Tales of the Village is an introductory roleplaying game published by Arion Games, best known for reprinting the Elizabethan-era Maelstrom and its other iterations, such as Maelstrom Domesday. The roleplaying game is intended to be played by younger players, aged between seven and twelve, but run by an experienced Game Master. Each Player Character is a young witch, living in a small, rural village, helping out with day-to-day tasks, but also helping the sick, finding lost animals, and dealing with such threats as greedy bandits, mischievous faeries, and scary ghosts! Or at least they aspire to do so, because being young, they show plenty of promise, but have only recently graduated as fully fledged witches.
Friday, 19 June 2026
The Best Witches
Tales of the Village is an introductory roleplaying game published by Arion Games, best known for reprinting the Elizabethan-era Maelstrom and its other iterations, such as Maelstrom Domesday. The roleplaying game is intended to be played by younger players, aged between seven and twelve, but run by an experienced Game Master. Each Player Character is a young witch, living in a small, rural village, helping out with day-to-day tasks, but also helping the sick, finding lost animals, and dealing with such threats as greedy bandits, mischievous faeries, and scary ghosts! Or at least they aspire to do so, because being young, they show plenty of promise, but have only recently graduated as fully fledged witches.
Saturday, 22 March 2025
Quick-Start Saturday: The Smurfs Roleplaying Game – Quick-start Guide
Quick-starts are a means of trying out a roleplaying game before you buy. Each should provide a Game Master with sufficient background to introduce and explain the setting to her players, the rules to run the scenario included, and a set of ready-to-play, pre-generated characters that the players can pick up and understand almost as soon as they have sat down to play. The scenario itself should provide an introduction to the setting for the players as well as to the type of adventures that their characters will have and just an idea of some of the things their characters will be doing on said adventures. All of which should be packaged up in an easy-to-understand booklet whose contents, with a minimum of preparation upon the part of the Game Master, can be brought to the table and run for her gaming group in a single evening’s session—or perhaps two. And at the end of it, Game Master and players alike should ideally know whether they want to play the game again, perhaps purchasing another adventure or even the full rules for the roleplaying game.
Alternatively, if the Game Master already has the full rules for the roleplaying game the quick-start is for, then what it provides is a sample scenario that she still run as an introduction or even as part of her campaign for the roleplaying game. The ideal quick-start should entice and intrigue a playing group, but above all effectively introduce and teach the roleplaying game, as well as showcase both rules and setting.
The Smurfs Roleplaying Game – Quick-start Guide is the quick-start for The Smurfs Roleplaying Game, based on the Belgian comic created by Peyo and The Smurfs cartoon series produced by Hanna-Barbera Productions and broadcast between 1981 and 1989. It is published by Maestro Media Ventures.
It is a twenty-page, 5.24 MB full colour PDF.
The Smurfs Roleplaying Game – Quick-start Guide is designed to be played through in a single session, two at most.
What else do you need to play?
The Smurfs Roleplaying Game – Quick-start Guide needs five six-sided dice per player.
Who do you play?
The five Player Characters—or Smurfs—in The Smurfs Roleplaying Game – Quick-start Guide consist of Smurfette, Hefty, Jokey, Smurflily, and Clumsy Smurf.
How is a Player Character defined?
The difficulty of the action is set by the number of dice a player has to roll. This ranges from two for a Challenging difficulty to five dice for an Impossible difficulty. The Storyteller can make an action more challenging by adding another die, whilst a player can add another die if he wants the outcome of the action to have greater effect. A player can also reduce the number of dice ha has to roll by spending Effort. Each attribute has a number of points of Effort equal to its value and they can only be spent on actions related to that attribute. If a Smurf runs out of Effort for a single attribute, all of his actions are penalised an extra die. If Effect is exhausted for a second attribute, a Smurf falls unconscious or rather, is smurfed...
To avoid this and other dangerous situations, for example, a dragon breathing fire on a Smurf or a Smurf falling from a great height, a player can make a Safety Roll. It is rolled on two six-sided dice and difficulty for is determined by the Smurf’s own Smurf House (but is set to three for the purposes of The Smurfs Roleplaying Game – Quick-start Guide). If the Safety Roll is successful, the Smurf wakes up in his bed, fully refreshed, but with no idea of how he got there. If a failure, the Smurf will probably start the next session in dire circumstances.
How does combat work?
Combat? In a roleplaying game about Smurfs?
