Purple Phoenix Games (2266 KP) rated Magical Friends and How to Summon Them in Tabletop Games
Sep 29, 2021
Disclaimer: We were provided with a prototype copy of this game for the purposes of this preview. The components pictured are not finalized, and could change after a successful Kickstarter campaign. I do not intend to rehash the entire rulebook, but rather provide a general overview of the rules and gameplay. For more information, head to the Magical Friends website. -L
Magical Friends and How to Summon Them (referred to as just Magical Friends from hereon out) is a strategic game of card drafting and variable turn order in which players take on the roles of mages attempting to summon the most magical creatures to the local tavern in order to win the Midsummer festival competition. Played over 8 rounds, players will take turns summoning creatures, moving them towards the tavern, using special creature abilities, and occasionally fighting off your opponents’ creatures. The player who gets the most creatures to the tavern by the end of the 8th round is the winner! To setup for the game, lay out the main board and summoning board in the center of the table. Take the 4 double-sided map tiles, randomly choose a side, and place them in their corresponding places on the main board. Shuffle the Summoning cards and reveal a number of cards, determined by player count, to create a market row and preview row. Each player receives a player mat, heart tokens, and Artifact Cards in their chosen color. Place the round marker on Round 1 of the main board, select a player to get the starting player token, and the game is ready to begin!
To start a round, first you will need to determine turn order. Each player has an identical deck of 11 Artifact Cards, numbered 1-11. The player who offers the most powerful (highest number) Artifact gets to act first in the round. The player with the starting player token chooses their card first, and places it face-up on their player mat. The next player, in clockwise order, will do the same. Here’s the catch though – once a number has been played, it cannot be played by anyone else for this round! So say I put choose my value 8 card – no other player may choose that card for this round. Once all players have chosen their Artifacts, determine the turn order for the round. The player with the highest valued Artifact goes first, then the next highest, and so on.
Once the turn order has been determined, it is time for players to take their turns! On your turn, the first thing you will do is to select a Summoning card from the Summoning board and take it into their tableau. The selected card tells you which friend (creature) you have summoned, and tells you how many moves/what types of movement you may take this round. After choosing your Summoning card, you will take any/all of the following actions: Summon a friend (bring its standee into play), use basic movement (as determined by your new friend), use bonus movement (from other cards), or use the abilities of any friends in your tableau. You may perform as many of these actions as you want and are able to perform. It is important to note that each friend may only use one basic movement and one bonus movement per round. So you can’t just move a single friend with every movement available in one turn.
Once you are finished performing actions, you will end your turn. Refresh the Summoning board by shifting cards down and refilling any empty creature slots. Play then moves to the player with the next highest valued Artifact card. When all players have taken their turn, the round ends. Move the Round marker up one spot, and pass the starting player token to the next clockwise player. A new round will then start with the turn order determination, beginning with the new starting player. After 8 rounds of play, the winner is crowned. Players score points for the number of their friends who reached the tavern, and the player with the highest score wins!
I’ll come right out and say that I really have enjoyed Magical Friends. There are lots of elements that I like and that work well together to create a fun, strategic, and engaging game. First, turn order determination. I love that the turn order isn’t set for the entire game, because that could really be a detriment to whomever would be last every round. Being able to ‘bid’ for turn order, in a sense, allows players to be proactive (or conversely, reactive) with their strategy. And after you’ve used an Artifact card in a round, it is discarded and cannot be used for the rest of the game. So you need to decide when it’s worth it to play your high value cards to hopefully act first, or if you’re willing to risk playing a mid-value card that might be out-bid by an opponent.
