Showing posts with label book. Show all posts
Showing posts with label book. Show all posts

Star Wars Miniatures Starship Battles Starter Set Review

Star Wars Miniatures Starship Battles Starter Set
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Reviewer's note: I wrote a similar review for the booster set, so please excuse me if you see it twice. However, since I didn't know where most buyers would start, I figured it was best to provide the review under both the boosters and the starters to be safe. That said...
I'm a big fan of Star Wars minis (especially Rebel Storm), and I couldn't wait to get my starter and boosters for the new Star Wars Starship Battles minis game. The game/set includes 60 different ships (30 "light side" and 30 "dark side" -- approximately 1/2 are from the original trilogy, and the other half are from the prequel). I have to admit, the ships look pretty cool (especially the smaller ones like the Millennium Falcon, Salve 1, TIE Fighters, TIE Interceptor, TIE Bomber, B-Wings, X-Wings, Y-Wings, etc.), and as I first read the instructions and looked at the ship stats cards, I was looking very forward to playing. In the end (after playing several games with a friend), however, I was largely disappointed with the game itself. Though there are a few interesting twists (like the command effects),the game is pretty basic, and unfortunately does not allow much room for strategy and/or creativity.
The best advice I can give you is to begin with the starter set, which comes with everything you'll need to play (including two exclusive rare ships -- the big guns in the set, eight randomized common and uncommon ships, map, instructions, command cards, damage counters, D20, etc.). You MIGHT also want to buy a couple of boosters (each booster includes seven randomized ships -- one rare, two uncommon, and four common). This way your buy-in isn't too bad; otherwise, it can get very expensive very quickly. You'll definitely get at least a few good games out of it, and if you like the game more than I did, you can easily buy more boosters (that is much better than the alternative of buying a ton of boosters and not being very happy with the game). Also, if you are interested the minis themselves (i.e., to collect them, for use with the D20 role playing game, or to use with some other Star Wars game/scenario), you'll probably be mostly happy with what Wizards of the Coast came up with.
In sum, the game/rules gets 3 stars, and the minis get 4-5 stars (rounded up to a 4 star rating overall). Hope this helps!

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Contains 8 randomized, fully painted, plastic miniatures and 2 exclusive miniatures. Super star destroyer executor and mon calamari star defender viscount, full-color game stat cards, fully illustrated battle map, 20-sided die, rulebook, 2 fleet commander cards, damage and command counters are also included. For ages 12 and above.

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Squad Leader Review

Squad Leader
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Wow, this really old school!.Squad Leader was the most awesome board game and so detail-rich..like a sand-box simulation but portable. The game set the tone for what was needed to play war games on PCs. Squad Leader was the entry level game that opened to a whole series of Avalon Hill games that built upon this game as a system.SL is a dozen scenarios designed for WWII Eastern Front action. The opening scenario pits the Nazis against the Red Army in Stalingrad, with action centering around a tractor factory, played on the squad-single man level. There is the most awesome details to add to the action..charismatic leaders,demoralizing leaders, sewer movement, Russians that have the potential for going battle-crazy(berserkers),authentic machine gun characteristics ,elite veterans,green troops,tanks, flamethrowers you can even add weather or night characteristics..terrific! The BIG drawback to Avalon Hill games of that era is that when it's time for battle, there is this huge list of modifiers to the randomness of battle (done in the form of a dice roll).It takes forever to figure out all these modifiers before you roll and it's all done with a pencil and paper. Plus the rules are very,very,long, detailed and legalistic. So it makes for lots of rule 'discussions'. But keep in mind this was pre-PC and all these rules and modifiers were in effect computer-code for the nuts and bolts of game operation. At the time, while it was tedious to go thru these manipulations, it was none the less fascinating to think that the game designers could actually think about game mechanics in such detail,apply history to those mechanics, and then create a game that was FUN to play, if you had that sort of mentality.Like I said before, this is really 12 games in one and there are 4 or 5 more official games that are part of the Squad Leader series. These other games go on to cover WWII action in the West with the Allies vs the Germans. (If you can find any of these other games, it is highly interesting to see how the Americans are constructed-not quite Audi Murphy). If you really look around there was several 'unofficial' versions of Squad Leader that went into the Pacific and pitted US Marines and Japanese for some terrific island action. But AH eventually pinched those guys out for legal reasons. But they were very well thought out game mechanics and great historical game simulations. When PCs came into being,surprisingly SL never followed. The game system screamed for computer assistance.Amazingly to me, it just sort of got left behind. In 2011 there is Call OF Duty and those sorts of games that do an admirable and modern job. But if you have a interest in seeing the lengths that people would go to play Squad Leader..pick this up. It's a window into a time forgotten.

