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Witchy Winter, Book Review


Witchy Winter, by D.J. Butler, continues the story started in Witchy Eye (review) of Sarah Elytharias Penn as she journeys up the Mississippi to reclaim the throne of her father. She started out as the adopted daughter of The Elector Calhoun of Tennessee. But, after finding out her heritage from a firstborn priest, Sarah began her journey to reclaim what was lost. And, with the help from those who believe in her, is making her way north into the heartland of the Cahokian lands to regain the Serpent Throne.

D.J. Butler weaves an intriguing story of Sarah as her adventure continues. Sarah’s story is expanded as we learn about her, her family, and her heritage. Along with Sarah, we find out about those who are traveling with her and others who would support and deny her claim. Numerous storylines unfold as Sarah makes her way north and through the year to get to the Winter Solstice.

Besides what Sarah knows she needs to do as she travels, she learns about her siblings and is reaching out to find them. And, because of what happened to her, she knows, even if they don’t, they are in danger. Her brother Nathaniel is in Johnsland and Jacob Hop is sent, while Calvin, Bill, and Cathy stay with Sarah.

The other people we met in Witchy Eye have a part to tell in Witchy Winter. The old villains are still active as they learn about their new state of being. Others are involved in different conspiracies involving the coming of Simon Sword.

New people are introduced, giving us a broader view into the overall story and the land in which it takes place.

Witchy Wintergives us more of the world Butler has created. The story takes place in North America, but this is a land where the United States is not. Instead, there is an empire. A land where political play is as common as the magic used. There is the power of nature and the power of religion. All of it is real and touches everyone’s lives in one way or another.

Plot

D.J. Butler gives us a complex plot. There are a lot of events happening to a lot of people in this book of just under 600 pages. He uses multiple points of view to allow us to see what is happening across the eastern part of the North American continent in at least five major storylines with multiple points of view.

The pacing made it compelling to keep reading. With the number of threads Butler is able to weave into the pattern of his story there was anticipation building from early in the book through to the end.

We know there is going to be more. As the story builds, it is clear there are events that cannot be completed in this book, it is building to a major confrontation and not all of the main players are yet in place. However, the story of this book is a complete telling that left me feeling good about what I had read, and still left me looking forward for what is to come.

Characters

The separate voices of the characters telling the story are maintained in such a great way that it was easy to identify whose point of view was being presented. The thoughts, expressions, and views of events happening around the character were character specific. It is clear each character was an individual who has their own story to tell.

Throughout Witchy Winter we are given wonderful tidbits about the characters. They expand upon the personalities and provide a fuller portrait of the overall story of Sarah and what has been happening over time and space. We are given pieces of historical facts along with what is being seen as events unfold in other places.

Overall

Witchy Winter by D.J. Butler is a grand sequel to Witchy Eye.

Witchy Winter is a historical urban fantasy written for adult readers. This is due more to its complexity than in the material presented. Some will shy away because it touches on murder and other ravages humans do to each other. None of these are presented in detail, but they are present. Personally, I think they built on the story to give depth without unneeded levels of description.

I enjoyed Witchy Winter, as mentioned, and already anticipating what comes next.

Witchy Winter is available on Amazon (link).

About the Author (from Witchy Eye)

D.J. (Dave) Butler grew up in swamps, deserts, and mountains. After messing around for years with the practice of law, he finally got serious and turned to his lifelong passion of storytelling. He now writes adventure stories for readers of all ages, plays guitar, and spends as much time as he can with his family. Witchy Eye is his first novel from Baen Books. Read more about Dave and his writing at http://davidjohnbutler.com, and follow him on Twitter: @davidjohnbutler.

I received an advance review copy of Witchy Winter from the author at Life, the Universe and Everything (LTUE) (website) 2018.

If you have a comment, suggestion, or critique please leave a comment here or send an email to guildmastergaming@gmail.com.

You can also join Guild Master Gaming on Google+, Facebook, and Twitter (@GuildMstrGmng).


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Wizardz Bluff, Game Review


Times may be dark as the Great Lord of Wizards ages. Younger wizards gathering at his call enter the grounds to find out who is worthy of learning his secrets. A wizards’ duel is about to begin. A match of skill and daring to determine which one stands out from the rest. This duel is a clever task of decide which creature to transform into from the limited set you have—it is the same set as your opponents.

