The Game

A few weeks ago a giant package arrived at the Troll in the Corner offices, and it contained a giant box of deck building happiness – Thunderstone Advance: Towers of Ruin! I’ve now sat down and played this through several times and I’m ready to give you my honest assessment of the newest version of Thunderstone. To start things off on the right foot let me just say that I like this game a lot, but others in my gaming circles were a bit more on the fence. Here’s why!

Thunderstone Advance is a deck building game somewhat similar to Dominion, or Ascension, or many of the other deck building games out there. Thunderstone Advance differs though in theme and mechanics. You’re playing the part of an entire adventuring group, bent on building up your characters and equipment to enter the dungeons and fight your way to the fabled Thunderstone. You start off with a deck of 12 cards, drawing six per turn. You purchase new cards to add to your deck which allow you to defeat monsters or buy even more cool stuff. In defeating the monsters resident in the dungeon, you gain XP with which to do cool things, and accrue points that will allow you to (hopefully) win the game.  The deck building aspect of the mechanics are similar to other games, with the difference being your choice between acquiring new cards, or using your current deck to go defeat some nasty creatures.

Are you ready to go shopping and then kick some monster butt?

In Thunderstone, at the beginning of each turn, you must make a choice. Are you going to venture into the dungeon area to take on some nasty things? Or will you head into town to do a bit of shopping, perhaps pick up a bite to eat or a new spell?  You can also choose to do neither of these and either place cards from your hand into your discard pile, or remove one card from the game permanently.

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For some reason I had a phase where I was fascinated with the Jack the Ripper murders, at one point I even picked up a thick paperback encyclopedia with everything related to the murders (at the time it was published sometime back in the 90’s). Eventually I lost interest in reading about the various theories on whodunit and why he got away with it and went on to something else. Then last month while wandering up and down the aisles of Barnes and Noble, I stumbled across Ripper by Stefan Petrucha with the tag line “You thought you knew him. You were dead wrong.” A tag line and title like that, told me what the book was about, but what kept me from simply walking by it was the fact that it was in the teen fiction section. Because, you know, who puts a novel about Jack the Ripper in the teen or young adult fiction section!? That quirk factor led me to give the liner notes a read, the word steampunk popped up in there and I was sold. Oh, and there was the added bonus of a snort laugh fit at discovering in the front matter of the book that the text was set in “12 Point Bembo”—someone with some musical talent please start a band with this name!

 

The novel is set in 1895 inNew York Cityand the protagonist of the novel is a 14 year old orphan named Carver Young (hence the young adult/teen classification). Teddy Roosevelt is the Police Commissioner and there’s a super secret detective organization called the New Pinkertons operating out of the old Alfred Beach Pneumatic Subway (seen briefly in Ghostbusters II you may recall) and chock full of steampunk devices which make sporadic appearances throughout the novel. Carver, due to a change in the status of the orphanage he resides in, finds himself in need of a new home fast—or else he’ll end up on the streets. Being extremely interested in police work, he’s encouraged to write a letter to Teddy Roosevelt in hopes of finding a job with the police department. He’s also recently discovered in his file at the orphanage a cryptic letter that appears to be from his biological father. He believes if he can get himself an interview withRoosevelt, he might be able to start looking for his father while working for the police. The letter to Roosevelt leads to a sort of apprenticeship with Albert Hawking, a retired and somewhat disabled Pinkerton Detective. Hawking brings Carver into the New Pinkertons organization and helps with his training so that he can track down his father while developing his own problem solving and detective skills. The New Pinkertons are on the hunt for a killer who seems to be following in the footsteps of Jack the Ripper and leave Carver on his own most of the time. The hope is that if they find him, then they can step out of the shadows and bring back the glory days of the original Pinkertons agency. The goals of the New Pinkertons and of Carver Young quickly become intertwined and the race to find the Ripper before he strikes again leads you through the rest of the novel.

