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Pantheon: jewel matching puzzle
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Pantheon is a mysterious and hidden temple in the heart of India. It holds the secrets of ancient...
Debbiereadsbook (1197 KP) rated Dragonslayer (Twitterlight #1) in Books
Sep 25, 2018
creeps up on ya, but so bloody good!
Independent reviewer for Divine Magazine, I was gifted my copy of this book.
Adam, a student, is pulled into a world, a fight, he knows nothing about. A fight involving a sword and a dragon and hero that it seems he is! Faced with four armed beasts, flying lizards, magic and sorcery, fur sprouting lovers, and many more challenging things, Adam must kill the dragon, and return home, or die trying.
I don't know about you, but I read a lot, a LOT, a lot. And much of that reading is within the same genres and I'm happy to be doing all that reading, don't get me wrong. It's just much of the same. And I don't know what I was expecting from this book, but I'm fairly certain I saw the word dragon in the blurb and that did it for me.
This book, right here?? Totally way out of my comfort zone, and it is high fantasy at its very best! I freaking LOVED this book, bar one teeny tiny thing, but I'll come back to that. So bloody good!
Adam is pulled into the twitterlight world, where there is no sun, nor moon, and the world is bathed in this half light. A princess, a warrior, and a child cast out from his people find Adam, and immediately bring him into their quest. And Adam is like " oh, ok, lets get to it then!" He literally just jumps straight in and I loved that he did not question much in the beginning; more so, once he realised that HE was the one meant to kill the dragon, but still, he was mostly " yeah ok!"
Duin, the child cast out from his people but a child no more, creeps into Adam heart, much as he does his bed, and I loved that, while fully aware that such things are not the norm in this twitterlight world, Duin can't keep away from Adam.
I LOVED the twist at the end, I really did not see that one coming!
Which brings me to why I knocked a whole star off, even though I loved this book.
Single
Person
Point
Of
View.
Only Adam gets a voice! And I wanted, no I desperately NEEDED to hear from Duin, I really did! There were to many to mention points along the way that Duin needed to be heard and he wasn't. And that really pissed me off, even though I did LOVE this book! Oh, don't get me wrong, it's a bloody great book, even without Duin's voice, but I WANTED his voice, you know?? It would really have made this a stand out of the year book, for me!
It's billed as Twitterlight book one, but I can't see anything pertaining to future books. I don't know if they will be about Adam and Duin future adventures, or if they will be about other people we have met here. I don't care, I want to read them. This is the first I've read of Matthew Lang, and he is firmly in my crosshairs.
So, ONLY because Duin doesn't get a say
4 stars
**same worded review will appear elsewhere**
Adam, a student, is pulled into a world, a fight, he knows nothing about. A fight involving a sword and a dragon and hero that it seems he is! Faced with four armed beasts, flying lizards, magic and sorcery, fur sprouting lovers, and many more challenging things, Adam must kill the dragon, and return home, or die trying.
I don't know about you, but I read a lot, a LOT, a lot. And much of that reading is within the same genres and I'm happy to be doing all that reading, don't get me wrong. It's just much of the same. And I don't know what I was expecting from this book, but I'm fairly certain I saw the word dragon in the blurb and that did it for me.
This book, right here?? Totally way out of my comfort zone, and it is high fantasy at its very best! I freaking LOVED this book, bar one teeny tiny thing, but I'll come back to that. So bloody good!
Adam is pulled into the twitterlight world, where there is no sun, nor moon, and the world is bathed in this half light. A princess, a warrior, and a child cast out from his people find Adam, and immediately bring him into their quest. And Adam is like " oh, ok, lets get to it then!" He literally just jumps straight in and I loved that he did not question much in the beginning; more so, once he realised that HE was the one meant to kill the dragon, but still, he was mostly " yeah ok!"
Duin, the child cast out from his people but a child no more, creeps into Adam heart, much as he does his bed, and I loved that, while fully aware that such things are not the norm in this twitterlight world, Duin can't keep away from Adam.
I LOVED the twist at the end, I really did not see that one coming!
Which brings me to why I knocked a whole star off, even though I loved this book.
Single
Person
Point
Of
View.
Only Adam gets a voice! And I wanted, no I desperately NEEDED to hear from Duin, I really did! There were to many to mention points along the way that Duin needed to be heard and he wasn't. And that really pissed me off, even though I did LOVE this book! Oh, don't get me wrong, it's a bloody great book, even without Duin's voice, but I WANTED his voice, you know?? It would really have made this a stand out of the year book, for me!