Wizardz Bluff from Crooker Tower Games (Facebook) is a family friendly game of planning how to play your hand during a series of matches and includes an element of betting on what card wins. Two friends and I had the opportunity of playing Wizardz Bluff at SaltCon (website and Facebook page) 2018. The game is in the final stages of preparation for launching on a Kickstarter campaign near the time this article is published.

Gameplay

Each player of Wizardz Bluff has the same cards to start their hand. Along with the cards, everyone randomly draws gems to use for betting on the cards played. A game last for three rounds consisting of twelve matches, or less.

A match starts with everyone choosing one of their cards to play face down in front of them. A bet with one of your gems accompanies your selection. This is where the bluffing comes in. Everyone starts with the same set of twelve cards to choose from, the Alchemist and numbered cards ranging from 2–12. There are four cards related to the elements corresponding to the color of the gems used for betting. The choice of your card is the strategy for the match, and once it is used it goes into your discard pile and cannot be used again this round. You can change your card and gem until everyone has one down. Then the headmaster calls to turn over the cards.

Wizardz Bluff at SaltCon
High card wins the match. Your strategy for the round is to decide when to play your high cards versus your lower cards. Do you start out strong in the round, or wait until later? If there is a tie in the match, those players decide to either split the pot or continue dueling. This can lead to a player not lasting until the end of the round if they run out of cards early.

Once it is determined which card won the match, you check to see if that was one of the cards associated with an element. When your bet matches the element winning the match you collect an element card used for scoring later. The winner of the hand collects the gems bet (or they are split). Running out of gems is also a concern when deciding your playing strategy.

You can also choose to play your Alchemist. This takes you out of competing to win the hand (your bet is still out there) and allows you to go shopping at the Alchemist’s Shop. These are cards to use later in the game to alter the outcome of matches.

After each round scoring takes place. Everyone picks up their cards for the next round (if you still have an item from the Alchemist’s Shop, it’s still an option to be used). And, a new set of gem stones are randomly drawn. After round three, high score is the new head wizard.

During our game of Wizardz Bluff table talking was encouraged. You can tell other players which card you have in front of you, or bluff. Another strategy I saw being used was bluffing with/on the bet. One color would be placed out until right before it was determined everyone was ready, then a player would change their bet to a different color.

We enjoyed our game. For me this would be for those times when we had younger players at the table.

Artwork

Player scoring card
The art of Wizardz Bluff was done by Travis Hanson and Ron Smith. It is not dark in its appearance and appropriate for the age (8+) the game is designed for.

Overall

During SaltCon there were younger players returning to play Wizardz Bluff again. The game is easy to learn. And, once learned, it is a game younger players could play without the help of adults.

Wizardz Bluff is designed by Jayson Smith and Ron Smith and is being produced by Crooked Tower Games for 2–5 players of ages 8+, and to last for 45–60 minutes.

I wrote down both Jayson and Ron’s names and I don’t remember which one we gamed with, but he mentioned it can also easily be adapted for players younger than 8.

Powers are drained as the contestants finish their last casting. It was a challenge of planning your own transformations and determining what you would be facing from the others in the arena. The sly use of the potion and the connections to the elements paid off. You take off your hat and stride with confidence up to the Great Lord to collect your honors.

If you have a comment, suggestion, or critique please leave a comment here or send an email to guildmastergaming@gmail.com.

You can also join Guild Master Gaming on Google+, Facebook, and Twitter (@GuildMstrGmng).


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Ignite, Game Review


The races have lived in peace as long as is remembered. But, the time of peace is ending. Though many people have prospered, the land hasn’t. Lava fields now flow and many areas have become barren. There isn’t enough good land for all the races to survive. Warriors are rising up to battle for their people—battle for their survival. I stand now for my people. Are you standing against me?

Ignite, by Ginger Snap Gaming (website and Facebook), is a deck building game where your cards determine movement and combat. The game is in the last stages of development and I had the opportunity of playing a three person game with a friend and Darren Terpstra, the developer, at SaltCon (website and Facebook page) 2018.

