Skip to main content

Our Latest Article..

The Binding of Isaac: Four Souls - Card Game Review

The Binding of Isaac is a hugely successful videogame, and thanks to two extremely lucrative crowdfunding efforts that netted around $8 million, you could argue that its a highly successful card game as well. The videogame fits almost too perfectly into begin turned into cardboard, with its roguelike genetics being suited to the randomness of dungeon crawler, variable bonuses and and player powers sitting well within the tabletop realm. There's around eighty thousand people who have some kind of variation of the tabletop game. So surely its extremely good because well funded games are always amazing, aren't they.  I'm approaching this as someone who is away from the hype canoe sailing down the river rapids of marketing and excitement and so this is probably going to be dull in comparison. I'm also someone who is a fan of the game, and has spent many an hour running around randomly generated dungeons of blood and filth.  For those unfamiliar with the videogame, you play

Holmes: Sherlock and Mycroft Review - Kosmos Games



A hundred yard stare. That's what you notice. It's only for the briefest period of time, but if you could look behind the eyes then you would see what looks like things clicking into place, like a sideways cutaway diagram of a key sliding into a lock with all the clues aligning to give the final answer. The solution to the case. You feel like while their eyes are staying still, the eyes are taking everything in, missing nothing. So help you if you've said something out of place, or sat the wrong way, or tried to swallow down those guilty thoughts. A hundred yard stare, into the very depths of what will make you declare your guilt. So breathe in gently and wait for them to finish their thoughts. You know you're not guilty, you're not even capable of such a deed unless it was something that really needed doing. So stare back and let them take the measure of you. Let them look. Someone has bombed the Houses of Parliament. So let them take all the time in the world. 

Nothing is said for the longest time. But you know that even your presence in this room, in this street is enough to make them hunker down like they are waiting for the starting gun to fire. They do so love to race. So you decide to go visiting to gather information. Not too many people as to cause questions but enough to make sure the job can be done. Could be favours for favours but sometimes under duress. It's always worthwhile knowing who is out there that you can squeeze for information. People talk of money being currency, but that only pays for the bread. The right information can make sure that you're deciding what the Baker bakes. Speak to the right people and you might be able to gather some investigation markers that in turn can be exchanged for clues themselves. 

Ideally you want this all wrapped up. There's only so long you can spend in each others company before you want to quite rightly claw each others eyes out. Brotherly love was never something that rang true in the Holmes household. Brotherly oneupmanship was something that was almost a tradition and yes, while there is someone's freedom at stake, you're not entirely immune to the temptation of bragging rights for the next couple of centuries. So you bid you farewells and promise to return the following day, with the hope that things will all be put to bed within the weeks end. The sun rises and with it the rumour that The Lady has returned to London, which will hopefully turn heads as well as muddle them. A brief exchange of information suggests that your brother has already visited and fearing the information you get will be tainted, you suggest returning again the next day, only to find that she has tired of you attempts at intellect and will only see you after she has had time to refresh and rewind, much to your annoyance. In fact as the days progress and more informants surface from the murky depths of the underground, it's apparent that no one is interested in a repeat visit from the Holmes boys and won't chat again until at least a day has passed. 

Some clues can be read like a poster for a circus, bright and obvious, while others refuse to reveal their secrets until the very end of the investigation, where their part in this debacle will be revealed. Whilst hidden clues might mean out of sight, it rarely means out of mind. Even though your brother does enjoy to spar with you, using his insight and intelligence like a sword, sometimes his need for the theatrical gets the better of him, and that gives you the chance steal clues they've gathered and add them to your own investigations. All this time the clock is ticking and a man sits in a cell waiting to be either vindicated or punished and all on your watch. 

By the end of the seventh day, you gather for the last time and over a tray of biscuits and refills of tea from Mrs. Hudson, you compare and contrast what you have found. Clues have a funny way of growing stronger with knowledge and those who have collected the most clues of a type will gain the advantage of knowing what the clue means towards their own case. In fact, gaining all of the clues in a group is guaranteed to not only put you very far ahead but also allow a cackle of triumph, much to your brother's distaste. There are risks to gathering clues with higher numbers but they put you in the more likely position that you will win in the long term. Collecting bigger clues will lead you to higher points and therefore the smug satisfaction of once again proving that while your brother may be the bigger name. He should maybe just stick to playing the violin and wearing his silly hat, because set collection clearly isn't his bag. 