The other awesome strategic element are the friends in the game. Each friend is a different creature with different movement options and special abilities during gameplay. An important thing to note is that although every friend has a printed movement value on its card, you may only ever use that value on the round in which you summon that friend. So a Griffin, for example, lets you move 3 friends 2 spaces, which you may do when you first summon the Griffin. But in future rounds, the Griffin will only move based on the movements provided by the most newly acquired friend. Maybe you don’t necessarily want to summon a Mermaid, but the movement she offers is exactly what you need to get some friends to the tavern for scoring. It’s all a neat mix of strategy that you are changing with every turn. Along with the movements, each friend has a special ability that can be used on your turns. Some abilities allow you to move extra spaces, move opponents, or even slay creatures. When you slay a creature, you collect its heart token for endgame scoring, and the player who controlled that creature gets a Pity Power card (which provide bonus movement). You need to decide when to move which friends, and in what order to trigger your abilities. You must always be paying attention to the board layout and your opponents’ turns as they will help you determine your strategy for future turns.
Components. As I mentioned earlier, this is a prototype version of the game, but with that said, the components are pretty nice! The cards are sturdy, the text is clear, and the artwork is fun to look at. The main game board and summoning boards are colorful, and the creature standees are nicely sized for the board. I do have to say that I really like the heart tokens used to identify to whom each creature belongs on the board. The hearts slide over top of the standee and create a base of sorts to color-code every creature on the board. Just a neat little use of components that make the gameplay smooth. And how about the insert? It’s awesome! The standees are all stored, assembled, in a slotted inlay that allows for quick selection of creatures. I hope that’s something that makes it to final production because it really helps streamline the gameplay. Some of the wording in the rulebook could use some clarification, but I know that it is still a work in progress and continues to undergo edits. The only negative I would have to say is that 2 of the player colors are black and gray – and they are sometimes difficult to differentiate between. But changing one color should be an easy fix!
All in all, I was pleasantly surprised by Magical Friends. At first glance, I thought it would be a pretty simple ‘roll-and-move’ type game, but it proved to be much more strategic and engaging than I initially thought. The variable turn order, the movement rules/restrictions, and the unique friend abilities all work together to create a cohesive, thematic, and strategic game. I very much am looking forward to following the progress of Magical Friends and How to Summon Them on Kickstarter, and I encourage you to check it out as well!
graveyardgremlin (7194 KP) rated On What Grounds (Coffeehouse Mystery, #1) in Books
Feb 15, 2019
Oh, and one more thing... I took a little offense to the disdain of decaf drinkers. I just don't handle caffeine that well - yes, I might be an anxious person, but I don't have imagined allergies or neuroses or whatever else she describes most decaf drinkers as. Not to mention, it makes me very shaky, in a bad way, and I cannot fathom drinking as much coffee as she does all the time - I need sleep! LoL Yes, I'll imbibe in coffee that isn't decaf, but for the most part, I'd rather have decaf. Gotta problem with that?! :P
What I did like...
Clare - some other reviews I've read have been iffy about her, but I blame how the authors wrote the book.
Java - I know it's a cozy mystery cliche, but I love cats in books. :)
Learning about coffee - it's really rather interesting.
Recipes - gotta love those!
The promise of a good series - the writing overall is good and I hope that now that most of the history has been written about, the next books will flow better.
James P. Sumner (65 KP) rated X-Men: Dark Phoenix (2019) in Movies
Jun 5, 2019
Sadly, Dark Phoenix doesn't live up to the quality of its predecessors.
It reminded me in a lot of ways of Christopher Nolan's "Dark Knight Rises". It was the end of something special... we had been promised stakes that had never been higher... we expected sadness... we expected fireworks. We expected a big finish.
Unfortunately, Dark Phoenix failed where Dark Knight Rises succeeded, and that was the payoff. The film seemed to be over just as it was getting started. A strong beginning with tension and danger promised more of the same, but it never quite got there. Visually, yes, you could see the build-up, see what was at stake... but you couldn't feel it. I found myself not caring what happened to the characters, which was a real shame.
The film just didn't feel... big enough for what it was trying to do.