What sets Ignite apart is, along with building a deck, you have warriors taking to a field of battle. The deck is used for movement, attacking, defending, and being able to buy more cards. Each player also has a racial ability they are working with. So, instead of just playing your own hand and determining how to collect cards that are worth more, you need to build a deck promoting your abilities while minimizing your opponents’ advantage.

Game Play

Each player takes on a different race. Because we were playing a prototype in a limited time we didn’t get the full selection. Each race has a racial ability. For example, I was playing orcs which allowed me to take more damage. My two opponents had a race allowing them to move through lava and the other was gifted with weapons, allowing them to defend with a weapon and not just shields. We each had three players to place on the map.

Our map consisted of the bazaar surrounded by the barrens and the edge being the village. The board has variability, allowing it to be different boards every game. It is also two sided to add additional terrain features. Everyone started in the village which is important for building your deck.

As long as you have one of your people in the village, you can buy a card, or if you have someone in the bazaar you can buy or sell one. You are limited to the number of cards you buy by the number of characters you have located where they can purchase something.

During a game there are 16 cards that are available to build your deck. Currently, I counted 50 cards developed for use. There is a good mix of cards available. Darren wasn’t sure which ones would be part of the base game.

The cards in Ignitehave multiple uses. Foremost, cards provide movement, weapons, defenses, and spells. This is a game designed for players to be offensive, so there is no healing. This works well to balance the time of the game. This also plays into the changing strategy as the game progresses.

Further, cards have earning power for purchase more cards. You have to decide when to use the card you are holding and how.

Because everyone starts with the same deck, the start of the game is mostly managing your buying power to build a stronger deck. Movement to the bazaar improves the ability of building your deck by allowing you to sell weaker cards to purchase stronger ones. The combinations allow for combat to continue until a player loses all of their fighters.
 
Because Ignite is designed for up to 8 players, there is an end game rule allowing players who have been removed from play to still remain active. This is really good since a game of Ignite is expected to last 20–
30 minutes per player.

Artwork

Ignite has wonderful artwork. The pictures are great representations of what to expect from the card. Some of the work I saw is worthy of being made into posters or other prints.

Overall

Ignite is a game for players who enjoy deck building and those who enjoy strategy. It effectively combines creating your deck with a map for movement and combat.

There is a lot of replay-ability. With the reconfiguration of the map, the number of races, the choice of cards to include, and having to reshuffle your deck means that it is virtually impossible to have the game play the same way twice.

Flexibility exists for the size of the gaming group available. Ignite is designed for 2–8 players, allowing for it to be available for the gaming group without as much concern as to who is going to be able to make it that night.

I enjoyed Igniteand my friend gave Darren his first loss at his game. After we walked away we talked over how this one is going on our Kickstarter watch list.

I stand over my last foe. The shades of the other races have fled back into the shadows. There is now enough food for the people—they will live. Peace has once again come to our race.

If you have a comment, suggestion, or critique please leave a comment here or send an email to guildmastergaming@gmail.com.

You can also join Guild Master Gaming on Google+, Facebook, and Twitter (@GuildMstrGmng).

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Wet Blanket, Game Review


The party down the hall is going full blast. And, everyone you invited is there. The night is turning into a social catastrophe. Wait a minute. You can hear jazz music from further down the hall. Dominic loves jazz and he’s leaving the party and knocking on Sarah’s door. She’s having a party, too? Now it’s time to make a move to get people to your party as you lift the nacho cheese close to the air vent.

Wet Blanket by Binary Cocoa is a social/anti-social card game of trying to get partygoers away from the main party being thrown in the middle of the table to your party. I had the opportunity of playing Wet Blanket (with the Soggy Biscuitexpansion) at SaltCon (website and Facebook page) 2018 with three other people, including one of the game’s developers.

Game Play

Wet Blanket starts by determining how many partygoers are already at the central party. The more partiers you start out with the longer the game goes. We started with eight and our game lasted between 10 and 15 minutes. The goal is to get as many partiers at your own party, which is represented by cards that move in front of you.