 

I thoroughly enjoyed this read. The main violence of the killings happens “off screen” as it were, so it’s pretty light on the gore. There’s a sweet budding romance and a feeling that the main character could carry over to other stories. Mixing real history into fiction can always be tricky, but Mr. Petrucha has done it well. I’m still on the fence as to whether there’s enough steampunk in this novel to bother with classifying it as such though. The unusual devices that pop up for Carver to use were all plausible devices that were simply ahead of their time. I’m not against their inclusion; they were done in such a way that they felt very natural–like they belonged in the real 1895. All that coupled with the mystery Carver was trying to solve and the twists and turns that came up along the way make for an enjoyable read. Mr. Petrucha not only developed his main characters well, but he also did an excellent job with the peripheral and minor characters. They are fully developed and their actions always seem fitting based on what you’ve learned about them—even the “bad” characters don’t come off as bad for the sake of filling a function, you could understand why they are the way they were. I do believe that the real reward of the novel is the amazing twist that comes at the end. I’ve read a lot of mysteries over the years and I’ve read a lot of novels in general where the author really wants to shock people with a twist to shake things up.  It’s always a wonderful surprise to get hit with a twist, have a momentary “wait…what!?” pause, followed by a re-read to make sure you got that right–then sit back and realize it’s perfect. More people need to read this so I can talk about the twist!

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Combat Storm Banner Small

Awhile back I received an interesting e-mail from Dave Reiter. At first I wondered if it was spam but then I looked at the subject and it seemed like it could be a real e-mail for me in light of this blog and podcast. On opening it I was made aware of an interesting new game called Combat Storm by company Strategy Wave.

Combat Storm, or Operation Plastic as it used to be called, is different from any other game company I’ve seen. It has managed to create a rulebook and system for playing with plastic army men.

I fondly remember playing with plastic army guys as a kid in the ’80s. Bought them at the corner store for a few bucks giving 100 or so. Out on the grass and in the house they fought over everything. Having a formalized rules system for this is a nice way to recapture one’s childhood yet adapt it for “grown-up” play.

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My Sanctuary cover art

Sarah-Jane Lehoux is the author of one of my favourite series of fantasy books so when I heard she had a YA novella being released I was excited to say the least.

My Sanctuary, however, is not fantasy; it’s a heart-rending depiction of life for unwanted children living in a fictional 1960s orphanage, St Jerome’s. Dot, the young orphan girl who narrates the story, is believable in her matter-of-fact resigned acceptance of the situation coupled with yearning dreams of a better life in her future.

This novella is very different from Sarah-Jane’s fantasy novels, even so her writing ability shines through yet again in creating believable characters and settings that evoke grief, despair, hope and anger. While the subject matter could be termed ‘uncomfortable’ it is also thought-provoking and honest in its depiction. I thoroughly enjoyed reading this, I hope you do too.

sarah-jane lehouxMy Sanctuary will be released by Vagabondage Press in May 2012.

The Author

Sarah-Jane resides in Southern Ontario with her husband, and her ever growing horde of Machiavellian cats. For more information, please visit www.sarah-janelehoux.com.

 

 

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If you’re reading this now, I’m willing to bet that within the next 14 hours you could come up with at least half a pound of dice without having to search very hard or make a single purchase.  We’re all table top gamers and dice are not only a part of the hobby, but something many of us enjoy. Who among us is averse to grabbing a fistful of dice and rolling away? Who doesn’t like the thrill of seeing that perfect roll displayed in pips, symbols or numbers? Who doesn’t know the sinking feeling of watching your momentary hopes and dreams evaporate on a bad roll?

With that in mind I’m going to start talking about a game that involves dice. Many, many dice – all under your command and used to do such things as deal damage to creatures, cast spells and in some cases, win you glory. Now you know why I was initially intrigued by Quarriors, a “game of uber strategic hexahedron monster combat mayhem”. Who wouldn’t be intrigued?

