Game Review – Castles of Burgundy

My wife got the game The Castles Of Burgundy to review, which I was pretty excited about.

Castles of Burgundy is a German game by Ravensburger. It has the feel of other similar games, and like most German games while competitive, there is not any attacking other players. This game is fact is free of any war elements of all kinds.

The theme of the game is 15th century Burgundy, where you play as a prince devoting your effort to building your estate via trading and building. While thematic, no knowledge of actual history is needed to play, and I don’t think playing the game will teach you any history, but it will develop planning and decision making skills.

The game board is small, but organized sensibly and isn’t cluttered. The setup is quick if you keep the pieces organized in the box as mostly it just involves just shuffling some tiles. It can be played by all 4 players on a small IKEA 4 place table (A table that barely fit even the main board, never mind the cards, of Arkham Horror.) There is a player board for each player that is also small and well organized. All play happens on the main board and on the player boards, with a supply of tiles to the side. The standard player boards are all the same, but there are 8 other ones that are different, for advanced play. They are sturdy, but you could laminate them if you felt the need, so long as they would still fit in the box when you got done.

The rulebook is only twelve pages and is written clearly with only one small rule that is translated poorly. As with any board game, I verified the rule by going to Board Game Geek. The rules have a sidebar alongside all the rules with a summery for easier lookup of rules as you learn. The two sections you will need open the most (what Building tiles do, and what the Knowledge tiles do) are right near the end and are easy to turn back to. There is also a summery of the building tile effects on the player boards.

To learn the game, I highly recommend just setting up the game and going through a couple turns. Some of the rules make more sense when you can see the board and the different tiles. The game is divided into 5 phases, and each phase contains 5 rounds. Every one of them plays the same. There’s setup at the start of the phase. Every round involves all players rolling their dice (and you can plan while the other players are going) and making an action with each of them. If for whatever reason you can’t do an action, or don’t want to, with one or more dice in a given round, an option is taking worker tiles. This is one of my favorite mechanics of the game. Worker tiles allow you to adjust the dice up or down, so you aren’t a slave to the dice like you are in games like The Settlers of Catan
(I use an option rule when playing Catan to combat that.)

While each round is the same, the choices available are constantly fluctuating, keeping you on your toes. The main point is to move tiles from the game board to the player board, then from the player board convert the tiles to victory points. Some things give you points right away, but a large portion of your points come from the Knowledge tiles you take which give you points at the end game.

I’ve only played it two-players, but it appears that the scoring scales nicely for more players, awarding more points for actions because they are harder to do with other people vying for the same limited resources.

The board is also set up to scale from 2 to 4 players without any additional setup, just fill in the spots with a number lass than or equal to the number of players, and leave the other spots empty.

Both games I played (even though one we played wrong due to my own error) ended with scores less than 10 apart. Scores can be as high as 299, as far as the score track goes. I don’t know that there is a hard limit.

As the game ends at the end of the last phase, thus always at the same time, and the fact that the rounds go very fast, it’s a fast paced game, and can actually easily stopped at the end of a round and is easy to pick up again. Your long term strategies should be fairly obvious at any point of the game, so your not likely to forget what you were doing. This is good when you have two kids under the age of 4 who might at any time wake up or start assaulting their sibling.

Castles of Burgundy is a fantastic game, and will get as much play as possible. It’s fast setup, and fast game play, means there is more of a chance to work it into our frequently interrupted life.

Of course, when the kids are old enough, we’ll be playing it with them.

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Playing Castles of Burgundy with Erin

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Erin got the game Castles of Burgundy to review and we are finally getting to play it.

I took this picture when we took a break for dinner.

So far I really like the game. I will post a full review later.

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Crab Cutters

We got the Progressive International Seafood Scissors and I bought a crab and I started cutting like an overachieving coroner at the autopsy table .The curvature of the blades makes renting the crab shell asunder, weather it’s the back shell, or the legs. Two quick snips and you can pull the leg shell apart and the meat can be extracted like a Mayan priest pulling out hearts of a sacrifice victim.

There is also a toothed crusher in the handles if you prefer to pulverize the shell. I found this most effecting for removing the legs from the rest of the crab, like some unfortunate gingerbread men.

Even if you only prepare/consume crab, or similar crustaceans, on rare occasion, these scissors will make your life a whole lot easier, and make the experience a whole lot easier. If you are a frequent devourer of said foods, these are inexpensive enough (but crafted finely) to get one for each of the whole family. It will ease the work of gutting the food at the table, but still keep all the messy fun of dismemberment.