It's billed as Twitterlight book one, but I can't see anything pertaining to future books. I don't know if they will be about Adam and Duin future adventures, or if they will be about other people we have met here. I don't care, I want to read them. This is the first I've read of Matthew Lang, and he is firmly in my crosshairs.
So, ONLY because Duin doesn't get a say
4 stars
**same worded review will appear elsewhere**
Phil Leader (619 KP) rated Brood of Bones (Lady of Gems #1) in Books
Nov 11, 2019
I got this book because I wanted to read some of Marling's work and it seemed a good starting point. I downloaded it at the same time as a lot of other works, intending just to skim the first chapter of each and then decide which one I was going to read.
I read the first part of this novel and I was hooked. The story unfolds really well and there is real suspense. The writing is a joy to read and the descriptions of the world are really evocative.
The story revolves around Elder Enchantress Hiresha who having become a powerful practitioner of magic is requested to return to her home town. There she quickly realises that something is very wrong - all the women are pregnant, and all are due around the same time. Clearly this is not normal, but what is the cause and why has it happened?
Hiresha must unravel the threads to work out what is going on and exactly what the threat to the town is. Perhaps the pregnancies are the divine work of a god, but for what purpose? Or perhaps the dark Lord of the Feast is involved so that he may dine on the fears of the population in the night? Hiresha must find the truth - and quickly - and along the way she will make both questionable alliances and bitter enemies. But who can really be trusted when the fate of the city is at stake?
The world is immersive, and Marling does well to convey just enough information to ensure the reader is not overwhelmed by some of the stranger aspects of his world. I have read other (more well known) authors who struggle in this regard. The characterisations are good, particularly impressive is Hiresha who despite her mastery of magic is very human, with many faults and failings which she must overcome during the course of the story. The supporting characters are also well drawn and have a depth. There is a real impression that they are leading their own lives outside of the story.
The story itself is mainly a fantasy 'whodunnit' with Hiresha gathering evidence and suspects, as well has finding out exactly what the pregnancies entail. The main twist is that she suffers from a form of narcolepsy and finds it hard to keep awake - and when awake she is not very perceptive. But when sleeps she is able to perform her magic and analyse what she has seen while awake.
Once the culprit is revealed, the ending is hard to put down as Hiresha has put herself - and possibly the whole town - in grave danger in order to find out the truth. The final part of the story is a breathtaking battle as powerful forces fight over the fate of the town.
I really could not stop reading this book. I looked forward to picking it up and was reluctant to put it down. The story is really very compelling and despite having a lot of swords and sorcery in it, this does not fall into any of the well trodden paths of fantasy. The writing moves the story on at a good pace and is full of fantastic descriptions and little details that really bring the world alive.
I rate this book very highly. I know it is only January but already I feel that this is easily one of the best books I will read this year. Very highly recommended
I read the first part of this novel and I was hooked. The story unfolds really well and there is real suspense. The writing is a joy to read and the descriptions of the world are really evocative.
The story revolves around Elder Enchantress Hiresha who having become a powerful practitioner of magic is requested to return to her home town. There she quickly realises that something is very wrong - all the women are pregnant, and all are due around the same time. Clearly this is not normal, but what is the cause and why has it happened?
Hiresha must unravel the threads to work out what is going on and exactly what the threat to the town is. Perhaps the pregnancies are the divine work of a god, but for what purpose? Or perhaps the dark Lord of the Feast is involved so that he may dine on the fears of the population in the night? Hiresha must find the truth - and quickly - and along the way she will make both questionable alliances and bitter enemies. But who can really be trusted when the fate of the city is at stake?
The world is immersive, and Marling does well to convey just enough information to ensure the reader is not overwhelmed by some of the stranger aspects of his world. I have read other (more well known) authors who struggle in this regard. The characterisations are good, particularly impressive is Hiresha who despite her mastery of magic is very human, with many faults and failings which she must overcome during the course of the story. The supporting characters are also well drawn and have a depth. There is a real impression that they are leading their own lives outside of the story.
The story itself is mainly a fantasy 'whodunnit' with Hiresha gathering evidence and suspects, as well has finding out exactly what the pregnancies entail. The main twist is that she suffers from a form of narcolepsy and finds it hard to keep awake - and when awake she is not very perceptive. But when sleeps she is able to perform her magic and analyse what she has seen while awake.
Once the culprit is revealed, the ending is hard to put down as Hiresha has put herself - and possibly the whole town - in grave danger in order to find out the truth. The final part of the story is a breathtaking battle as powerful forces fight over the fate of the town.
I really could not stop reading this book. I looked forward to picking it up and was reluctant to put it down. The story is really very compelling and despite having a lot of swords and sorcery in it, this does not fall into any of the well trodden paths of fantasy. The writing moves the story on at a good pace and is full of fantastic descriptions and little details that really bring the world alive.