This is where we have to break from the narrative. You see, while HSAM contains all the characters that you know and love from the famous detective, those expecting to be doing any actual detective work are going to be left disappointed. This uses the Sherlock IP as a framework to justify the mechanics of the game, and it does that very well. Just don't be expecting to go into this actually deciphering anything on your journey around London to assist in the arrest or freedom of Michael Chapman. You're trying to use the available mechanics from the characters on offer in order to effectively build a case, just not as you were expecting. It's a solid offering from Devir that doesn't stay too long on the table, and with the additional bonus of optional cards that even allow you to take on Moriarty as part of the game, there's a decent amount of replay ability here too. It's strange because I think with a different theme it would still work as a game, but I don't think I would be as drawn in and I would have been more critical in how the game plays. So the Holmes brothers are still doing a decent amount of lifting here but more physical that mental. Holmes Sherlock & Mycroft is a charming two player set collection with wonderful colourful artwork that works well within the boundaries of the property. Surprising but not in a bad way.

You can find out more about the game by going to https://www.kosmosgames.co.uk/games/holmes-sherlock-mycroft/

Designer - Diego Ibanez
Artist - Pedro Soto 
2 Player
Ages 10+

If you would like to support more written pieces on the blog then please consider backing us on Patreon. www.patreon.com/werenotwizards

This review is based on the final retail version of the game provided to us by the designer and publisher. We were not paid for this review. We give a general overview of the gameplay and so not all of the mechanical aspects of the game may be mentioned.



Comments

Related Podcasts

Popular posts from this blog

Parks Board Game Review | Keymaster Games | Base Game Review

Taking slow methodical steps, taking your time, closing your eyes and breathing in slowly, taking in the smell of nature and the scenery and managing the sensory overload crashing over you with a pine freshness. Do that. Stop and breathe. Take it all in. Be at peace. You might be inclined to use the word 'majesty', and you wouldn't be blamed for feeling a slight sense of being overwhelmed, as once again you're reminded of how stupidly small you are in relation to everything around you. That no amount of preparation would help you if the uncontrolled environment decided to focus it's gaze entirely on you, to put you back in the food chain. You might think to yourself you could survive, but the reality is that you'd die of thirst before you died of boredom, and so we sanitise our touches with the grander examples of nature, by sticking to the path, and coming within touching distance enough to go ooh and ahh, like we are watching fireworks. Always behind a

Wee Toons Board Game Review - Alderac Entertainment Group - (Tiny Towns Review)

Fir aw the times yi hope yi end up gieing the chance tae look at summin braw and special and summit that the high heid yins are aw spraffing aboot, thurs aways the chaunce yi sit there thinkin, am a gieing it laldy here coz I am gettin tae ploy it? Sometimes yir better waitin until aw cont hiz calmed doon, and yi dinnae feel like some wydo is sitting aun yir shouldoor, checkin yir watch fir ya, and tutting like a radge.  Tiny Toon fae Alderac wiz such a game. In the past yi couldnae move fir sumwan chattin aboot it, stickin it oan lists and Twitching all oer tha innernet. Like, it wiz so gid tha it even wun tha top prize at Origins. Tha probbly ment tha heid bummer, Mr McPherson wiz toap man fir five minits in his hoose, so he goat the remote fir the telly, and was given the extra crunchy bit off the fish supper oan friday.  Tiny Toons is aboot wid an bricks an glass and stoan, and yir aw like the heid man makin the calls, tellin fowk wit tae build wi an they aw need tae follow yir lea

Empire Plateau Board Game Kickstarter Preview

This is the pre-production version, so the art, rules and mechanics may be subject to change over the next couple of months. Therefore please treat this as a first thoughts piece, based on version of the game that we were provided with. We have not been paid for the preview. We also do not provide a full play by play explanation of the game, so not all mechanics may be mentioned in the preview. So what have I done? I really don't know. I have a rule about reviews that I keep to myself which is very simple. Any designer that contacts me and says 'Well, it's like chess but..' I normally respond with a quiet thank you and then a polite decline. I want people to sell me the game because of what it is, not because they claim to have improved a game that is so in it's own category some people wouldn't even necessarily put it down as a board game. No, making the horsey jump an extra space isn't going to cut it, and no I like the prawns the way they are I thank you