(I wrote this review for Erin but it’s not the version she posted. This is the best version, though {:0)

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Actual Play – Do: Pilgrims of the Flying Temple – Vomiting Whales and Poor, Poor Kitties

My game group tried out Do: Pilgrims of the Flying Temple tonight by Daniel Solis. We had a great time. In short, the game involves Pilgrims (teens with too much authority) who go about the various worlds doing two main things: Helping people, and getting into trouble. The game is played by drawing three stones (or electrical connectors, in our case) from a bag. There are two colors of stones, and you pick one color or the other to keep. The amount you keep (from 0 to 3) determines on that turn if you get into trouble, get out of trouble, get into worse trouble, or help someone. You accomplish these things by writing sentences that briefly describe how a pilgrim gets into or out of trouble, or how they help either a fellow pilgrim, or perhaps the person you came to help. As an example, I’ll put below the results of the game. I’ll start with the pilgrims, who are defined by how they get into trouble, and how they help people, with both a word, and a phrase. Then I’ll post the story sentences that resulted.

The Cast:

Pilgrim Righteous Fire
Gets into trouble by being self-righteous
Helps people by enthusiastic encouragement

Pilgrim Leavett Nethers (not exactly a naming convention according to the rules, but oh well.)
Gets into trouble by running away
Helps people by shaking his hips

Pilgrim Lively Strong
Gets into trouble by being too friendly
Helps people by taking the moral high ground

Pilgrim Soapy Bebop (my character)
Gets into trouble by being melodramatic
Helps people by playing jazz music

The Game

Melanie’s planet was swallowed by a whale. She would like us to help her planet to bot get swallowed any more. We arrive at the whale, and there is some confusion in the story as to when we entered the whale, so just keep that in mind as you read. Slightly edited to keep in the 3rd person and same tense.

Righteous Fire called out to Melanie. When she heard, she cried out and Righteous fire assured her they’re there to help.

The whale heard the haughtiness in Righteous Fire’s words, and knocked the pilgrim senseless, and he started falling.

Lively Strong shouted “Hello! It’s wonderful to meet …” and dove into the whale’s mouth and toward Melanie, but clotheslined himself on the trees.

After waking up from a concussion, he gave the tree a lecture about where to grow.

Leavitt whipped his hips in a clockwise motion, causing the whale to get nauseous and flip upside-down, and his tail struck Righteous Fire back up into the air.

The world tumbled in the whale’s tummy, making Melanie toss her cookies, which grossed out Leavitt, so he flew off to avoid the smell, which made Melanie sad.

Soapy Bebop played a mystical jazz tune which cleaned the mess and smell from the house, so Leavitt returned.

But in his high state of emotion he is filled with melancholy and wept loudly into his sax, which emitted a noise so piercing that Menalie’s cat’s head explodes.

Righteous Fire enthusiastically began to list gross meals to the whale, encouraging it to upchuck the world.

Pilgrim Lively Strong decided to console Melanie by giving her a hug.

Lively Strong’s hug squeezed a little to hard and Melanie said ‘Ouch.’

Leavitt Nethers, as the world was being spewed from the whale, tried to run out first, slipped, and was in danger of being eaten.

Wiggling his hips vigorously, he was able to propel himself into the air and out of danger.

— At this point, we used all the goal words (you try to use them before the game is up) and got the Parades (good) ending (as opposed to the bad Pitchforks ending.) We then wrote a little ending to the story.

Melanie thanked Soapy Bebop for cleaning her house and putting her cat, who was dying of cancer, out of its misery and saving her a veterinarian bill.

Melanie expressed her admiration for Righteous Fire’s ability to enthusiastically encourage the whale to throw up.

Pilgrim Lively Strong released Melanie from the purely platonic embrace (don’t ask) and walks (probably flew, really) into the sunset.

Leavitt, well satisfied with with work, looked down on the group as he floated, hips circling like a propeller. He heard Soapy’s music and realized he could do more good by shaking to the rhythm and became Leavitt Salsar.

Afterwards, the stones you have the most of determines what part of your character changes. Two changed their first name, the other two their second.

Righteous Fire became Insecure Fire
He gets into trouble by not being confident in his abilities, because things didn’t always go as planned.

