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Thursday, May 23, 2019
5 GAMES FOR JANUARY 2019
In the first of my batch of monthly mini-reviews, we have a variety of gamestyles to keep you busy. There's the action-strategy of Airborne Ranger, some Norse god role playing in Dusk of the Gods, some mini-game shenanigans in Jumanji: A Jungle Adventure Game Pack, some explosive combat racing in L.A. Blaster and to top it off, why not beat some wrestlers up in WWF: In Your House.
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Quick Review - Runika And The Six-Sided Spellbooks - Kickstarter Preview
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| Runika and the Six-Sided Spellbooks Designed by: Shannon Kelly Published by: Fox Tale Games 2-4p | 60-90m | 14+ |
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About two years ago I reviewed a game that ended up being one of my favorites of 2017. It was chock full of gorgeous, translucent, custom dice and fantastic, horrifying artwork. Lucidity: Six-Sided Nightmares from Fox Tale Games was a fantastic press-your-luck game that ended up getting picked up by Renegade Games before the initial Kickstarter campaign was fulfilled (Fox Tale Games and Renegade Games ended up doing the manufacturing at the same time). So when Shannon Kelly asked me if I'd like to take a look at his next game, which uses a bunch of awesome dice, just like Lucidity, I jumped at the chance.
Runika and the Six-Sided Spellbooks also uses a pool of gorgeous 12mm, translucent dice, but this is no press-your-luck game. Runika is a dice drafting puzzle game that, while it can be played with the same dice as Lucidity, is a very different game. Does Runika's departure from press-your-luck work in its favor? Read on to find out!
Runika and the Six-Sided Spellbooks is available on Kickstarter starting Tuesday, April 30 through Thursday, May 23. The game will be about $49 ($69 AUD), plays 2-4 players age 14+ in 60-90 minutes. Unlike Lucidity, which is also listed as 14+, but can be played by much younger gamers, I think the minimum age of 14 is pretty accurate. It's a very puzzly game and kids will need both a good grasp of more complex mechanics (like dice drafting and pattern building) as well as good spatial reasoning skills.
Overview:
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| Runika is a captivating puzzle game with a unique grid mechanism. |
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| Setup is straight forward and the game looks great on the table. |
In the Drafting phase the first player for the round (whoever has the initiative token) will draw four dice per player from the bag, so 12 dice in a three-player game. Then, starting with the first player, each player takes turns choosing one die until everyone has four dice. Each player can then roll their dice once and place them on the Stored Elements section of their board. If you don't like your results you can discard one die to re-roll as many as you like. You can keep doing this, however you must have at least one die to activate during the Activation phase (if you've already acquired Rune Cards you may be able to re-roll one or more dice with your spell abilities).
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| These are the Lucidity dice that I used for testing. Runika will have its own unique dice. |
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| Sometimes Runika makes your head hurt, but it's a burn from mental exercise, so that's good! |
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| Each Spell Master gives you an ability and you then get to add an Influence token to them. Influencing all the Spell Masters earns you a Merit Card and some Prestige. |
So, how do you earn prestige points? This is why Runika is a challenging puzzle game. Each Rune Card shows a pattern of dice that you must match in your Spell Grid in order to acquire that Rune Card (i.e. master that spell). Some Rune Cards can only be acquired with a specific type of element (colored die) and some can use any element to make the pattern, but all dice used in the pattern have to be the same element. After activating all of your dice, if you have a pattern on your Spell Grid that matches the pattern on a Rune Card (including any rotation or position, but not flipped) you can gain that card. You'll score any prestige indicated on the card, plus you'll then discard all the dice that were used to gain that Rune, gaining 1 Prestige Token for each die with a Prestige symbol showing.
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| Here I have four dice to activate. I'm trying to complete the Shimmerfield rune above. |
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| First I'll push an Air die in from the Air side of the grid, pushing the previously placed Air die to the right. |
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| Now I just need to figure out how to get another Air die up at the top of the Spell Grid. |
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| First I'll add a Fire die to the top left corner, then I'll use an Earth Moon die to rotate the Elemental Disk 90 degrees clockwise. |
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| Now I can slide in the last Air die from the top of the grid. |
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| I've now completed the pattern to earn the Shimmerfield rune card! |
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| These are challenging to get, but offer more Prestige and a pretty powerful ability. |
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| Deep in thought. This is how most turns go. |
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| Just starting out on a new game. |
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| The tutorial comic walks you through a short story that teaches you how to play. |
My game group really liked Runika and the Six-Sided Spellbooks. We quite enjoyed Lucidity, but I think Runika was an even bigger hit. This definitely isn't a game for everyone though. The game can be very AP (analysis paralysis) prone, and sometimes feels like multi-player solitaire. There is some light player interaction (which was still being worked on when I played - see below), but for the most part each player is trying to solve their own puzzle with the dice available to them. If you like games like Roll Player or Sagrada, Runika should be a big hit with you. Weight wise I'd rank it as heavier than Sagrada, closer to Roll Player. It's more of a puzzle than Roll Player though, and a more challenging puzzle than Sagrada.