I rate this book very highly. I know it is only January but already I feel that this is easily one of the best books I will read this year. Very highly recommended
Phil Leader (619 KP) rated The Written (Emaneska #1) in Books
Nov 29, 2019
Ben Galley is a fantasy author and staunch defender of independent publishing. The Written is his first book, and the first in The Emaneska trilogy.
I have to say I was expecting some fairly standard sword and sorcery tale here, a bit of magic, a few fabulous beasts slain, the usual wise grey beards and prophecies. As a first book that would have definitely been the safe option, and would still have been a good read.
Needless to say this isn't what you get. You get a slew of mythical creatures - dragons (I suspect only the Pern novels exceed the sheer number in this book), werewolves and more besides. You get heroes and villains. You get magic. You get sword fights. But all of these are put together in a way that's different from the norm. Rather than trying to subvert all the fantasy tropes it is as if Galley dropped them and they smashed and in putting them back together they aren't quite the same as they were before.
The basic story concerns the theft of a spell book which, in the wrong hands, can be used to summon a mighty and powerful evil. Farden, one of the Written (a sort of magic user that has spells tattooed onto his back) has to try to prevent this happening. I won't give any more details as there are many twists and turns as the story unfolds.
Farden is a powerful mage and a tough fighter and although he is heoric he also has personal demons that could cause his mission to fail. He is a loner with little patience for others. He doubts his own abilities and judgement. As the reader you feel you want to give him a good shaking sometimes to get him to act. This makes him a very complex character, realistic and interesting to follow. The other main characters are also fully realised with their own mannerisms and momentum.
Galley takes his time describing the world and there is a feeling of real depth and history, perhaps not on the same scale as Tolkien but the comparison is apt. Clearly Galley has spent considerable time putting this world together and is rightly proud of the results.
He takes his time with descriptions, each of the many locations vividly worded and memorable. The action scenes (of which there are a fair number) crack along at a breathless pace although possibly a little overwritten at times (allowable when there is so much to try to convey to the reader I think).
As the first of a trilogy of books this obviously leaves the story open for the sequel at the end, but it is a satisfying conclusion and there is no doubt that the first part of Farden's journey is complete but that there is much more - and probably harder - to come.
Really the only criticism I have is that occasionally - at the start and then a small part about half way through - the writing perhaps isn't up to the standard of the rest, which I think is because this is a first novel. And the standard of the rest of the writing to so high this really is a niggle.
I highly recommend this book to anyone who likes their fantasy fast and interesting. It's a long book and a good book. And even better, it's free to download so what is stopping you?
I have to say I was expecting some fairly standard sword and sorcery tale here, a bit of magic, a few fabulous beasts slain, the usual wise grey beards and prophecies. As a first book that would have definitely been the safe option, and would still have been a good read.
Needless to say this isn't what you get. You get a slew of mythical creatures - dragons (I suspect only the Pern novels exceed the sheer number in this book), werewolves and more besides. You get heroes and villains. You get magic. You get sword fights. But all of these are put together in a way that's different from the norm. Rather than trying to subvert all the fantasy tropes it is as if Galley dropped them and they smashed and in putting them back together they aren't quite the same as they were before.
The basic story concerns the theft of a spell book which, in the wrong hands, can be used to summon a mighty and powerful evil. Farden, one of the Written (a sort of magic user that has spells tattooed onto his back) has to try to prevent this happening. I won't give any more details as there are many twists and turns as the story unfolds.
Farden is a powerful mage and a tough fighter and although he is heoric he also has personal demons that could cause his mission to fail. He is a loner with little patience for others. He doubts his own abilities and judgement. As the reader you feel you want to give him a good shaking sometimes to get him to act. This makes him a very complex character, realistic and interesting to follow. The other main characters are also fully realised with their own mannerisms and momentum.
Galley takes his time describing the world and there is a feeling of real depth and history, perhaps not on the same scale as Tolkien but the comparison is apt. Clearly Galley has spent considerable time putting this world together and is rightly proud of the results.
He takes his time with descriptions, each of the many locations vividly worded and memorable. The action scenes (of which there are a fair number) crack along at a breathless pace although possibly a little overwritten at times (allowable when there is so much to try to convey to the reader I think).
As the first of a trilogy of books this obviously leaves the story open for the sequel at the end, but it is a satisfying conclusion and there is no doubt that the first part of Farden's journey is complete but that there is much more - and probably harder - to come.