Moving the partygoers is done by players using cards from their own hand using a draw and play mechanic. Playing a card can affect the central party, and the parties hosted by the players. Every partygoer has a likes, dislikes, profession, and allergies. Most cards are designed with a socially awkward situation that partygoers react to. This can push people away from the central party, or draw them back.

Other cards include safety cards to prevent some actions from occurring. And, there are also more partygoers who can show up at the central party.

Wet Blanketcontinues until there are no more partygoers at the party in the middle of the table. Whoever has the most partygoers at their own party is recognized as the leading socialite.

The Game

Wet Blanket is a deck of cards the size to two standard playing decks. We also played with the Soggy Biscuit expansion. It is the size of a standard deck. The main deck of cards focuses on music and food, while Soggy Biscuit is about the partygoers’ professions and allergies.

Wet Blanket is designed for 2 to 8 players. We had 4 in our game and it was enjoyable. Later, I was able to see a game being played with 6, and it was more boisterous than ours, as people were commenting back-and-forth about losing people from their own party.

Wet Blanket is a good family game. There is some reading, but most of the cards are designed with graphics younger players can understand. Younger players were also making a lot of extra commentary about the social situations stated on the cards.

Artwork

Wet Blanket is themed on social awkwardness and the art fits the theme. It might look basic when glancing at it, but it is well constructed to provide a visual representation of what is happening at a level all players can understand.

Overall

Wet Blanket, with Soggy Biscuit, is a good family game that can also be used as a filler and cabin game. There are three decks of cards with a quick layout and the timeframe is easily adjusted to fit your needs. Wet Blanket would work better for younger players and family settings. The strategy is minimal and allows for socializing and commentary during game play. An interruption of game play would not impact the game much.

Binary Cocoa’s (websiteand Facebook) Joseph Browers and Stephen Gygi foray into tabletop gaming with Wet Blanket falls in line with their electronic games and other products. If you are familiar with their other games, I think you will find Wet Blanket is a good addition to your family gaming library.

It’s getting late. You’ve been so busy entertaining and socializing you didn’t realize how the time got by you. Everyone at your party is happy and they are having a good time. The nachos were the right move to get the party started.

If you have a comment, suggestion, or critique please leave a comment here or send an email to guildmastergaming@gmail.com.

You can also join Guild Master Gaming on Google+, Facebook, and Twitter (@GuildMstrGmng).

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The Pirate’s Flag, Game Review


Being a pirate captain is a fine life, but being the captain of captains is far grander. There are benefits to be had by having that there flag hanging out over the back of your ship when you’re on the open seas. But, you have to be the one to get it to those open waters.

The Pirate’s Flag, designed by Tucker Smedes and Shannon Fyfe (I’ll admit that when I see Tucker Smedes I keep thinking of Mr. Smee from Peter Pan), is a fast paced game of capture the flag. I was able to play a five person game of The Pirate’s Flag at SaltCon (websiteand Facebook page) 2018. The game was still in prototype. However, it is ready to go to market and scheduled for release later in 2018.

Game Play

All the players start in the Dread Sea, at the mouth of Serpent’s Pass. It’s a winding path heading up to where the pirate flag is waiting. They race up the pass to capture the flag, then have to get the flag back out into the open sea where the game started. Players roll two dice when starting to head up the pass. After a player picks up the flag only one die is used. Cards are also used to influence play.

Players take on the role of one of the different captains available. Each captain has a special ability they can use once during the game. Along with the captains, there are other cards players collect along the way which alter movement, possession of the flag, and battles.

Yes, there are battles—you’re pirates! When a ship enters into the area of the ship currently carrying the pirate flag the two players battle for possession. Battling is settled by a die roll. If the numbers tie, you roll again.

The game continues until the ship with the pirate flag makes it back out into the open waters of the Dread Sea.

Designers

I had the chance to talk Tucker about their company name, CardLords (website and Facebook page). They are experienced deck building players who have done well on the national level and in developing deck building games. It is easy to tell they have brought this experience to the cards they created for The Pirate’s Flag.

Art
Related image
Captain Morgana

The artwork in The Pirate’s Flag is done by Sam Turner. (Any relation to Ned Turner?) The art is colorful and plays into the pirate theme. They are also have fun backgrounds younger players will enjoy.