Quarriors, published by Wiz Kids, follows a now-familiar model of deck building, but dispenses with the deck and uses dice instead. This changes the game in a number of ways. It does add an additional random element to game play. It also allows you to stuff your ‘deck’ into a cloth bag and shake it about, a process that deck-building game owners abhor, as I can attest by trial and error, and having to buy people a number of replacement games. In Quarriors that kind of thing is okay though. Shake away my friend, it’s all part of the fun!

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Official Game Night Guys Logo

The Game Night Guys are Brian, Curtis, and Mike. Each week two of them play a different board game during their show. The Game Night Guys have been podcasting since August 2010. The shows artfully blend comedy with an introduction to the featured game.

I’m one of those people who prefer a podcast that publishes shorter episodes. My favorite time to listen to a podcast is during breaks at work or while walking nearby trails. A 30-minute show is the perfect length for me. Game Night Guys keep their shows between 25 and 45 minutes in length with most episodes lasting close to 30 minutes. If you prefer to spend an hour plus with a podcast, you can easily enjoy several shows in a row.

One of the strengths of this podcast is the smooth way the hosts use comedy to enforce their review. When they tackled the Battlestar Galactica Game the guys were clearly frustrated by the rules. Eventually they drifted off to discussing the Battlestar Galactica reimagined series as a way to showcase the difficulties in playing the game.

When they tried the Titanic board game listeners were also treated to the guys donning foreign accents in feeble, yet hilarious, attempts to mimic the awful writing found on some of the games cards. This made me want to play the game more than if they gave a brief exposition of the rules.

Listener feedback is also very important to the Game Night Guys. Brian, Mike, and Curtis are active on Twitter, quickly respond to listener communication (at least mine), and are genuinely excited to chat with listeners. They have a telephone number listeners can record messages onto, which proved invaluable for their promo contest, along with standard e-mail, Facebook, and Twitter.

My tweeting them resulted in a surprise acknowledgment in the show notes of the Bananagrams episode. Spending just five minutes listening to the show will have you hooked. One word of warning before you listen to their show. They are not averse to using swear words and sexual innuendo. This isn’t a show to listen to sans headphones nor one to listen to with the little gamer. Then again, maybe others will want to know why you’re laughing so hard at the discussion of Titanic’s poop deck.

So far I’ve listened to half a dozen episodes and there has not been a dud. As a fellow podcaster I can assure you that is no easy feat. Game Night Guys have rocketed to the top of my list of favorite gaming podcasts. They’re gametastic!

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Total Confusion bills itself as “New England’s largest gaming convention”. I’m here to tell you that they don’t lie, in fact, they’re keeping the truth under wraps. They’re not just the largest, they’re the best.

I was lucky enough to attend my third TotalCon just a few weeks ago. I was in attendance at TotalCon 1 as a gangly teenager with a few dice and a mechanical pencil. Last year I was invited as an industry guest to TotalCon 25, a role I repeated again this year. It’s by far my favorite convention to attend and I would highly recommend it if you’re anywhere in the area. Now let me tell you what happened during the con, including some tidbits from behind the scenes and some thoughts on just why this is the most fun gaming I have all year.

The largest?

It’s a fact – Total Confusion is the largest gaming convention in New England. That is, it’s not a fan convention, it’s not a mix of computer and table top games, it’s not dedicated to any one table top system. It’s simply four days of pure gaming goodness. In 2010, there were (counting by badge) 600 attendees.  In 2011, 800.  This year, TotalCon broke 1000 attendees, all there with the sole purpose of gaming, gaming, gaming.

From Thursday to Sunday you can get your fill of board games, RPGs, wargames and just about anything else you’d like in the tabletop arena. It’s all contained within one hotel (the Holiday Inn at Mansfield, MA) which means you’ve got everything you need under one roof.