Really the only criticism I have is that occasionally - at the start and then a small part about half way through - the writing perhaps isn't up to the standard of the rest, which I think is because this is a first novel. And the standard of the rest of the writing to so high this really is a niggle.
I highly recommend this book to anyone who likes their fantasy fast and interesting. It's a long book and a good book. And even better, it's free to download so what is stopping you?
My Kingdom for the Princess II HD
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The innovative mixture of click management and building simulation still works perfectly, and some...
Mothergamer (1546 KP) rated the PC version of Kingdoms of Amalur: Reckoning in Video Games
Apr 3, 2019
Say Fable, Skyrim, and Dragon Age have a baby and Kingdoms of Amalur: Reckoning is the result and what a brilliant result it is. Not only is there a fantastic in depth story created by R.A. Salvatore, there is amazing art work done by Todd McFarlane and an incredible musical score by Grant Kirkhope. Last but not least, there is of course the game's executive designer, Ken Rolston. Together, these individuals made one hell of a RPG video game, that was not only fun to play, it's worth playing through again and again.
The story begins with your character finding himself or herself revived from death by a creation known as the Well Of Souls. This event has disrupted the threads of fate that affect the people and events of Amalur leaving you with no determined fate. This opens you up to many possibilities and of course there are those who would exploit it for their own personal gain.
With an opening like this, Kingdoms Of Amalur's story has a lot of depth and there are many possibilities that one can take as it progresses. There is so much to explore on the map and there is a freedom to it as you can explore as much as you like. The story line itself leads to you exploring the kingdom of Amalur even further opening up new areas and you are not isolated to just one location.
All the areas are beautifully done and are different from each other. No similarities or one map used repeatedly here. There is even a dangerous beauty and creativity to all the fantasy monsters that are a threat to you such as mountain trolls. Although you will see some of the same monsters in different areas as well as types of NPCs and other characters, it mixes together so well it doesn't hinder the game play or the story. The dialogue with characters is well written and even more refreshing, well acted. It's never boring and in some dialogues it even adds more to the tale.
One flaw Kingdoms Of Amalur has is a couple of the quests had a few bugs, such as the Shine And Shadow quest. The quest couldn't be finished because of the quest items not being in the inventory or the Boss for this particular quest just didn't show up. It wasn't a terribly trying ordeal, but it was something that was noticed and something that could and should be fixed. Other than that, there was no other technical issues with the game for me. The game didn't freeze once during all the hours of game play and the frame rate didn't drop, and because of how much fun I had with the game, a couple of quest bugs didn't bother me at all. But, let's move on to the rest of the good.
The core of Kingdoms Of Amalur is the combat throughout the game along with the ability to fully customize your character and play to your character's strengths due to your fate or lack of one. The possibilities are endless and you can even open up new job classes as your character levels up as the game progresses. Award points earned after leveling up can be put into three categories: Might, Finesse, and Sorcery giving you added abilities and status boosts associated with whichever job class you have chosen. Combine this with all the questing and yes, that includes all the side quests, five guild story arcs, and the downloadable content of The Legend Of Dead Kel, that could easily give you 100 hours or more of game time. To sum up, Kingdoms Of Amalur isn't just a run of the mill RPG. It's something more. It has a great mix of excellent story telling, amazing game play, and an exciting world to explore that promises tons of great adventure. Overall, it is a game worth having in a gamer's collection.
The story begins with your character finding himself or herself revived from death by a creation known as the Well Of Souls. This event has disrupted the threads of fate that affect the people and events of Amalur leaving you with no determined fate. This opens you up to many possibilities and of course there are those who would exploit it for their own personal gain.
With an opening like this, Kingdoms Of Amalur's story has a lot of depth and there are many possibilities that one can take as it progresses. There is so much to explore on the map and there is a freedom to it as you can explore as much as you like. The story line itself leads to you exploring the kingdom of Amalur even further opening up new areas and you are not isolated to just one location.
All the areas are beautifully done and are different from each other. No similarities or one map used repeatedly here. There is even a dangerous beauty and creativity to all the fantasy monsters that are a threat to you such as mountain trolls. Although you will see some of the same monsters in different areas as well as types of NPCs and other characters, it mixes together so well it doesn't hinder the game play or the story. The dialogue with characters is well written and even more refreshing, well acted. It's never boring and in some dialogues it even adds more to the tale.
One flaw Kingdoms Of Amalur has is a couple of the quests had a few bugs, such as the Shine And Shadow quest. The quest couldn't be finished because of the quest items not being in the inventory or the Boss for this particular quest just didn't show up. It wasn't a terribly trying ordeal, but it was something that was noticed and something that could and should be fixed. Other than that, there was no other technical issues with the game for me. The game didn't freeze once during all the hours of game play and the frame rate didn't drop, and because of how much fun I had with the game, a couple of quest bugs didn't bother me at all. But, let's move on to the rest of the good.