Leavitt Nethers became Leavitt Salsar
He helps people by dancing salsa, because it’s better than just shaking your hips.

Lively Strong became Fool Strong
He gets into trouble by being aloof, overcompensating for being too friendly and causing problems.

Soapy Bebop became Soapy Sweepy
He helps people by cleaning up messes, deciding that mystical music is too unpredictable,  but that cleaning up messes is always good.

There’s a lot more to the game that I wont cover in detail, but the book has lots of setting to paint the worlds and skies the pilgrims play in, and explains each bit of the game fantastically. The art is top notch, as well. The target age group is 12+, but our group was 27+, so it was I think it came out different than if there had been young teens playing. The cats head exploding was a little outside the theme of the game in my opinion, but I was the only one who had actually looked at the book and read the setting and whatnot. It was kinda hilarious, though.

Lots more is explained on the game’s page if you want to know more specific details.

I think everyone should give this game a try. Anyone can play, really. It’s simple, fun, whimsical, and creative, which are all things I like.

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Balak–Book Review

Balak400Today I finished the audiobook Balak by Stephen Mark Rainey from Crossroad Press. I am the perfect market for this book, so keep that in mind when you read this review.

Here’s the blurb from the cover (if digital books can have covers):

Two years ago, Claire Challis’s four-year-old son disappeared without a trace. Now, a neighbor’s child has vanished from right outside of her apartment. Determined to discover the fate of her missing son, Claire set out on a quest that will lead to a place of madness, horror, and fate worse than death.

The book starts off with a very creepy scene and keeps up the unease the whole book. There are also some scenes in which I genuinely didn’t know if the viewpoint character would survive. Any book that does that gets bonus points.

The characters are all different and feel like real people. There are different motives and personalities in each of them.

While that characters drive the story, the plot is well constructed and stays consistent. I didn’t notice any holes in it.

Overall the book deals with relationships with children, romance, detective work, and a whole lot of cosmic horror thrown into the mix. I loved it.

The reader of the audio book is good. Not the best, but nothing your ears will complain about. I think I heard a couple misspoken words near the end, but they were so close to the word that should have been there than I wasn’t totally sure there was a mistake. He didn’t stumble over any words, in any case.

The book kept my attention from beginning to end. The start is a nice hook, the middle is engaging, and the ending wraps it all up nicely.

If you like stories of horror, mystery, suspense, and mind-altering horror from the dark reaches of the cosmos, then give this a go.

Additional:

There are five audio files. I thought there were four for some reason and make a playlist for two files at a time (I only have a 4gb ipod, and it’s loaded with podcasts too.) When the book suddenly stopped after part four, I cried out in dismay, for I wasn’t able to hear the rest until later!

Balak is a story set in the H.P. Lovecraft mythos. If you don’t know what that means, I think you’ll still like the story. If you do, you’ll get a bit of extra enjoyment out of it.

I also liked how the story is tied to Biblical references. It’s fun to see stories make use of parts of the Old Testament to further anchor the plot into reality and the world we live in.

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Review – Spirit Blade: Special Edition

This review is only a little late, if by a little late I mean it was supposed to be done sometime mid-last year! Sorry Paeter!

CDs of Spirit Blade SE

Spirit Blade SE

Spirit Blade: Special Edition is an audio drama from Spirit Blade Productions and is written by Paeter Frandsen. I did a review of their Pilgrim’s Progress audio drama in the past.

I enjoyed this project. It has some of my favorite things.

  • A futuristic setting
  • Hope is a dystopia
  • Sword fights with demons
  • Electronic music

Spirit Blade tells the tale of a musician who feels that down inside, something is wrong with the world, that there is more than meet the eye, and more than ‘the man’ is wanting everyone to believe. Deeper still, things get hairy when he discovers who ‘the man’ really is.

Most of the story is traditional audio drama, and the dialog and acting is well done. I don’t recall any of the faux paws some audio dramas have, such as “Look at that robot that is 50 feet tall, made of a shiny silver metal and is pulling that building apart by taking handfuls of bricks and tossing them into the bay!” or otherwise overly dramatized exposition. The other way the story is told is through music. Spirit Blade is unapologetically a musical. Some of the songs are ‘regular’ songs as in they are a song written by one of the characters while most are just people breaking into song as happens in musicals.