What do you play?
Yes. The Smurfs Roleplaying Game – Quick-start Guide does not come with a Smurf Power die, so the Game Master will need to provide something in its stead.
Is it easy to prepare?
The core rules presented in The Smurfs Roleplaying Game – Quick-start Guide are very easy to prepare. They are light and easy to use as much as they are to teach, making them and the quick-start as a whole suitable for running for a younger audience.
Is it worth it?
Yes. The Smurfs Roleplaying Game – Quick-start Guide presents everything you you need to play a fun, happy-go-lucky session of Smurfiness, with a little dash of mild peril. The rules are easy to grasp and teach and the scenario is an uncomplicated affair. However, this is a quick-start (and a roleplaying game) for fans of The Smurfs rather than the casual player necessarily and they are likely to get more out of this than the said casual player. Otherwise, this is a well done quick-start, one that roleplaying fans of The Smurfs will pick up with ease and enjoy. Plus, if there are younger fans of The Smurfs, this is something that they will enjoy playing and being run for them.
Friday, 17 June 2022
Strange & Simple
The Silver Road is published by Handiwork Games, best known for BEOWULF: Age of Heroes, and requires a single six-sided die each for both the players and the Game Mediator, and some pencils and paper. A character is simply defined. He has a name, an important fact about them—such as a job, role, or what he is, two things he is good at, two things he is bad at, and lastly, a Magic Number. The latter ranges between two and five, and is unique to the character. Character creation can be done as a group or separately, but ultimately, the players should have as a group a reason to stay together and face the hostile situations designed and presented to them by the Game Mediator.
Tiddles
I am a Cat Who Belongs to No-One
Things I am Good at
I am good at getting people to trust me
I am good at sneaking
Things I am Bad at
I am bad at meowing
I am bad at dealing with children
In terms of play, the Game Master will have ready a series of scenes containing obstacles and consequences, which when one is overcome will lead to the next and so on and so on. She will present the scene and then in turn, each player will narrate what his character will do (it need not be in turn order round the table, but that is the default). To have his character undertake an action, a player rolls his die. If it is something the Player Character is good at, he will nearly always succeed. If it is something the Player Character is bad at, he will nearly always fail. If he fails, there will be consequences, but if it is something the Player Character is good at and he fails, there will be consequences also, but he will succeed on his next turn.
There are no rules for combat in The Silver Road, the outcome of any direct conflict being already built into the rules through the effect of consequences. In conflicts, these can be that the character is hurt—or depending upon the story being narrated, actually killed. The former is more likely than the latter though, and even if killed, a character could return as a ghost—depending upon the story, of course.
In addition, if the result on any die roll is equal to a player’s magic Number, that player can ‘Butt-in’. This gives him the opportunity to add to the current scene or action within the scene—even if it is not that player’s turn—with his new narration having to begin, “But…” The Butt-in’ interjection can be used to bring in the player’s own character, or that of another player, to add something to the scene (even to warp it to make it even more challenging for the current or next player!), and so on. The narration thus switches from player to player to the Game Mediator and back again, with the interjections happening at random.
The Silver Road could be criticized for being too simple—and arguably, given the size of the book and the extent of its mechanics, it is. After all, they have been developed from one page of rules. Nevertheless, their simplicity makes them easy to learn, teach, and use—such that this roleplaying game could be run with children—and further, what that space allows is advice for the Game Mediator on organising and running the game, handling consequences, getting hurt and more. The roleplaying game also comes with a set of example Player Characters and Obstacles, as well as a scenario or story, a sort of Enid Blyton’s Famous Five affair which spirals into a fairy tale.
The Silver Road is well written, easy to read, and ready to run in five minutes. In addition, the simplicity of The Silver Road expanded into a booklet-sized roleplaying game has the advantage of allowing space for fantastic artwork on every page. This has an ethereality to it, suggesting something lost or over there on the edge where figures, often in odd or period garb, slide into the mists, doors stand closed in hedges, buildings crumble atop rises, and ghosts linger in the morning light. The implied nature of The Silver Road is liminal, somewhere between the modern and the past, a step or two’s way from somewhere further back or elsewhere.
