cards to be drawn, while a visit to the City will allow a player to either draw one Ensemble card OR play as many cards from their hand as they choose. Finally, should the player’s wanderlust urge them to the Palace, they may draw a Palace card to be played to their tableau immediately. Movement from one area to the next is always done to the adjacent area. So if in the Village a player may only move to either the Country or the City. If in the Country a player may only move to the Village.

As I mentioned, the first three turns are head start rounds where players are merely collecting cards to amass a hand (of limit 7) of cards that can be played in sets in their personal tableau. These cards are divided into Exotic, Percussion, Melodic, and Choir cards. Players may play as many cards as they like when in the City, but will score bonus set and superset points if they are able to lay down multiple unique cards in each group. For example, a Horn card is worth one VP alone, but with three other unique Melodic cards earns bonus points for the entire set.

After the first three turns have been played, the first player will then flip a Festival card (stacked on the game board) at the beginning of each turn. It is from this stack that the four “Festival!” cards are located, and they are the time trackers for the game. If the result is “Preparation,” the turns continue as normal with no change. However, should the flipped card be a “Festival!” face, then players within range of the Festival Stages may claim a stage and participate in the festival. Participation in the festival simply means that players may play cards as normally played in the City, but then are entitled to one of the drawn Finale cards. These cards are scored at the end of the game and typically award bonus points for various reasons.


Play continues in this fashion of traveling the board areas to collect cards, performing in festivals, and earning the most amount of VP at game end, which is immediately following the fourth festival. The player with the most VP is the winner!
Components. Again, this is a prototype copy of the game, so the components may be different upon completion of a successful Kickstarter campaign. What we were provided, however, is a good-looking, though muted, game board, a ton of cards, and some painted wooden tokens. The tokens are fine, and I am sure will look different once the game is finalized. The cards are good, an interesting dimension, and the art upon them is good and simple. In fact, the cards’ art remind me of several computer icon sets, specifically Shadow or Sardi (though I use Sweet-Rainbow).

But how does it play? Okay, every time I get a new game I always play it solo multi-handed. During this initial play I had several questions for the designer about scenarios and other oddities that were not covered in the rulebook. He graciously, and immediately, answered my questions and the next play through ran quite smoothly. So I am sure the rulebook will be tweaked quite a bit before final production.

Once I was playing the right way the game ran smoothly and quickly. I found myself planning my turn in advance, however your success truly is dependent on the cards you draw. Ensemble cards are just the instruments, voices, and Minstrel (wild) cards, while the Palace cards are the rule-breaking fun cards. They allow increased travel, protection from certain cards in the deck, and other goodies I won’t spoil here. So having a nice collection of Palace cards can alleviate a lot of the random card draw issues that will plague players who refuse to grab the Palace cards. As I played more and more I found that I generally follow one strategy, but have to switch up tactics depending on my card draws. This is good and okay (not “bad”). Going in with a plan of attack is great, and being able to become flexible mid-game is enjoyable.

Overall this one is surprising to me because I was initially frustrated with the vague rulebook, but once I truly knew the real rules and how everything played together I found a real fondness for it. Festival! will probably never make it close to my Top 10 Games of All Time list, but for larger groups who are tiring of the hidden traitor or social deduction games, this one is a breath of fresh air. It can handle up to seven players, and is an easier teach than many other games for mid-to-large groups.

So if you are looking for something different for a weird player count, and you need some more medieval rock star games in your collection please check out Festival!. (Do I need the period there or am I covered with the exclamation point from the title of the game? I was not an English major.) I think you will be pleasantly surprised at how this unassuming set collection game (with aspects of take-that which I did not explore here) will perform. I am looking forward to following the Kickstarter campaign set to launch in Spring 2021, so keep it on your radars, people.