The music has a dark industrial feel to it and it’s good that all the songs have a general tone, but in some way they are also a bit too similar. Kind of like a CD with all goods songs, but they start to all sound the same near the end of the CD. One of the songs sounds like the intro to a Saturday morning cartoon from the 80s as well … I really don’t know if that is good or bad. Perhaps it qualifies as a ‘guilty pleasure’. Overall though, the music is good and should be a reason to give Spirit Blade a listen, unless you hate musicals on the basis that they are musicals.

There are religious themes woven deep into the story of Spirit Blade, but they don’t feel preachy. Being a Christian, I am probably overly critical of religious themed material. Nothing bugs me more than preachy, scripture drenched dialog. I know lots of Christians, and almost none of them quote Bible verses every other line of speech. This production gets a thumbs up from me because I think even someone with different religious beliefs could listen without being so annoyed they’d turn it off.

If you happen to have heard the original Spirit Blade, know that this Special Edition is remastered and has a far higher audio quality than the original. I have not heard the original, but I have heard the comparison promo (mp3 link) and the difference is incredibly noticeable. If you enjoyed the first, you might want to give this version a try. If you are new to the project, then now is a great time to listen.

I enjoyed Spirit Blade quite a bit and if you enjoy supernatural in your sci-fi, battles with dark powers, and music, then you will probably like Spirit Blade.

There’s also a regular promo for the project.

More of Spirit Blade Productions can be found at the following places:

Twitter
Facebook

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Review – Soulstorm by Chet Williamson

Three men are offered a million bucks each to stay a month sealed in a haunted house. Sounds like all the other haunted house stories, right? In some ways yes, but where it counts, no.

One item that sets Soulstorm apart from books such at Hell House or The Haunting of Hill House is the fact that none of the people staying in the house are psychics or ghost hunters, or anything of that sort. I have actually listened to those two books recently and when I started Soulstorm, I was a bit weary, thinking Soulstorm would be more of the same. Instead, as the characters got introduced, I became interested in them, so my initial apprehension slipped off into the night.

Another thing Soulstorm does is start showing you that the house is truly haunted right from the start. I think in this case, that worked well. It doesn’t start off with a lot of things happening, but just enough to set the reader on edge.

If you get the audio version of the book, you are in for a treat. The author himself reads the book. I really enjoy it when an author can read their own work and do it well, like Chet does here. He knows exactly what he meant when he wrote it, and can convey it exactly how he wants you to hear it. He also pauses very well at the right moments. It is all pleasant on the ears.

If you like stories about haunted houses, then this is one you should read. The characters are interesting, the plot works, and the setting is enough different (at least as far as my reading goes) to keep it interesting.

Buy it directly from Crossroad Press.

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Dark Sun Preview from Free RPG Day – Material and Play Session Overview

I picked up the Dark Sun Bloodsand Arena adventure Wizard’s of the Coast put out for Free RPG Day this year. There are spoilers, so if you plan to be a player in these adventures, read with caution.

Setting and Materials

It’s for 1st level and comes with six characters ready made. The sheets are on nice coated paper, but are hard to write on without a dry erase marker. Also, one had a typo saying a power did 2d17 + 7 damage.
Even if your players really like to make their own characters, the fact that at this time there is nothing about Dark Sun in the character builder required they use these characters unless they want to miss out on the new Dark Sun powers. Plus magic works entirely differently in Dark Sun, so a traditional magic user wont work in Dark Sun.

The setting of Dark Sun is a post-apocalyptic setting in a fantasy world. In Dark Sun, the easy magic takes energy from everything around it. For example if a wizard cast a big spell, the plants around might wilt. One power the character has will actually damage team mates if you make it stronger. Despite there being ways to use magic without causing harm (but it’s harder to do), everyone just kept casting spells until the world came to ruin. Now all magic and those who use it are shunned. The world is a wasteland.

Metal is scarce in the desolate world, so most weapons are ceramic. On a roll of a 1, you can reroll but risk breaking your weapons, or take the automatic miss.

The maps provided are large and very nicely drawn. You can use them for any kind if arena combat in any setting.

Gameplay

I ran with 4 players, so I just picked one of the two provided back stories for all the characters. The characters are divided into two groups of three, so I picked the story that matched the majority of the characters.

After convincing the players that they should escort the caravan instead of trying to rob it (Players are a necessary evil), we got underway for the first section of adventures. There are two groups included, we only played the first. I game them five days worth of food each. I did this because failing some skill challenges had penalties for running out of food. I figured 5 would be enough if they did well, but not too many to avoid trouble if it camie.