The core of Kingdoms Of Amalur is the combat throughout the game along with the ability to fully customize your character and play to your character's strengths due to your fate or lack of one. The possibilities are endless and you can even open up new job classes as your character levels up as the game progresses. Award points earned after leveling up can be put into three categories: Might, Finesse, and Sorcery giving you added abilities and status boosts associated with whichever job class you have chosen. Combine this with all the questing and yes, that includes all the side quests, five guild story arcs, and the downloadable content of The Legend Of Dead Kel, that could easily give you 100 hours or more of game time. To sum up, Kingdoms Of Amalur isn't just a run of the mill RPG. It's something more. It has a great mix of excellent story telling, amazing game play, and an exciting world to explore that promises tons of great adventure. Overall, it is a game worth having in a gamer's collection.
Ross (3284 KP) rated Blood of Assassins in Books
Feb 12, 2018
I can't quite see what the fuss is all about
*** Disclosure: I received an advance copy of this book from NetGalley in return for an honest review ***
I read Blood of Assassins straight on the back of Age of Assassins, which I thought was OK.
Here we are back with Girton Club-Foot and his assassin master 5 years after the conclusion of the first book. Having travelled as mercenaries during this time, Girton has stopped training with the sword and picked up a warhammer instead. The book opens with he and his master seeing off some foreign assassins of their own, his master becoming poisoned in the conflict.
The Tired Lands has deteriorated over this time with Girton's three fellow squires all vying to become king, resulting in a long war that has taken its toll on the land and its people.
Girton becomes tasked with finding the spy within his old friend, Rufra's, camp and soon becomes embroiled in finding a murderer and fending off attacks on the camp and nearby towns.
Girton is one of the most annoying characters I have come across for a while, being incredibly stupid, selfish and childish. He is mooted as an incredible warrior on his return, which I thought of as odd due to nobody seeing his true skills in the first book - he always had to pretend to be mostly useless to hide his assassin and sorcery abilities. Hi is also praised for solving the mystery over the assassin-hiring in the first book, even though he solved that by luck, people just confessing to him or other people working it out instead of him.
Here he again does next to nothing to solve the mystery of the spy and only when he is confronted by them does he work it out.
As in the first book, he again becomes embroiled in identifying a murderer in the camp, which he again does despite his stupidity.
I'm all for an anti-hero but they are supposed to still make you either love them or hate them, I found myself completely indifferent to Girton's plight and just wanted to get through it.
There were more typical fantasy battle scenes in this book, which were well executed, but these were few and far between and came somewhat at odds with the plot. This redeemed the book for me.
However, as with the first book, there were no hints at who the culprit was, too much of it was left to the reveal, meaning the mystery aspect of the book was a little clumsy.
And the dream sequences, which in the first book served to tell the story of Girton's upbringing, here are a complete nonsense and add nothing to the story. Just flowery nonsense.
Barker has a good turn of phrase, but at times I thought it just confusing:
"The impact came from behind, high in the centre of my back, throwing me forward.
An arrow.
I knew the way they killed. Felt its ghost as it ruptured my lungs, split my breastbone and burst from my chest. I hit the floor, dust billowing from the carpet. The weight on my back forced me down into the choking cloud.
Not an arrow."
For me this was style over substance and left me unnecessarily confused as to what was happening.
The first person perspective is also fatally flawed in this setting as we therefore automatically know Girton survives, taking the edge off all the battles he is involved in.
In summary, a little flowery at times and doesn't know whether it wants to be a fantasy book or a thriller and succeeds in neither all that well.
I read Blood of Assassins straight on the back of Age of Assassins, which I thought was OK.
Here we are back with Girton Club-Foot and his assassin master 5 years after the conclusion of the first book. Having travelled as mercenaries during this time, Girton has stopped training with the sword and picked up a warhammer instead. The book opens with he and his master seeing off some foreign assassins of their own, his master becoming poisoned in the conflict.
The Tired Lands has deteriorated over this time with Girton's three fellow squires all vying to become king, resulting in a long war that has taken its toll on the land and its people.
Girton becomes tasked with finding the spy within his old friend, Rufra's, camp and soon becomes embroiled in finding a murderer and fending off attacks on the camp and nearby towns.