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Very detailed WWII military strategy board game. BIG 22" X 28" four section, full-color Geomorphic mapboard which can be arrange to make literally hundreds of different terrain configurations that can represent large cities, small vilages, wilderness or even the flat plains of the Ukraine. Squad leader is rated Tournament Level IV on AH Complexity scale.

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Boggle Folio Review

Boggle Folio
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Boggle is a game in which you try to make up the most words using the letters found in a 4x4 grid. The letters must connect and you only have three minutes to do so. The bigger the words the higher the points you get, but if two or more players find the same word no one gets points for it. The game is very fun and fast paced. Plus you can play as little or as much time as you want; no need to "finish" the game (like in Scrabble). Just add the points and whoever has the higher score wins, it's that simple.
This version is Awesome and nicely improved over the original version. Here comes the description;
NEW DOME AND GRID: The dome and grid are made of a new material that makes it QUIETER when you shake the letter dice. No more waking everyone up late at night!
BUILT-IN TIMER: It comes with an electronic timer (batteries are included) that beeps softly and changes color from green to amber, then to red when times almost up. This eliminates the need to bob up your head every 10 seconds to see if the sand timer ran out. Great!
PLAYING MATERIALS: Four pads and pencils are included, plus the instructions obviously.
COMES IN A FOLIO: Stores everything easily. The folio has pockets for the pads and pencils (extra space for more). You can carry it around comfortably and is great if you have to travel or wait for a long time in one place.
This version is so nice it should be called Boggle Deluxe Edition. If you like Boggle you must buy this. As soon as you do, you will not go back to the original version, guaranteed.


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Boggle your brain, at home or on the road. Take head-to-head word searching fun in first-class style in this all inclusive, soft-sided zipper case. The key features of Game Folio make it easy to play, simple to put away and snap to pack. A specially designed letter cube grid and dome cover softens the sound of shaking, allowing for quieter play anywhere. Plus, the built-in timer beeps softly and flashes changing colors of light to silently let you know how much time is left as you hunt for words.

Game Folio Edition Boggle includes: zipper case, 16 letter cubes, grid and dome, four pads of paper, four pencils, built-in electronic timer and instructions. Requires 2 "AAA" alkaline batteries (included).
For 2 or more players.


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Warhammer Fantasy Roleplay Winds of Magic Review

Warhammer Fantasy Roleplay Winds of Magic
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I gave a rave review on the base box set for WHFRP from Fantasy Flight Games (FFG), and I am an admitted FFG fan.
The components are very high quality and will likely last for years of reasonably frequent play and even survive the occasional soda spill.
This is a very useful expansion set for WHFRP. Let's be honest. If you are going to run a campaign in the Old World then you are eventually going to have the party run up against a magic user or two or twenty.
This expansion gives you the ability to have characters and NPCs across the range of general magic using traditions and colleges. The expansion also does a good job of clarifying and expanding some of the rules from the base set in the area of magic.
So, the new magic spell and effects cards were very helpful.
There are new career cards as well. One of these is necessary, the magician, and some are interesting. There are two more punch out sheets of counters that probably could have been trimmed to save quid, and there are two books, "the winds of magic" and "liber mutatis."
The "winds of magic" book weighs in at around 35 pages, and about five pages of it are useful additions or clarifications to the basic rules. The "liber mutatis" is about Chaos magic and its users. Most of the book consists of welcomed additions to the basic rules to handle Chaos, and the fifth chapter is an adventure using the Chaos rules.
The $50 price tag is a bit steep for what you get. If FFG could put out a winds of magic supplement along the price and quality of the adventurers toolkit, it would be more pleasing to the wallet.
In service,
Rich
[...]