Friday, 9 August 2019
Ice Cool School 2
Ice Cool 2 is both a standalone game and an expansion to the original Ice Cool. As a standalone game, it is designed for between two and four players, aged six plus, plays very much like Ice Cool, and shares many similarities. The first of these is the ‘Box-In-A-Box’ set-up. Open up the box and nested inside are several smaller box lids. These together with the box base that Ice Cool comes are laid out and clipped together—using the tan fish (plastic in Ice Cool 2 rather than wooden as in Ice Cool)—to form the school and its rooms. Between each of the rooms there are doors and over some of these doors are clipped the fish that the penguin pupils are after.
The second is the penguins themselves. The stars of Ice Cool and thus Ice Cool 2, they are made of plastic, each with a round bottom with a ball bearing weight inside it. A bit like a Weeble. What this means is that when flicked, a penguin will roll. Of course a penguin can roll straight, but flick it from behind on the right hand side and a penguin will curve to the right and flick it from behind on the left hand side and a penguin will curve to the left. Which means that it can go round corners! Yet if you flick a penguin in the head, you can get him to jump, even jump over the walls of the school!
Ice Cool is played in rounds, one round per penguin. In each round one penguin is the Hall Monitor. His job is to catch the other penguins who are trying to get through the doors with the fish and so claim the fish. When a penguin goes through a door with a fish of his colour, he grabs that fish and a Victory Point card. If the Hall Monitor touches another penguin, then he confiscates that penguin’s I.D. Card. Everyone continues flicking their penguins around the school until either one penguin has grabbed all of his fish from over the appropriate doors or the Hall Monitor has confiscated all of the other penguins’ I.D. Cards. At the end of the round, the Hall Monitor receives a Victory Card for each I.D. Card he confiscated. Then the I.D. Cards are handed back and another round begins with play continuing until everyone has been the Hall Monitor and the game ends. The penguin with the most Victory Points wins the game.
The Victory Point cards are worth one, two, or three points. A penguin—whether a penguin or the Hall Monitor—can use pairs of Victory Cards of the same value to activate special abilities. Pairs with a value of one and marked with an image of skates have two uses. The first is to allow a penguin to have another go at the end of his turn, and as long as he has pairs of cards marked with a one and skates, he can keep having another go at the end of his turn. The second is for the penguin—but not the Hall Monitor—can attempt a task. There are three types of task—jump over a wall into another room, pass through two doors in a single flick, or bounce off one wall and pass through one or more doors. Successfully completely a task and a penguin can draw another Victory card. A penguin can use pairs of cards marked with a one and skates to do either, but not both of these actions. Pairs of Victory cards marked with a two can also be used to move a fish of any colour from atop one door to atop another. The only limit is that it cannot be moved to a door adjacent to a room in which there is a penguin of a matching colour.
The use of the Victory cards not only score a penguin points for the end of the game, but as pairs, they add a tactical element to play. Not just taking another turn, but also taking trick shots to score more Victory cards and to move his rival’s fish, forcing his rival to change plans. Now for younger players, these tactical elements in Ice Cool and Ice Cool 2, may well be too complex or too adversarial, but that is very much down to the judgement of the adults playing with the younger players. This reflects nicely how Ice Cool and Ice Cool 2 can be adjusted to suit both older and younger players, because strip away those tactical aspects and what you have is a flicking game that anyone can play because it relies upon personal skill.
Just as with Ice Cool, Ice Cool 2 is an attractive game with physical presence. It looks great on the table and it really is simple to play. The rules themselves are easy to grasp, but they are not written for the young audience that the game is aimed at. So an adult will need to read through them and teach them to younger players, but they are simple enough to both teach and play. Having done, what players young and old will find is that Ice Cool is fun. The design of the penguins means that skill and trick shots can be taken to get the rolling fish fiends to curve and jump to grab the fish and avoid the Hall Monitor. This physical element means that young and old can play on a level ice field and younger players have a good chance of beating adults. Both of course can get better and better with practice.