Overall

We had five adults playing in our game of The Pirate’s Flag and everyone enjoyed it. The use of the cards to influence the game added more strategy, which more experienced players will enjoy. We didn’t have as much fun as the younger players I saw playing it earlier at the convention.

The Pirate’s Flag is being considered for ages 9+. As long as you have players who can read the cards, or you are willing to help with the cards, I think younger players would also enjoy The Pirate’s Flag. If you wanted to start younger players with the game, you could play without the cards.

The younger players I saw at the convention playing The Pirate’s Flag, wanted to play again.

The Pirate’s Flagis designed by Tucker Smedes and Shannon Fyfe, with artwork from Sam Turner. It is designed for 3 to 6 players of ages 9+, and to last 30-45 minutes.

The breakers of the open waters slap against the hull. You see the ships of the other captains making their way into the deeper waters behind you as you stand under the pirate flag snapping in the wind.

If you have a comment, suggestion, or critique please leave a comment here or send an email to guildmastergaming@gmail.com.

You can also join Guild Master Gaming on Google+, Facebook, and Twitter (@GuildMstrGmng).


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Moods of the Mad King, Game Review


To write is to pour your blood out onto the page. To act is to pour your soul out on the stage. To write plays is to combine the two. And, if you are writing plays for a whimsical king, it could mean literally the pouring of your blood on the stage.

Moods of the Mad Kingby Alan Bahr and from Gallant Knight Games (website and Facebook) puts you in the role of a playwright who is writing for a king. He is a moody person however. And, your goal is to create the best play you can in an attempt to match the king’s mood while also following your muse.

Game play

Moods of the Mad Kingis designed for 2-5 players (2 player variant rules are available from Gallant Knight Games) and is easy to learn. A game lasts for 10 to 15 minutes. Four of us sat down and played Moods of the Mad King at SaltCon (website and Facebook) 2018 and were able to learn the game and complete it with the fifteen minute mark.

Each player starts with cards placed face down, to keep them secret form the other players, in front of them on the table and a hand to play from.

On the table, everyone starts with a muse, matching to the plays being used in the game. Along with the muse, you start with a three act play, which consists of one card for each of the Acts I, II, and III (these cards are set to match the muses in play).

For example in our game I started our game with the muse, Lord Jeanpaul, who likes romance. My acts were Act I, romance, Act II, Comedy, and Act III, Tragedy.

From the Players deck of cards each person is given one card to start as their personal hand.

No one knows the mood of the king when the game starts. The king has five Mood cards, which remain face down. At the end of the game his mood is revealed by turning over the top card of the pile, however, there are ways for his mood to change during the game.

On your turn you draw one card from the Player cards, then use or discard one of your cards for your turn. The Player cards allow you to make changes to the current situation of the game. Some cards allow you to switch your muse with another player. Other ones cause Acts to rotate around the board. You even get the chance to change the mood of the king.

There are 25 cards in the Player deck and when a player is unable to draw one, the game moves to scoring. You turn over the card to see what mood the king is in and then everyone turns over their table cards to score points.

Scoring is done by matching. If you have matching Acts you score the points for the Acts in their placement, 1 for Act I, 2 for Act II, and 3 for Act III. But there must be a match. If they are all different, there are no points. Then, for each Act matching the mood of the king you gain an additional point. And, each Act matching your Muse scores an additional point.

Moods of the Mad Kingis easy to learn and fast to play.

Artwork

The cards are illustrated by Dani Powers. Moods of the Mad King is designed to be a fast past somewhat whimsical themed game and the art of Dani Powers plays into the theme.

The graphic design is by Robert Denton. The layout and feel of the game is wonderful and useful.

Overall

Moods of the Mad Kingis a great filler game and cabin game (one deck of oversized cards with the rules printed on cards instead of a separate piece of paper) for the whole family. The box lists play for ages 10+, but younger players who can read would have few issues with being able to play. The layout on the cards makes them easy to read. And, after a couple of times, the artwork and titles on the cards make them easily recognizable.

This is not a game requiring a lot of thinking during game play. You do need to try to remember what cards you have seen and where they are now at. You can have a conversation while playing with concern about missing what another player has done.