The first part is a set of skill challenges. They are of an easy difficulty. If the players pass, they get a bonus to the next challenge or avoid misfortune. I didn’t tell the players they were running skill challenges. I just asked for some skill rolls to start, then presented situations based on what the skill challenges provided. This worked really well. They even got more food for hunting and catching some animals. I did make a ‘mistake’ on one. They should have avoided the first combat, but instead I didn’t read the whole thing and gave them a surprise round against the attackers. I think this worked out better, as the combat was fun. Due to having two less players, I removed two minions and one of the three bigger baddies. This worked out perfectly. One of the characters almost died, but not quite. That’s about right if you ask me. One of the bad guys had a poorly worded power:

Barbed Spear

Requirement: The raider must not have a creature grabbed
Attack: Melee 1 (One creature); +7 vs AC. While the raider has a creature grabbed, it can use Barbed Spear against the grabbed creature only.

This seemed to contradict itself, so I just didn’t use it.

Once they were done with the skill challenges I revealed that they had passed all the skill challenges. Everyone agreed that in this case not telling them they were participating in a skill challenge was a good choice.

The next section is where the PCs discover the caravan intends to capture them and sell them as slaves. I set up the map with all 7 bag guys (reduced from 10 due to having less players) and put the PCs on the board. This took a few minutes. Two of the snipers had shots, then the first PC went and in one attack bloodied the main traitor which triggered the city guards to show up and end the combat. All that setup time essentially wasted. Perhaps part of this was my fault, I think the enemy was supposed to be in the tent, not in the doorway, but on the other hand, the character could have made it there anyways, so maybe not.

Next was a skill challenge to see who the city guard believes. The result was the guards believed that the PCs were in the right, but wanted to put them all into the arena to give the caravan slavers some comeuppance. This is where things started to go terribly wrong.

A rule of the arena was no direct attacking of the opponents. Instead the goal was to have the most coins (large ceramic ones) in your teams coffer at the end of five rounds. The first mistake was I rolled initiative normally, where each player has their own, and each group of enemies has a single initiative. (two groups in this case.) What happened was the PCs got higher than all baddies, rushed for the coins and to block the enemy coffer … and aside from a couple good moments, the rest of the ‘battle’ was essentially boring. Had I given each PC and enemy their own initiative (which I recommend you do,) things might have been better, but I am not sure. It lasted way to long. Also, had the players just focused on the five rounds, it would have gone faster. It’s hard to focus on something boring though. Even adding the trapjaw monsters didn’t make it more interesting.

Overall, the skill challenge and first combat were great, the second combat took longer to set up than complete, and the final fight didn’t work at all for the group. I thought it would spark lots of roleplaying, but aside from the thri-kreen having four arms and taking two coins, nothing special happened.

I haven’t looked at the next adventure in the pack, so it might be better.

Still, if you get a chance to get a copy of this, the maps are super nice, and the skill challenge section is a fine example of how I think they should work in game.

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Movie Capsule Review – Crusade: A March Through Time

I just watched Crusade: A March Through Time. It’s about a soccer player, Dolf, whose mom is a scientist working on time travel. Through an actually fairly believable set of events, Dolf finds himself far in the past. I’d call this movie Timeline: Without the Budget. That doesn’t mean it’s bad, though.

Dolf is a believable character and in fact much of the plot is believable (assuming you don’t hate time travel). Dolf is put in a situation where he is able to use his modern day knowledge to help those around him. It’s a bit far fetched when he makes gunpowder, but it doesn’t break the plot. I liked the movie enough to look over the few things like this.

It follows many of the tropes of a time travel story like this, but it’s not corny. The dialogue is good too.

It’s decent and worth a watch.

3/5 on the Netflix scale.

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11-21-09 Workout – 135.0 Cal – Pushups Are Hard!

Workout 2 today, with pushups. Good. Grief. Those. Are. Hard. They;ll become easier I’m sure, but for the moment my flabby arms aren’t much for doing them.

The Squash workout took me a bit to get the controls to respond right. Could have been me or the controls, don’t know.

I saw the trainer’s arm movements get choppy once or twice. Seemed odd, since I don’t think anything out of the ordinary happened.

Do I get extra points for trying to defend myself from an 18 month old while trying to do sit-up type exercises?

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