Girton is one of the most annoying characters I have come across for a while, being incredibly stupid, selfish and childish. He is mooted as an incredible warrior on his return, which I thought of as odd due to nobody seeing his true skills in the first book - he always had to pretend to be mostly useless to hide his assassin and sorcery abilities. Hi is also praised for solving the mystery over the assassin-hiring in the first book, even though he solved that by luck, people just confessing to him or other people working it out instead of him.
Here he again does next to nothing to solve the mystery of the spy and only when he is confronted by them does he work it out.
As in the first book, he again becomes embroiled in identifying a murderer in the camp, which he again does despite his stupidity.
I'm all for an anti-hero but they are supposed to still make you either love them or hate them, I found myself completely indifferent to Girton's plight and just wanted to get through it.
There were more typical fantasy battle scenes in this book, which were well executed, but these were few and far between and came somewhat at odds with the plot. This redeemed the book for me.
However, as with the first book, there were no hints at who the culprit was, too much of it was left to the reveal, meaning the mystery aspect of the book was a little clumsy.
And the dream sequences, which in the first book served to tell the story of Girton's upbringing, here are a complete nonsense and add nothing to the story. Just flowery nonsense.
Barker has a good turn of phrase, but at times I thought it just confusing:
"The impact came from behind, high in the centre of my back, throwing me forward.
An arrow.
I knew the way they killed. Felt its ghost as it ruptured my lungs, split my breastbone and burst from my chest. I hit the floor, dust billowing from the carpet. The weight on my back forced me down into the choking cloud.
Not an arrow."
For me this was style over substance and left me unnecessarily confused as to what was happening.
The first person perspective is also fatally flawed in this setting as we therefore automatically know Girton survives, taking the edge off all the battles he is involved in.
In summary, a little flowery at times and doesn't know whether it wants to be a fantasy book or a thriller and succeeds in neither all that well.
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Gareth von Kallenbach (980 KP) rated the PC version of Diablo IV in Video Games
Jun 22, 2023
The latest entry in the phenomenally popular Diablo series has arrived with the release of Diablo IV and with it comes the lofty expectations of a rabid fan base for the franchise. Players can play as one of various classes including Sorcerer, Barbarian, Rogue, Necromancer, and Druid, each comes with its own unique abilities such as sorcery, speed and dexterity, and brute force.
I chose to play as a barbarian as I am not a huge fan of resource gathering, crafting, or playing in a support role, and preferred to mix it up close quarters taking as many enemies as I can with me before I go down in a blaze of glory.
As players gain experience they will be able to increase their abilities many of which can be deployed on a timed basis and grow increasingly powerful as players level up. Players will also be able to obtain armor, weapons, charms, and more along the way which can be recycled, sold, or crafted into various upgrades in the numerous towns and communities throughout the vast map of the game.
Players will be able to complete the main quests and side quests along the way which will gain experience upon successful completion as well as defeating enemies in combat. The sheer distance between objectives can be daunting especially when the map is not clearly shown for a specific area as players may sometimes have to go a considerable distance one-way just be able to detour back toward their intended destination.
Thankfully various locales do have vast travel options that once discovered and unlocked allow players to travel between locales quickly. Being able to leave a dungeon to return to a community in order to sell gear, upgrade weapons and armor, and obtain necessary items before returning from the locale they originated from, is a key to survival.
In time I was able to obtain a horse that not only allows me to travel quicker between locales but prevented enemy mobs from attacking me so later in the campaign, I was able to focus on objectives more than dealing with unending waves combat while trying to travel between locales.
Players will encounter other players along the way and the game does have a social factor that allows for friends and players in the local area to be invited to campaign with you. This is a bit of a challenge at first as I found many players were power leveling and did not want to become involved with lower-level players.
While I completed much of the game solo, there were various bosses that I simply couldn’t handle alone, and was very grateful when I was able to obtain help. This changed when I reached higher levels as being able to complete the final campaign with three helpers made a challenging endeavor very enjoyable.
The map of the world is highly detailed as everything from towns, dungeons, villages, and supernatural realms are crafted in incredible detail and the vast number of enemies and their varieties is impressive even if at times frustrating as you have to battle your way through seemingly unending mobs to reach your destination.
Upon completing the game I will be venturing back from time to time to complete side quests and better prepare for the likely future content that will be coming down the line. While it is been popular some players and local community boards have been vocal about criticism for the game which I believe has varied from nitpicking to valid but I can honestly say I enjoyed this game significantly more than Diablo 3 and for me, Diablo IV is one of the best releases of the year and has been an enjoyable gaming experience throughout despite some frustrations along the way.
4.5 stars out of 5
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I chose to play as a barbarian as I am not a huge fan of resource gathering, crafting, or playing in a support role, and preferred to mix it up close quarters taking as many enemies as I can with me before I go down in a blaze of glory.