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| Still deep in thought. It paid off though, he ended up winning! |
One other aspect of the game that didn't feel quite satisfying to my group was how the Spell Masters worked. We didn't like that they were first-come, first-served each round. We felt that their cost (having to spend a die and having to roll just the right symbol on the right colored die) combined with a pretty powerful effect should make them available to anyone at any time, but with an extra benefit for the first player each round to use them (e.g. placing your Influence Token or gaining a Prestige Token). One of the complaints from my group was that you couldn't really start planning your turn ahead of time (sometimes, but not all the time). This was partly because the instructors may or may not be available by the time it got to your turn. Having the instructors always available would help you plan ahead, which would in turn speed up the game.
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| The Spell Masters have pretty powerful abilities, but they can only be used once per round. |
Preliminary Rating: 8.5/10
This review is of a prototype game. Components and rules are not final and are subject to change.
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| NOTE: These are for the Lucidity dice. Runika will have updated reference cards for it's own custom dice. |
Without Map Or Compass
In the original Legend of Zelda the Map and Compass are indispensable for surviving dungeons and reaching the boss. The map shows you the layout of the dungeon and the compass positions you in it.
In the pilgrimage of the Christian life, I think the map would be the teachings of Our Blessed Lord and saviour, preserved in the Sacred Scripture and Sacred Tradition of the Catholic Church that He founded- this constitutes the way to Eternal Life.
The compass I think would be the interior life, the daily life of prayer composed of mental prayer, examination of conscience and perhaps above all, the sacrament of confession. Through these powerful means we can discern where we are headed, how we stand with regards to that map, whether we are near the end of the dungeon, close to completing it, or perhaps down a dead end.
How tragic for the worldlings and for the followers of false religions, they have neither map nor compass- where will they end up? They can send Link a thousand times round the dungeon but without map or compass they have little chance of coming out alive.
Praise be Our God and Saviour Jesus Christ for providing us with the Map and Compass in His One True Church.
In the pilgrimage of the Christian life, I think the map would be the teachings of Our Blessed Lord and saviour, preserved in the Sacred Scripture and Sacred Tradition of the Catholic Church that He founded- this constitutes the way to Eternal Life.
The compass I think would be the interior life, the daily life of prayer composed of mental prayer, examination of conscience and perhaps above all, the sacrament of confession. Through these powerful means we can discern where we are headed, how we stand with regards to that map, whether we are near the end of the dungeon, close to completing it, or perhaps down a dead end.
How tragic for the worldlings and for the followers of false religions, they have neither map nor compass- where will they end up? They can send Link a thousand times round the dungeon but without map or compass they have little chance of coming out alive.
Praise be Our God and Saviour Jesus Christ for providing us with the Map and Compass in His One True Church.
Storium Basics: Overview
Today's article - and the next several - are going to be of a different sort than what I've done so far on this blog. Today, I'm beginning a series I'll call "Storium Basics." This series is targeted at new Storium players rather than those who already know a bit about it and want to explore it further. It is drawn from my writing for beginners' games that I have run. This series will largely be targeted at the player side of Storium, rather than the narrator side, but should help either come to a general understanding of how the system works.
If you are a new player, I hope that these articles will be helpful for you and help you get started in Storium. If you find these interesting and want to explore further, please take a look at my prior articles on this blog - I've written on quite a lot of different topics since starting up, and there will be articles that explore issues I raise here in more detail. I will try to link to articles that I feel could provide additional help as I go through these basics.
First up, let's take a look at the first question a player will want answered: What is Storium, anyway?
Storium is a play-by-post storytelling game where the players and narrator work together to tell a fun, exciting, interesting story. Narrative control is shared by means of cards: the narrator uses his cards to set up challenges that focus the story on particular characters or events, and the players play their cards to address those challenges and determine how they work out. As this happens, control of the narrative shifts from narrator, to players, and back to the narrator. They cooperate to tell an entertaining story.
Storium is not about winning or losing - it's about telling a good story. The narrator's cards are not meant to be a tactical challenge - they're meant to provide players with interesting things to write about, and provide branches for the story that could either let the heroes show off or add complications and drama to their journey. When the narrator sets up challenges, he's not trying to push the players tactically, make them figure things out, or set up a difficult situation for them. All these things may in fact be true for the characters, but for the players, the narrator's only goal is to give them the opportunity to write a fun and interesting tale and bring out aspects of their characters.