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So Many Animals Board Book Set Review

So Many Animals Board Book Set
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I thought these would be a novel thing to get my Granddaughter - they were supposed to stack & be books too...well they do stack. But as far as keeping her amused or her wanting to play with them, or have someone play/read to her - absolutely no interest. I wouldn't suggest them.

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These charming towers of three themed chunky board books are the perfect gift for any young child or expecting mom. Each set explores a simple concept and engages your child in learning about her world. The art is unique and dynamic and the language is simple, lyrical, and fun. Parents and children will love reading these books together. Set includes three 24-page board books. Ages 0-4 years.

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Warhammer Fantasy Roleplay GM Toolkit Review

Warhammer Fantasy Roleplay GM Toolkit
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This is my first Amazon review...I usually can't be bothered with commenting on these things, but I do rely on the reviews of others to help me decide when I'm on the fence about a certain purchase...so, since I was so impressed with this product, I thought I'd share.
First off, I wouldn't call myself an FFG fanboy. I do, however, find that the quality of their products is consistently top-notch. As far as durability is concerned, I disagree with the previous reviewer's opinion on this. I don't feel that the packaging should drop the the rating that much. If you have already purchased the Core box set, the contents of this kit will fit in that box nicely. The first adventure module published and sold for this RPG (A Gathering Storm) is packaged exactly the same way as the GM toolkit. Also, the GM screen is worth the price of this kit alone. The artwork on it is amazing, there are all the rules summaries as well as a rules index on the GM side, and its not made of flimsy card. I did dock them slightly on durability due to the book being in soft-cover format.
Second, I am fairly new to RPG's. I played Dungeons and Dragons when I was about 12 years old, about 20 years ago now. I was drawn to this game because of the publisher's (Fantasy Flight Games) reputation and because of the world setting (I play Warhammer Fantasy Battles table top miniatures game by Games Workshop).
The pros...
-Great advice on creating original story arcs using classic story telling themes.
-Advice on story "hooks" (getting the players to bite).
-New concepts of Nemisis NPCs and NPC party sheets.
-Full color high quality printing and inspiring artwork.
-Pages of "alternate rules" suggestions on how to change up some of the core mechanics slightly to suit your groups' play style.
-Advice on new and helpful ways to use the "progress tracks" to aid in story development and .
-More standups.
-Awesome GM screen....man FFG knocked it out of the park with this one.
The cons...
-The book is about the size of one of the 4 books in the Core set (actually it's a little thin, more like the size of the tome of mysteries, or tome of Blessings), which is suitable for the price (esp. here on Amazon) but it left me wanting more, especially as a new GM.
-The book is soft cover, so wont stand up to abuse as much as a hardcover...though, to be fair, all the books in the core set and the one expansion adventure I picked up are the same. I think this just keeps them more affordable.
-I feel like this could have been included with the core set, perhaps as part of the "Tome of Adventure" but FFG is trying to make the most of their GW license here, and "expansion sets" are a big part of their business model.
Even if you are a veteran GM, the advice in this book could inspire you to step out of your established comfort zone and try a new story telling technique/formula. I think it's a great buy at Amazon.com as I purchased it at retail plus CA sales tax at my local game store. Amazon had not yet discounted this product when I decided to get it. Ultimately, I gave it 4 out of 5 stars due to how thin the book was. I think FFG could have packed a little more content in there for their suggested retail price.
Looking forward to the "Winds of Magic" expansion, hopefully Amazon will offer some sort of discount off of it's $50 price tag.

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The Game Master's Toolkit is a valuable resource for both new and veteran Game Masters. The toolkit is filled with a number of helpful tools and adventure seeds for Game Masters to enhance their Warhammer Fantasy Roleplay games, as well as provides more advice and suggestions to help refine their GM skills.The Game Master's Toolkit includes punchboard with more NPC and creature standups and tokens, new location and item cards, and introduces organisation sheets to integrate into your game. The toolkit also includes a sturdy, full colour, double-sided GM screen, and a full colour 48-page book.The book features invaluable tips and guidelines to help a GM manage the game, engage his players, and create memorable adventures for his group. The book includes a number of detailed episode templates to help cut down on prep time, as well as introduces new rules for nemesis characters and organisations to challenge the heroes. Armed with the resources found in this toolkit, a GM will always be ready for action.