Shamelessly stolen from TotalCon's facebook page

I love this about TotalCon. PAX East has it’s moments, as I’m entirely sure other extremely large conventions do. At TotalCon you have enough people to ensure that there’s always an open game or a pickup game happening when you need it. Enough to keep everything busy and exciting and new. Yet you have  a chance to run into people throughout the weekend and say hello. After a day or two nearly everyone is a familiar face. This is a friendly place where everyone is in attendance for exactly the same reason and that lends a distinct, pleasant atmosphere to the con you don’t get at the bigger gatherings.

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In my constant quest to find good gaming podcasts, I’ve run headfirst into a new one which is worth checking out. The Secret Cabal Gaming Podcast consists of four guys who are truly passionate about table top gaming.

The secret's out

With a lengthy and boring commute, I’m constantly on the lookout for podcasts that will keep me engaged, cover topics I love and are well produced. These guys have all of that and they have it in a mega-sized package.  All of the episodes I’ve caught have been ~3 hours in length! 14 episodes into their bi-weekly podcasting gig, I’ve only caught the most recent three but I’m hooked.

The length of these podcasts may turn some folks off, but I’d suggest you check it out even if you’re not normally the lengthy podcast listening type. Yes, they’re long, but they’re worth it. The podcast is packed with a huge amount of good information, with just enough banter to keep it fun and interesting.

They spend a great deal of their energy on board games, which I love. While discussing several games per episode, they choose one title and do an in-depth review. They’ve managed to hit the sweet spot with these reviews, going into a good amount of detail on mechanics and actual game play, without becoming tedious. That’s not an easy thing to do for anyone who’s ever tried to convey how a board game works through audio only.

Their latest episode (as of this posting, #14) goes in depth with Sid Meyer’s Civilization board game, touches on playing RPGs with only a GM and one player, hits a few new title announcements, talk about underrepresented game,  and go over Savage Worlds.  They’ve also started a fledgling presence on Board Game Geek, with  a forum.

Certainly worth your time to check out this podcast. I’d be willing to bet you get hooked like I did.

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published by Prime Books 2011           I’ve struggled with how to write a review for Mechanique: A Tale of the Circus Tresaulti by Genevieve Valentine. And that’s primarily because I struggled with reading this novel. Now that it’s over, I’m conflicted on where I stand. I scanned through comments on a few sites where the book has been previously reviewed to see if I was alone and discovered it’s one of those novels that people either love or hate, few seem to have found a comfortable middle and that may be because it’s an uncomfortable work all around. Part of that is due to the fact that it breaks a number of writing rules and, as that saying goes, just because you can do something, doesn’t mean you always should.

 

This is the second recent novel I’ve read that’s set in a magical circus, the other being The Night Circus by Erin Morgenstern (which I’ve also reviewed HERE). The main difference in the two is that The Night Circus is magic in a realistic world setting, while Mechanique is set in an apocalyptic steampunk type world. Led by Boss, a woman we learn very little about, the Tresaulti Cirque Mechanique travels a war ravaged world, never staying in one place for too long. Boss has abilities, which allow her to bring back the newly deceased or take away life, that are tied to an animated griffin tattoo she has. It’s never explained how she came to have the tattoo or what the magic is that’s tied to it. She appears to be the only one in the world, or at least the only one still alive, who has these abilities. She uses her powers to improve the performers of the circus—exchanging their bones for hollow copper tubes that allow them to fly higher or creating clockwork arms and spines to increase their strength. It causes a class divide in the circus between those “with the bones” and those without; those without are mainly relegated to minor performers, staff and crew. Much of the plot revolves around two things: an internal competition between two of the performers for a set of wings and an external conflict coming from a “government man” who is intrigued by Boss’ abilities.