We enjoyed our game so much that one of the players in our group bought Moods of the Mad King along with the game mat that was available at the convention. I know it will be one game that comes out while we are waiting for the rest of the gaming group to arrive.

Mood of the Mad Kingis designed by Alan Bahr, artwork by Dani Powers, and graphic design by Robert Denton. It is published by Gallant Knight Games. It is designed for 2 to 5 players of age 10+ and to last 10-15 minutes.

You are at the edge of the stage as the curtain rises on what you believe could be one of the best romance plays you have ever written. The king is sitting in his private booth. As the lights are dimming, you see a sour look on his face. The evening appears to be shaping up to be a long night.

If you have a comment, suggestion, or critique please leave a comment here or send an email to guildmastergaming@gmail.com.

You can also join Guild Master Gaming on Google+, Facebook, and Twitter (@GuildMstrGmng).


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Crystal King by John M. Olsen, Book Review


Gavin worked his entire life. But, he worked at not doing what his father thought was appropriate. Gavin was the second son of the Baron, and as such, felt everything would be passed to his brother, so what was all the concern about. His brother did everything their father wanted and they acted and thought alike, so the barony was, and would be in good hands.

At this point readers are not surprised Gavin ends up needing to run the barony. One of the ways Crystal King is different is the development of the reason why Gavin has to step up. This twist allows John M. Olsen to present the differences of father and son to shine through in his work. The author also provides a difference in magic; one that puts power of magic into the tools created, crystals, instead into a limited class of wizards.

The magic in Crystal King also helps to present the differences between Gavin and has with his father, and the previous generation. This, in turn, build on a stronger theme of how each generation builds and grows beyond the past and the expectations placed upon them.

Style

Crystal King is a good book for young adults, and some middle grade readers. The language is family friendly and the themes are good lessons for everyone to take with them.

There is an element of fun with the use of animals, which is appealing for younger readers. This is presented mostly through the secondary characters and how they work with a herd of cattle, cats, dogs, badgers, and a raven. Each of them working with their animals to improve on where they started. The animals and crystals are the main part of the magic in the book, which creates a little magic for the reader. I think just about everyone at some point has wondered what it would be like to be their favorite pet.

The setting is the Kingdom of Riland, a fantastical place of castles, swordsmanship, and crystals. There are historical references, but this is a land of the author’s creation. It provides a backdrop for the story where the character are able to take you on the journey with them.

John Olsen builds depth to the characters easily, without burdening the reader with heavy passages of backstory. They are built throughout the novel to where you understand their motivations, but are not privy to everything about them. I liked the way the secondary rank of characters are presented. They are not two-dimensional. Once a character’s name is given, they have become a part of the tale being woven.

Crystal King is Olsen’s first novel. He also writes short stories, which have been published in magazines and anthologies. The strength of his short stories comes through in this longer work.

The last chapter of Crystal King opens the story up to greater events taking place in the kingdom, and the world.

Overall

Crystal King is an easy read with a fun story. The concepts are understandable and the book could easily be read alone or shared by reading aloud. I didn’t read anything I thought would be inappropriate for any age. There is death and betrayals, but nothing is presented in a graphic manner.

Crystal King is published by Immortal Works.

I was given a copy of Crystal King by the author for review purposes.

Crystal King is available on Amazon (link).

About the Author

John M. Olsen reads and writes fantasy, science-fiction, steampunk, and horror as the mood strikes, and his short fiction is part of several anthologies. He devoured his father’s library in his teen years and has since inherited that formidable collection and merged it with his own growing library hoping to pass a love of learning on to the next generation.

He loves to create things, whether writing novels or short stories or working in his secret lair equipped with dangerous power tools. In either case, he applies engineering principles and processes to the task at hand, often in unpredictable ways.

He lives near the Oquirrh Mountains in Utah with his lovely wife and a variable number of mostly grown children and a constantly changing subset of extended family.

Strap on some goggles and see his ramblings on his blog: johnmolsen.blogspot.com.

If you have a comment, suggestion, or critique please leave a comment here or send an email to guildmastergaming@gmail.com.

You can also join Guild Master Gaming on Google+, Facebook, and Twitter (@GuildMstrGmng).