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Dark Heresy: Dead Stars Review

Dark Heresy: Dead Stars
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Excellent production standards and brilliant ending to an equally brilliant series. Will require a good deal of work from the GM before running, but that's fine. What's included is excellent and provides many options for exansion. Well done.

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The Haarlock's Legacy Trilogy is a series of epic adventures that will determine the fate of the Calixis Sector.Terrible threats stir amongst the worlds visited by the mysterious Rogue Trader line of Haarlock. What has been left behind threatens everything the Inquisition has worked for in the Calixis Sector. Will your Acolytes be able to discover the secret of the Haarlock's Legacy in time?

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Warhammer Fantasy Roleplay: Signs of Faith Review

Warhammer Fantasy Roleplay: Signs of Faith
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I'll say it again - Go the support section of the fantasy flight games website and download the set list pdf for the Warhammer line if you want to know whats inside.
Nothing unusual here, folks - Two skinny books, an adventure in one, punchouts, and cards.
What I liked -
Papa Nurgle - Oh yeah. Diseases. These are less of a game ender than mutations, since they can be cured. But oh boy, they are not something you want. It can create some amazing tension, if used correctly. It can also be a tool to really screw over your players. So keep that in mind. If you're not going to use them responsibly to drive the story, and if your players aren't going to appreciate the role-playing aspect - Leave them out. If used poorly, you will only lose here.
Of course there are more dark magic spells and the marks of nurgle that every budding champion of chaos is looking for. Monsters to kill too. I don't think the game supports campaigns high to enough to actually kill a great unclean one, but I'm sure it will in the future.
Expanded religious orders - I like them. I can see someone playing all of them. Especially Ulric and Myrmidia. In fact, you can have a complete party if you so choose, with just priests. Which is interesting but horribly unlikely in the warhammer world.
Background - I had no clue what Myrmidia was about, or any of the other cults not involving Sigmar or Ulric. So it was a good read for me. I also like the holidays and calendar. Good tools to immerse your game.
What I didn't like -
Lack of effective minor blessings- So you want to be a priest. And heal, but not just heal? Sorry buddy. Its Shallya or nothing. If they had more minor blessings, you could wing it more with a non shallya priest who heals.
Balance of Taal/Rhya - I don't get what they tried to do here. Two blessings for the price of one? Not only are the reckless and conservative sides different, they are in effect different blessings. Which can create a priest whose versatility far outweighs the other cults. Also, why give Rhya Medicene? It is a very rare skill to see. Shallya I understand, but not Rhya.
Needs more priestly items - There are very few here. Again, no prices as we saw in winds of magic.
This is still nonetheless an excellent product. You're probably going to want it, even if there are no Priests in your party.

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The Old World is a place of unending war and strife. The legions of Chaos threaten to demolish all bastions of civilization while spreading their corruption and heresy across the land. The Four Ruinous Powers continue to gather worshippers among the nobles and commonfolk alike, allowing them to spread their dark designs from within the Empire. Amidst this gathering darkness burns a light of hope that slowly gains strength, lit by those who follow the signs of faith... This supplement for Warhammer Fantasy Roleplay introduces valuable background information on the Cults of the Empire as well as insights on the Ruinous Power Nurgle, the Plaguefather. For players, Signs of Faith introduces new rules for priests, dozens of new blessings across all nine major Empire faiths, and suggestions on how to play priest characters. GMs will find new rules for disease and Nurgle's daemonic minions, and players have access to ten new careers. In addition, Signs of Faith includes a complete adventure for GMs to test their players' newfound faith!

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Anima: Shadow of Omega Review

Anima: Shadow of Omega
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It has fewer rules than any other card game I've run into of its nature, such as Pokemon, Magic: The Gathering, and Yu-Gi-Oh, and it is much easier to pick up. The game is never the same two times in a row, and it is very amusing to play. The artwork on the cards is simply stunning. I do recommend this game for those that enjoy card games and those that love roleplaying games all at once, for it is both rolled into one!