As players gain experience they will be able to increase their abilities many of which can be deployed on a timed basis and grow increasingly powerful as players level up. Players will also be able to obtain armor, weapons, charms, and more along the way which can be recycled, sold, or crafted into various upgrades in the numerous towns and communities throughout the vast map of the game.
Players will be able to complete the main quests and side quests along the way which will gain experience upon successful completion as well as defeating enemies in combat. The sheer distance between objectives can be daunting especially when the map is not clearly shown for a specific area as players may sometimes have to go a considerable distance one-way just be able to detour back toward their intended destination.
Thankfully various locales do have vast travel options that once discovered and unlocked allow players to travel between locales quickly. Being able to leave a dungeon to return to a community in order to sell gear, upgrade weapons and armor, and obtain necessary items before returning from the locale they originated from, is a key to survival.
In time I was able to obtain a horse that not only allows me to travel quicker between locales but prevented enemy mobs from attacking me so later in the campaign, I was able to focus on objectives more than dealing with unending waves combat while trying to travel between locales.
Players will encounter other players along the way and the game does have a social factor that allows for friends and players in the local area to be invited to campaign with you. This is a bit of a challenge at first as I found many players were power leveling and did not want to become involved with lower-level players.
While I completed much of the game solo, there were various bosses that I simply couldn’t handle alone, and was very grateful when I was able to obtain help. This changed when I reached higher levels as being able to complete the final campaign with three helpers made a challenging endeavor very enjoyable.
The map of the world is highly detailed as everything from towns, dungeons, villages, and supernatural realms are crafted in incredible detail and the vast number of enemies and their varieties is impressive even if at times frustrating as you have to battle your way through seemingly unending mobs to reach your destination.
Upon completing the game I will be venturing back from time to time to complete side quests and better prepare for the likely future content that will be coming down the line. While it is been popular some players and local community boards have been vocal about criticism for the game which I believe has varied from nitpicking to valid but I can honestly say I enjoyed this game significantly more than Diablo 3 and for me, Diablo IV is one of the best releases of the year and has been an enjoyable gaming experience throughout despite some frustrations along the way.
4.5 stars out of 5
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Purple Phoenix Games (2266 KP) rated Potion Explosion in Tabletop Games
Jan 6, 2020
Your senior year at Horribilorum Sorcery Academy for Witty Witches and Wizards is almost at an end, but one thing stands between you and graduation – final exams! You’ve passed everything with flying colors, and now it’s time for your final exam in Potions class. Do you have what it takes to brew the most difficult and impressive potions? Or will amateur mistakes result in inaccurate recipes and ultimate failure? The time for studying is over, and the time for potion making is NOW!
Disclaimer: There are several expansions for this game. I do not have any of them, nor do I have any gameplay experience with any of them. If and when I do get them added into my base game, I will either amend this review or write a new one! – L
Potion Explosion is a game of set collection in which players are trying to complete potions for end-game VPs. To start the game, each player takes two beaker-shaped potion tiles to be kept in their desk (play area). On your turn, you will select one marble from the dispenser and play it to one of your potions. Easy enough. The marbles are housed in an angled dispenser, so when a marble is removed from one of the tracks, the rest roll down to fill in the gaps. Neat, right? But there’s a catch. If the marble you take causes two marbles of the same color to collide as they move down the dispenser, you have triggered an explosion! That means that you are allowed to take all marbles of the same color that were involved in the explosion on that same track. Sometimes, by removing all the marbles involved in an explosion, a second explosion may be triggered! In that case, you take all of those marbles as well!
Once you’ve taken a marble (or multiple, depending on any explosions), you immediately play those onto your active Potion Tiles. You have the option of keeping up to three marbles in the Ingredient Pool on your desk to be played in later turns. Extra marbles that cannot fit on your Potion Tiles or in your Ingredient Pool are returned to the dispenser. If you complete a potion on your turn, return its corresponding marbles to the dispenser and place the Potion Tile beneath your desk, to be scored at the end of the game. Then you select another Potion Tile from the available stacks to be added to your desk. You will always have two Potion Tiles on your desk. Your turn is now over, and play continues with the next player. The game ends when a certain number of Skill Tokens (earned for completing sets of 3 identical potions, or for completing sets of 5 different potions) have been awarded to players. Play continues until everyone has had the same amount of turns, and then VPs are counted. The player with the most VP is the winner!