We know from the trailers that an early mission into space ends with Jean Grey absorbing a cosmic energy known in the comics as the Phoenix Force. This whole thing felt very watered down compared to the source material, probably because for the entire time, none of the X-Men actually knew what they were dealing with. Just that Jean was angry and, well, you wouldn't like her when she's angry.
The bulk of the story revolves around the heroes trying to save their friend, but even they don't know from what they're trying to save her from. The CGI is well done, and isn't over-used. Some of the character arcs are intriguing to a point, although they lack the depth they needed to really make you care.
Without spoilers, the ending is satisfactory. It's very Dark Knight Rises in some ways, actually. A fitting end to the film, but only because the film itself was below par. The X-Men series that began with First Class deserved so much more.
If you've seen the other three, there's an obligation to say goodbye to the current iteration of these characters. But if you're just after a typical popcorn movie, I'm sad to say you could do much, much better than this.
(Oh, and there's no mid- or post-credits scene, so no need to sit through them.)
Darren (1599 KP) rated Fear, Inc. (2016) in Movies
Oct 24, 2019
Performances – Lucas Neff in the leading role gives us one of the most annoying characters I have seen in horror. Caitlin Stasey is usually a good actress to watch, but in this film, it just doesn’t connect with what we are meant to see from them. Chris Martquette is solid enough in this role without doing anything truly memorable.
Story – The story here follows one man that wants to experience fear in this life and decides to get involved with a shady company promising to give him an experience unlike anything he has had before, how far will they go to get the scare? This is the question asked in this movie which doesn’t reach the potential it could as the led is the most unlikeable character you will see in horror, he makes everything out to be a joke never making us believe anything that is going on, even with the film having a great twist which should save it.
Comedy/Horror – The film tries to give us moments of comedy to mix with the horror, but the horror doesn’t hit the peril feeling moments you need from what could be going on.
Settings – The film tries to keep us around the house which clearly looks out priced for the couple involved, once we escape the house the film does become more interesting.
Special Effects – The effects in the film are good for what is created and could easily be the only highlight of the film.
Scene of the Movie – The final 30 minutes are the most interesting.
That Moment That Annoyed Me – Joe is annoying throughout.
Final Thoughts – This is a horror comedy that fails to deliver on the levels it needs to, making us not care about the characters in this situation.
Overall: Terrible and boring.
Phil Leader (619 KP) rated The Loch Ness Legacy (Tyler Locke #4) in Books
Nov 20, 2019
This book immediately gripped me. I have picked up many adventure thriller type books from many authors and few have impressed me. However Boyd Morrison manages to avoid the usual pitfalls. His characters are likeable and share realistic dialogue and act according to their motivations - even the main villain who is just ever so slightly over the top but still manages to be realistic as a character.
The action scenes - and there are plenty featuring more chases and fight scenes than a whole franchise of movies - are extremely well handled. People tire during fight scenes, nobody is a crack shot with a gun, injuries are realistic.
The plot cracks along as Locke and his team uncover the secrets one at a time. There are clues to solve and the whole time they are racing to beat the terrorists who always seem to be one step ahead.
I feel I must make special mention of the dialogue of the English and Scottish characters. A lot of American authors tend to assume everyone in the UK is either a 'cor blimey guv'nor' cockney or an 'I say old chap' aristocrat and so to my ears the dialogue always sounds phoney. Morrison does not fall into this trap and that really did enhance the immersion in the story.
Yes ultimately this is a hunt for the Loch Ness Monster but really that's just a McGuffin to drive the plot, and an ingenious one at that. I'm not aware of anyone else using Nessie in this kind of book and Morrison handles it well.
Overall a terrific book, well worth a read and would make a terrific holiday book. I've already got the first Tyle Locke novel lined up to read and am looking forward to it immensely. Morrison has immediately become on of my favourite authors. I noticed that he is credited as co-writer on the latest Clive Cussler Oregon Files book (Piranha) and will need to read that too, I suspect that he will inject some energy into the franchise and is a good choice as this book reads like one of Cussler's first novels - in fact I'd say even better.
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