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Anima: The Shadow of Omega is a non-collectible card game set in the same original setting as the Anima: Beyond Fantasy roleplaying game. Inspired by well-known Japanese video roleplaying games such as Final Fantasy and Suikoden, the world of Anima features traditional Western fantasy staples, including magic and medieval arms, combined with an emphasis on martial arts and Eastern concepts of honor and mysticism. In the Anima: The Shadow of Omega card game, players form a party of four adventurers that explore the land and engage in combat with fantastic beasts and each other, gaining new powers and eventually confronting an ancient menace.Anima: The Shadow of Omega includes 110 cards, each one featuring a unique piece of stunning, full-color art depicting a character, creature, or location from the Anima universe.

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Fantasy Roleplay: The Edge of Night Review

Fantasy Roleplay: The Edge of Night
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An interesting adventure with many location descriptions and full backgrounds on major NPC's (both human and not).
The opening pages of the adventure book describe in generality the components included in the box. Unfortunately, the rest of the book doesn't tie the components into the adventure. For example, location cards are provided in the box and would be easily included in the adventure if the writers were to state recommended cards for the locations described in the adventure book. Funny that fans can do this in putting together adventures. They tie the tools from the game into their adventures, but paid writers can't make that leap.
Don't get me wrong, the adventure is worth the purchase. It's just missing the missing the little things which could make it great.

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The Edge of Night is an adventure for Warhammer Fantasy Roleplay. Thrusting the players into a world of mystery and intrigue, The Edge of Night offers a rich setting, a complex cast of characters with plenty of secrets to hide, and all the materials needed to immerse the players in the story.The Edge of Night comes complete with a full color scenario book, detailing the background of Ubersreik, engaging adventure hooks to get the characters involved, and the interesting citizens of Ubersreik they will encounter. The city is bustling with activity as three noble families make their presence known, each vying for power in a time of political unrest. Meanwhile, to take their attention from the unnatural glow of Morrslieb, the nobility of Ubersreik prepare for a grand masquerade. But something sinister lurks beneath the guise of the festivities...With full colour handouts and tokens, as well as new talent, location, item, and action cards, The Edge of Night provides a variety of new options for GMs and players alike.This is not a complete game. A copy of Warhammer Fantasy Roleplay is required.

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Anima: Beyond Good and Evil Review

Anima: Beyond Good and Evil
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I do not regret purchasing this game one bit! It is a load fun for anyone into the fantasy adventure genre and people that love Anime art. The game play is simple and easy to learn. The rule book is very well laid out and easy to read. It's really just a great game concept that made it through and is truly a blast to play. My only complaint is that its 13+ and the art in this game is way to mature. Extreme partial nudity to say it kindly. I recommend this game from 18+ do to content. If you love Anime, love fantasy adventures and love smaller games that play within an hour to and hour and a half, and you 18+ years old, buy this game and its counter part Anima: Shadows of Omega. I'm looking forward to the next expansion.

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Everything ended. Omega, the ancient entity that threatened to disrupt all life in Gaia, is sealed. Its unlimited source of power, the Infinity Orb, has been shattered, and the splinters scattered. Humanity continued forward, confident that this grave danger has past... or has it?Anima: Beyond Good and Evil is the first stand-alone expansion for Anima: Shadow of Omega. You take control of a party of exceptional characters, wielding their cunning and magical powers to complete missions and ultimately stop the ultimate evil, Genesis. Be warned, however, other players will hinder your actions in order to claim victory for themselves.In the 2-4 player card game Anima: Beyond Good and Evil, the adventure in Gaia continues, and is playable in about an hour. Beyond Good and Evil can be played as an independent game, or it can be combined with Anima: Shadow of Omega Revised Edition for an even more epic gaming experience.

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Baby Einstein Alphabooks Review

Baby Einstein Alphabooks
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My daughter received this for her first birthday and I swear it was because of these books that she knew her ABCs before she turned two. Each letter book has three pictures beginning with that letter - a cartoon, an artwork, and a photograph - along with the word (e.g., the letter M has a drawing of a monkey, a picture of a glass of milk, and a cartoon drawing of a moon). She loves going through all 26 of them with us - and could entertain herself with them because the pages are thick and sturdy enough for her to easily manipulate them. After a year of frequent use we just had to tape the box together as it started to become unglued at the corners. Definitely worthwhile and fun!