I’ve got to lead this off by saying that one of the things I love most about Potion Explosion are the components. The Potion Tiles are nice and thick cardboard, and the marbles are just so much fun to fiddle with throughout the game. Yeah, I may accidentally roll some off the table every once in a while, but they’re a neat addition to the game. I’ve heard that the cardboard dispenser doesn’t hold up after many plays, but I have yet to see that issue, and know that lots of people are now 3D printing dispensers for themselves to circumvent this problem.
So how does it play? Potion Explosion is relatively fast to play, and requires more strategy than meets the eye. You’re selecting and playing marbles, but you’ve also got to keep an eye on any explosion possibilities. Maybe you need 4 blue marbles – are any of the dispenser tracks loaded with blues so that you could strategically trigger an explosion? Or is your neighbor really going for red marbles, so you trigger a red explosion just to keep those from them? The marble placement in the dispenser may be random, but your manipulation of the available marbles is not. Strategy is everything here, because one mistake in marble selection could end up handing your opponents the game.
I thoroughly enjoy Potion Explosion. It’s fast to teach, fast to learn, and fun to play with all ages! The mechanism of the marble dispenser is pretty neat, and it adds an extra element to the game. This game keeps me engaged the entire time because it is just so fun to watch the marbles moving down the tracks and potentially triggering multiple explosions. Although it requires good strategy, it’s a light enough game to give your a break in between some heavier brain-burners. If you haven’t had the opportunity to try Potion Explosion yet, I would highly recommend it. Purple Phoenix Games gives it a bubbling 14 / 18.
Disclaimer: There are several expansions for this game. I do not have any of them, nor do I have any gameplay experience with any of them. If and when I do get them added into my base game, I will either amend this review or write a new one! – L
Potion Explosion is a game of set collection in which players are trying to complete potions for end-game VPs. To start the game, each player takes two beaker-shaped potion tiles to be kept in their desk (play area). On your turn, you will select one marble from the dispenser and play it to one of your potions. Easy enough. The marbles are housed in an angled dispenser, so when a marble is removed from one of the tracks, the rest roll down to fill in the gaps. Neat, right? But there’s a catch. If the marble you take causes two marbles of the same color to collide as they move down the dispenser, you have triggered an explosion! That means that you are allowed to take all marbles of the same color that were involved in the explosion on that same track. Sometimes, by removing all the marbles involved in an explosion, a second explosion may be triggered! In that case, you take all of those marbles as well!
Once you’ve taken a marble (or multiple, depending on any explosions), you immediately play those onto your active Potion Tiles. You have the option of keeping up to three marbles in the Ingredient Pool on your desk to be played in later turns. Extra marbles that cannot fit on your Potion Tiles or in your Ingredient Pool are returned to the dispenser. If you complete a potion on your turn, return its corresponding marbles to the dispenser and place the Potion Tile beneath your desk, to be scored at the end of the game. Then you select another Potion Tile from the available stacks to be added to your desk. You will always have two Potion Tiles on your desk. Your turn is now over, and play continues with the next player. The game ends when a certain number of Skill Tokens (earned for completing sets of 3 identical potions, or for completing sets of 5 different potions) have been awarded to players. Play continues until everyone has had the same amount of turns, and then VPs are counted. The player with the most VP is the winner!
I’ve got to lead this off by saying that one of the things I love most about Potion Explosion are the components. The Potion Tiles are nice and thick cardboard, and the marbles are just so much fun to fiddle with throughout the game. Yeah, I may accidentally roll some off the table every once in a while, but they’re a neat addition to the game. I’ve heard that the cardboard dispenser doesn’t hold up after many plays, but I have yet to see that issue, and know that lots of people are now 3D printing dispensers for themselves to circumvent this problem.
So how does it play? Potion Explosion is relatively fast to play, and requires more strategy than meets the eye. You’re selecting and playing marbles, but you’ve also got to keep an eye on any explosion possibilities. Maybe you need 4 blue marbles – are any of the dispenser tracks loaded with blues so that you could strategically trigger an explosion? Or is your neighbor really going for red marbles, so you trigger a red explosion just to keep those from them? The marble placement in the dispenser may be random, but your manipulation of the available marbles is not. Strategy is everything here, because one mistake in marble selection could end up handing your opponents the game.
I thoroughly enjoy Potion Explosion. It’s fast to teach, fast to learn, and fun to play with all ages! The mechanism of the marble dispenser is pretty neat, and it adds an extra element to the game. This game keeps me engaged the entire time because it is just so fun to watch the marbles moving down the tracks and potentially triggering multiple explosions. Although it requires good strategy, it’s a light enough game to give your a break in between some heavier brain-burners. If you haven’t had the opportunity to try Potion Explosion yet, I would highly recommend it. Purple Phoenix Games gives it a bubbling 14 / 18.