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Rise of the Exiled, Game Review


Those who have been banished from the kingdom are never truly gone. The abilities that served them so well, still serve them. And, there are times when those skills are called upon by others.

Rise of the Exiledby J&E Innovations is a one-on-one combat game for 2–12 players divided into two teams. Each side is set to do combat until there is only one side remaining, which in this case takes about five to ten minutes.

A couple of friends and I played Rise of the Exiled at SaltCon 2018, where the game qualified as a finalist in the Ion Awards for game design. From sitting down to learn the game to completing it took about 20 minutes. This took longer than it would probably if you were sitting down and playing at home because of the number of interruptions we had in the busy gaming hall.

GAME BASICS

You choose from over a dozen characters; each with a two-sided character card, a clear plastic weapons card, and a character reference card. Each of the characters has a different ability that can be used during the game and a personalized weapon.

The teams are on either side of the table and your character card is placed on the table. The only difference between the two sides of the character card is the delineation of the scoring areas where the character takes damage. One side clearly shows the body core and head sections to make scoring easier.

Once the cards are in place, the battle begins. Each round of battle takes place in two phases.

Battle Phase

All players toss their weapons cards at their opponent at the same time. The weapon card must be released before your hand goes beyond your character card. Your skill in targeting your opponent becomes crucial. If the weapon lands where it can do damage to your opponent, they take damage at the rate of where it would score the most. If they are hit in the arm and the head, only the head shot counts.

Damage is tracked on the character reference card and the second phase takes place.

Movement Phase

After damage is scored, the remaining players have the option of moving their character card. You can move your card one card length. It doesn’t seem like a lot, but it’s only a tabletop, and remember your placement on the table determines where you can release your weapon from. The closer you are, the easier the attack (for both you and your opponent).

Character Abilities

Each of the characters in Rise of the Exiled has a special ability you can use during a game. Some have armor to protect them. Other have the ability to block out the sun, which means on the next battle phase their opponents toss their weapons with their eyes closed. Some have a special weapon with different damage scoring.

GAME DEVELOPMENT

Artwork and Designers

The artwork of the characters is wonderfully done. One of the designers, James Taylor was given credit for the graphics.

The other two designers are Jarom Higly and Brian Shaw.

With the ingenuity and simplicity of play for the game I expect they will come up with more ideas that will make it to our tables. You can join them on their Facebook page.

Playability

With the number of characters and the ease of setting up a game, Rise of the Exile has great replay-ability. With experienced players, which in this case means you’ve played, a game can easily be completed in less than ten minutes. Reset, by moving your character to a starting position, or placing a new character in the field. Then, play again.

A Variant of Play

With a smaller number of players, two or four, we thought of a variant that could be used. Do a draft of the characters to create a gladiator stable. Then each side sets up pairings. This would be determining which of your characters matches up to your opponents. After the pairings are determined, let the games begin. Battles take place until one stable of gladiators is left.

This provides a little more strategy play between the sides during the drafting and pairing portions.

CURRENT ACTIVITY

At this time (03/11/18) Rise of the Exiled is on Kickstarter. It’s already funded and is pushing forward on the reach goals. I expect them to do well because of simplicity of the rules and interaction of the game. I also know the game picked up more followers at SaltCon and being recognized as finalists in the Ion Competition.

OVERALL

Rise of the Exiledby J&E Innovation is a great game to have on hand.

As a cabin game, Rise of the Exiled could easily be taken with when traveling and the aspect of tossing cards provides physical interaction. I watch younger players engaged and enjoying the fact they were able to throw something without getting in trouble.

As a filler game, the quick play means you can run through a game, or several, as you are waiting for the late arrivals. When they arrive the game will soon be over—probably before they are even settled in—and put away for the game night to begin.

The battle is complete. Your skills proved victorious over the other warrior brought to the field. You feel you may have earned your place back with the civilized people of your homeland, but for now you retreat back into the wasteland until your skills are called upon again. It is your fate for now, for you are part of the exiled.

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The Dark City of Hork, Hooks to Get the Party Active in the City


From Slavador Trakal
The party has arrived in the dark city of Hork. They look around and unless they have a reason to be there, they will probably treat it like any other city they’ve been in. They buy their supplies, hit the tavern, gather rumors, and head back out to where the real adventure is.