 

On the surface, the plot is interesting and the circus performers are a colorful and interesting group of characters. It’s just presented in a way that breaks with a lot of writing rules and that distracts from the story. I’m a character person, I want to know about the people in the story I’m reading and I didn’t get that with this novel, or perhaps I was too distracted by all the things I was finding that professors and writing instructors have told me not to do. It almost feels like Ms. Valentine went out of her way to break as many rules as she could. The novel alternates between, first, third and even second person point of view throughout. The Night Circus also alternated between POV, but stuck with a third person POV with small chapters in second—and that worked for that piece. There are also points were it varies between present and past tense. That happens in different chapters, but when you have two different POVs covering the same time frame and one is in past tense while the other is in present, it feels off. The first person portions that were narration of events didn’t draw me in because in the beginning of the novel you don’t even know who the narrator actually is—a character named Little George. And there are other times where the narration is third person giving more omniscience to the overall chapter, but then little asides are inserted via parentheses that give the impression that it’s still Little George speaking—and he’s giving you information that he in his limited capacity wouldn’t really know.

 

One of the other problems I have is the characters themselves. With the circus setting and the fact that these people straggle in at various points in the circus’ travels, you expect to get an interesting mix of different types of people. The performers and crew do come from a variety of backgrounds, you just don’t learn too much about those. Again, I’m a character person, the lack of detail for me, may be more than enough for others. Many of the chapters act as character sketches and do little to advance the plot. But even getting glimpses into the characters it felt like they were getting short changed. There wasn’t much that made me like or care about any of the characters. For example, the character of Elena is presented as being controlling and bitchy. There was nothing there in any of the novel that made me care about her, so further in to the novel when her very passionate reasons for why no one should ever again have the coveted wings; I could care less about her argument.

 

Overall I would describe the novel as a disjointed, non linear series of character sketches tied together by a couple different plot points. It’s an uncomfortable read and the characters are uncomfortable. The character of Panadrome (one of Boss’ first creations) is even described as making circus goers uncomfortable when they think about what he is for too long. There was a point a little over halfway through where the pace picked up and the circus took action when the external plot called for it, which was probably the portion of the novel that I enjoyed the most. It felt like they were finally doing something. Then the action dropped off and I felt as if I were being dragged along again.

 

Everything in my review is based on my first impression of the novel as I was reading and as I thought about it after I was done. For my tastes, there was too much breaking with writing tradition and not enough character and place detail. The conflicted feeling I mentioned back at the start are thanks to the other reviews I’ve read that refer to the novel with descriptors like “brilliant” or ” ground breaking”.  I started second guessing myself and wondering if I was missing her intention. Was her intention to make the reader uncomfortable and to feel out of place because that’s the way those involved in the circus live their lives? Or are people so caught up in the rule breaking that they’ve concluded it must be brilliant simply because of it’s non conformity? I’m curious about how others who’ve read Mechanique have felt after reading it.

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This weekend I had the chance to sit down with my six and nine year old daughters and play through a few games of Rio Grande Games’ Loch Ness.

Cover art courtesy of Rio Grande Games

 

Quick Look

Loch Ness is a Euro game published by Rio Grande Games and created by Ronald Wettering . It’s designed for 2-5 players, ages 8 plus and takes about 30 minutes to play.

In Loch Ness the players take the roll of one of five photographers working to obtain pictures of old Nessie. There’s a bit of luck and a bit of skill mixed in to allow players to grab their photographic evidence and ratchet up their score before Nessie sinks once again into the depths of the Loch.  With quick game play and several variants of play included in the rules Loch Ness has a good replay value although it may grow slightly tedious for adults.  Kids on the other hand, at least my kids, love it.

From the Rio Grande Games site:

For decades reporters from the around the world have been on the hunt for the Loch Ness monster. But lately reports of sightings of Nessie have been increasing. Such reports naturally have drawn such reporters as the attractive Belinda Viewing from New York, the half-Belgian Claude McMirror, the clever Filosa Sharp, as well as her Londoner competitor Jack Nesstee, and even Nils the Blitzen from Denmark to the Loch. Equipped with the most modern equipment and techniques, these daring reporters have traveled to Scotland, in order to capture the elusive Nessie on film for their newspapers.
But the 5 will experience some surprises…

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