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Bright and colorful, each of the twenty-six mini-board books included in this beautifully packaged set features real-life photos and great works of art depicting everyday objects common to Baby

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LeapFrog Tag Junior Book Pal - Purple Review

LeapFrog Tag Junior Book Pal - Purple
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Ok, first off a comparison to it's big papa, the Tag Sr., which I also own. After the comparison I will list a brief pro's and con's list for the people who just NEED to skim through a review:
Regarding the reader itself (the pen thing on the Tag and the little alien thing on the Tag Jr.):
- Tag Jr. is way better for little hands, it's little "head" fits perfectly into my 2yr old's tiny grip.
- It seems to be a lot sturdier, my son has drops it once and again onto our (carpeted) floors and this little guy just rolls with the punches, literally.
- The Tag has a little pencil-like thingie at the bottom that activates the camera, whereas the Tag Jr. has a small circular butt, overall it helps make it much more resilient to falls and the accidental (or are they?) "slams-it-down" on the book mishaps during particularly exciting pages.
- The purple one is really pink, so keep that in mind if you're particular about your boy playing with pink toys (also, get your head outta the gutter).
PROS:
- It's a great fit for little hands.
- Feels sturdy and durable.
- The camera activator is much better designed for the coordination-impaired.
- There's a list of child names on the Tag Software so the reader can greet your child by name each time you turn the device on-off.
CONS:
- Chews through batteries! The manual says not to use rechargeables, but I use them anyway, it's just a battery hog!
- This one is PINK not PURPLE, I don't mind, but maybe you don't like pink.
- You need to take off the battery cover to reach the usb slot.
- The buttons are not as easy to reach when your child is holding the device and forgets to turn it on, so he will wind up banging it on the book confused until you find the small groove the button is in.
- It seems to not work if it's not somewhat level with the book surface.
Regarding the books:
- The Tag Sr. books are regular paper books, so they tear up pretty easily. Now the Tag Jr. books are meant to be used by little ones! They're made from sturdy cardboard and (some) have pretty, vibrant colors.
- The activities on the Tar Sr. are usually started by pressing on the specific "buttons" on each page, on the Tag Jr. they are streamlined into the experience, for example, if you touch the same object a couple times it may prompt you to find and "click" on another page in the book.
- The Jr. books seem (with reason, I guess) to be much more simplistic than the Tag Sr. ones, but that means you also get much less content and much more repetition on the Jr.
Pros:
- The books are made out of durable cardboard with (sometimes) vibrant and colorful imagery.
- The stories are more simplistic and easier for a small child to get "useful learnin'" out of.
- The activities are built into the reading experience and start when the same spot in the page is tapped in repetition, they seem fun, but my child just ignores them.
Cons:
- The activities are built into the reading experience. Yes, this is also a con, because sometimes my kid just wants a sound to play again when he touches the same image twice, as it stands, he needs to cycle through the 3 or 4 different sounds (be them activities or spoken descriptions of the objects he is touching).
- The books are small, this ain't entirely a bad thing, but it unfortunately means there's less things to do on each page.
- There's too much repetition and some of the cool sound effects are hard to find and activate.
Nice to haves:
- It would be nice to have the ability to "record" a couple sentences or songs from the books in mommy's voice, which doesn't seem like would be THAT much of a problem to implement by the support team. (Yes, I'm talking to you guys! Stop playing with your Halos and your plastic guitars and get working on this!)
- Get those popular Tag Sr. brands on this thing! Toddlers enjoy Pixar too, you know.

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A love of books starts long before children can read - and its benefits can last a lifetime.Using the same amazing touch technology as the TagTM Reading System, the TagTM Junior book pal is designed to encourage toddlers' natural desire to explore, while introducing preschool skills through playful book-based activities.\n\n \n\nThe Tag Junior book pal is easy for parents and children to use.Parents can download audio for up to five books to the book pal, then let their toddlers explore.Each Tag Junior board book introduces a different preschool skill - such as the alphabet, counting or social play - through 24 playful activities and more than 130 audio responses.*Open-ended questions and fun sound effects encourage children to take charge, as they touch any part of any page to bring words, pictures or activities to life.After their child has played, parents can connect the book pal to the online LeapFrog® Learning Path to see their child's progress and get printable activities to expand the learning!\n

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