This is a second article to providing hooks for Hork. Like the last article, similarities exist with the ideas people have used to create adventures in other cities. And, again like the last article, it is more about taking the familiar and twisting it based on the societal norms of the orcs living in this city.

"There's a monster..."

In a classic setting a party may hunt down the evil monster in the city to protect the inhabitants. In an evil city who or what is the monster? This could still be played out, just by using some of the other common themes used.

Pets get lost from time to time. In a city like Hork, it might be better to have the pet eliminated instead of retrieved. But the owner may want the pet brought back to them. There is also the consideration that it might be better to have a group of adventurers to find and retrieve/remove the pet before another tribe finds it and recognizes it, and its owner. The law of retribution can be used to apply a lot of pressure on the person to not have it be known it was their pet spider that killed a half-dozen orcs of another tribe, and it did have on a collar.

The monster might also be something preying in a particular part of the city. A singular tribe, guild, or other group might be willing to protect their own by hiring a party. Bringing in others to take care of the problem might ensure the employer still has enough resources to protect their own. And, if a hired party dies, not much loss in that.

A party that came to Hork to eliminate someone may be considered the monster to be hunted. Those who have played evil characters in a city understand the risks and the need to hide from city officials and guards. However, it may be a new experience for those who are usually on the side of “good” to be in a position of being the hunted. This can even build higher if they are in a place where it is clear they are not welcome, and become the target of animosity of the general public.

“I need a message delivered to...”

From Deviant Art
Couriers are always delivering letters for their lords and ladies. There are times when these messages are delivered in a public fashion, and, times when they are very private. Hork can be a dangerous place to deliver a letter when someone else wants the letter, or doesn’t want it delivered. Delivering a message can be more dangerous when crossing tribal boundaries.

Having a courier not bound to a tribe provides many avenues for the employer. The person hiring the messenger can distance themselves to a certain degree with less of a chance of retribution. If they get killed, less loss to the home team. Someone not having affiliation with a group in the city might be able to get around easier, but if they don’t show they can protect themselves they may also be an easy victim to others.

There are also the plot twists that come from the stories of the messenger caught in the middle of feuding clans or families, or rivals of any type. Hork just allows you to amp up the danger because the city laws allow it.

“We need to work together.”

Because the strong rule, small groups band together to increase their strength. After being in the city there might be someone the party takes into their group to increase their numbers. This can also flip in the other direction as the party is offered a position to join another group or individual to improve their odds. But, who are these people offering help or willing to receive it?

Bringing in additional muscle can be a benefit, and at times might even be necessary to survive. And, in an instant the game master (GM) has the opportunity to introduce a non-player character into the party. The motives of the new found friend can be played out to help or hinder.

“I would like to hire you.”

There are always those willing to give money to others to do tasks they don’t want to do. Hork is no different. The tasks aren’t really any different either. The difference comes when you think about the jobs an individual, or party, might be hired to do when placed onto the structure of laws this city runs by.

Orc Cleric by Ogurec-Ubica on Deviant Art
A body guard might have some leeway in a surface city if they kill someone defending their charge. In Hork it is probably best to make sure the attacker is dead, just remember to get things cleaned up. This simple idea applies to all sorts of jobs being considered. Like, there is no law against black magic except the law of retribution. There isn’t even a law of hiring someone on the knowledge you are sending them to their death if you can get away with it.

Conclusion

Everything that can be done in any city can be done in Hork. Even some of the more questionable activities are done more openly than in human run cities. As a GM you can use any adventure seed and twist it because of the structure of law the orcs live by. The difference of how the residents react to their cultural norms will make the experience different. Take the following as an example.

The party has been accosted by a group of thugs at the edge of the market. The citizens back away as weapons are drawn. There is a cry from the crowd as a merchant calls out what he has available. The two fighting groups start to position themselves as space clears and tension builds. You hear a couple of people in the crowd wagering on the outcome and how many will die. Then two larger orcs push through the crowd to where they can see what is happening. They wear the crest of the city guard. One of them turns and accepts the bet.

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