Storium is, in fact, set up to ensure that narrative rises and falls will happen. The card system is designed so that characters will have to have their strong times and their weak times. It is based around storytelling principles, and in a good story, the heroes have their moments of glory and their moments of struggle. Struggle, in writing a story, is not something to be avoided - it's something to be pursued for the sake of adding suspense and interest.
What this means - what I really want to emphasize - is that challenge results are not determined by how well you play. Whether things go Strong or Weak isn't about tactical skill or anything like that: they're story choices, not successes or failures on the part of the players. The characters may be perceived to have failed sometimes, or at least to have succeeded with complications, but the players should never feel that they have. A Weak outcome is not a result of the players making a mistake - it's just where the story went, or even the result of the players deciding that yeah, going Weak sounded interesting.
Storium is about telling stories, and if you're telling a fun story with lots of twists and turns, rises and falls, that's victory for it. :-)
From a player perspective, then, I find it's best to take the mindset that I am trying to tell a story, not I am trying to beat the challenge. You will have more fun in Storium if you are enthusiastic about getting any outcome, not just Strong ones. Come to the game wanting to see your characters struggle at times, and you'll have more of a fun time.
If you take nothing else away from what I write, I hope you take this: Go with the flow and play to find out what happens next. That doesn't mean you can't sometimes aim for a particular outcome - sometimes, something will just feel better for the tale - but try to play for an interesting story, not for tactical success. You will have more fun with Storium that way, and I think in the end you'll find you've written stories you love to go back and read.
I know I have.
Storium is about stories - approach it with that mindset, and you'll find the system's power and how it becomes the most fun.
For more on the general concept of Storium, see:
If you are a new player, I hope that these articles will be helpful for you and help you get started in Storium. If you find these interesting and want to explore further, please take a look at my prior articles on this blog - I've written on quite a lot of different topics since starting up, and there will be articles that explore issues I raise here in more detail. I will try to link to articles that I feel could provide additional help as I go through these basics.
First up, let's take a look at the first question a player will want answered: What is Storium, anyway?
Storium is a play-by-post storytelling game where the players and narrator work together to tell a fun, exciting, interesting story. Narrative control is shared by means of cards: the narrator uses his cards to set up challenges that focus the story on particular characters or events, and the players play their cards to address those challenges and determine how they work out. As this happens, control of the narrative shifts from narrator, to players, and back to the narrator. They cooperate to tell an entertaining story.
Storium is not about winning or losing - it's about telling a good story. The narrator's cards are not meant to be a tactical challenge - they're meant to provide players with interesting things to write about, and provide branches for the story that could either let the heroes show off or add complications and drama to their journey. When the narrator sets up challenges, he's not trying to push the players tactically, make them figure things out, or set up a difficult situation for them. All these things may in fact be true for the characters, but for the players, the narrator's only goal is to give them the opportunity to write a fun and interesting tale and bring out aspects of their characters.
Storium is, in fact, set up to ensure that narrative rises and falls will happen. The card system is designed so that characters will have to have their strong times and their weak times. It is based around storytelling principles, and in a good story, the heroes have their moments of glory and their moments of struggle. Struggle, in writing a story, is not something to be avoided - it's something to be pursued for the sake of adding suspense and interest.
What this means - what I really want to emphasize - is that challenge results are not determined by how well you play. Whether things go Strong or Weak isn't about tactical skill or anything like that: they're story choices, not successes or failures on the part of the players. The characters may be perceived to have failed sometimes, or at least to have succeeded with complications, but the players should never feel that they have. A Weak outcome is not a result of the players making a mistake - it's just where the story went, or even the result of the players deciding that yeah, going Weak sounded interesting.
Storium is about telling stories, and if you're telling a fun story with lots of twists and turns, rises and falls, that's victory for it. :-)
From a player perspective, then, I find it's best to take the mindset that I am trying to tell a story, not I am trying to beat the challenge. You will have more fun in Storium if you are enthusiastic about getting any outcome, not just Strong ones. Come to the game wanting to see your characters struggle at times, and you'll have more of a fun time.
If you take nothing else away from what I write, I hope you take this: Go with the flow and play to find out what happens next. That doesn't mean you can't sometimes aim for a particular outcome - sometimes, something will just feel better for the tale - but try to play for an interesting story, not for tactical success. You will have more fun with Storium that way, and I think in the end you'll find you've written stories you love to go back and read.
I know I have.
Storium is about stories - approach it with that mindset, and you'll find the system's power and how it becomes the most fun.
For more on the general concept of Storium, see:
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