As a standalone game, adults will enjoy Ice Cool 2 as much as children, despite it being a children’s game. It provides the same fun as Ice Cool, whilst adding the tactical element, and if you were choosing between purchasing Ice Cool and Ice Cool 2, then Ice Cool 2 would be the better choice. That though, is as a standalone, for Ice Cool 2 shares the same issue as Ice Cool and that there is just the one layout that can be created using its ‘Box-In-A-Box’ set-up. It would have been fun if the game allowed for a variety of school layouts to be created. As standalone games, neither Ice Cool or Ice Cool 2 allow for that option. Ice Cool 2, as an expansion to Ice Cool 2 though…
Included in Ice Cool 2 is a second rulebook, ‘Ice Cool + Ice Cool 2’. When played on their own, both games are designed for between two and four players, but combined, they allow up to eight penguins to flick riot around the school to get fish. This is made possible because the penguins in Ice Cool 2 are of a different colour to those in Ice Cool. They allow the boxes of ‘Box-In-A-Box’ set-up of Ice Cool to be combined with the boxes of ‘Box-In-A-Box’ set-up of Ice Cool 2 to allow different layouts and even sliding boxes which move every turn! They add a new game type, ‘Race Game Mode’, which is really a team mode, with penguins dividing into teams of two to race round the school and collect all of their fish. Any of the layouts suggested in the ‘Ice Cool + Ice Cool 2’ rulebook can be used in ‘Race Game Mode’. (An alternative might be for each player controlling two penguins as a team so that even with just three or four players, they get to play with everything from both Ice Cool and Ice Cool 2.)
Ice Cool is heaps of fun, a game that can be enjoyed by young and old, making it a terrific family game. Ice Cool 2 is heaps of fun, a game that can be enjoyed by young and old, making it a terrific family game. Ice Cool and Ice Cool 2 is together better, providing a bigger game for more penguins and more fun.
Sunday, 31 July 2016
Ice Cool School
Published by Brain Games, whose game the Game of Trains won the UK Games Expo Award for Best Card Game, Ice Cool is designed for two to four players, aged six and above. The story is simple. It is almost lunchtime and the penguin pupils have been promised fish. Greedy to gobble down their lunch, they have decided to race round the school grabbing fish, but the Hall Monitor must adhere to his duty and catch the miscreants before the fish is gone, confiscating their Hall Passes when he does. Played over multiple lunchtimes, the penguin player who gets the most fish and the most Hall Passes is the winner.
Two things stand out about Ice Cool. One is the ‘Box-In-A-Box’ set-up. Open up the box and nested inside are several smaller box lids. These together with the box base that Ice Cool comes are laid out and clipped together—using the tan wooden fish—to form the school and its rooms. Between each of the rooms there are doors and over some of these doors are clipped the fish that the penguin pupils are after.
The stars of Ice Cool are the penguins themselves. Made of plastic, each has a round bottom with a ball bearing weight inside it. A bit like a Weeble. What this means is that when flicked, a penguin will roll. Of course a penguin can roll straight, but flick it from behind on the righthand side and a penguin will curve to the right and flick it from behind on the lefthand side and a penguin will curve to the left. Which means that it can go round corners! Yet if you flick a penguin in the head, you can get him to jump, even jump over the walls of the school!
You can see a quick demonstration here.
Ice Cool is played in rounds, one round per penguin. In each each round one penguin is the Hall Monitor. His job is to catch the other penguins who are trying to get through the doors with the fish and so claim the fish. When a penguin goes through a door with a fish of his colour, he grabs that fish and a Victory Point card. If the Hall Monitor touches another penguin, then he confiscates that penguin’s I.D. Card. Everyone continues flicking their penguins around the school until either one penguin has grabbed all of his fish from over the appropriate doors or the Hall Monitor has confiscated all of the other penguins’ I.D. Cards. At the end of the round, the Hall Monitor receives a Victory Card for each I.D. Card he confiscated. Then the I.D. Cards are handed back and another round begins with play continuing until everyone has been the Hall Monitor and the game ends. The penguin with the most Victory Points wins the game.
The Victory Point cards are worth one, two, or three points. A penguin—but not the Hall Monitor—can use a pair of Victory Cards with a value of one can use them to have another go at the end of his turn. These cards are marked with skates as well as one Victory point. If a penguin uses them like this, he does not lose the Victory Points.
Ice Cool is an attractive game with physical presence. It looks great on the table and it really is simple to play. The rules themselves are easy to grasp, but they are not written for the young audience that the game is aimed at. So an adult will need to read through them and teach them to younger players, but they are simple enough to both teach and play. Having done, what players young and old will find is that Ice Cool is fun. The design of the penguins means that skill and trick shots can be taken to get the rolling fish fiends to curve and jump to grab the fish and avoid the Hall Monitor. This physical element means that young and old can play on a level ice field and younger players have a good chance of beating adults. Both of course can get better and better with practice.
In fact, adults will enjoy Ice Cool as much as children, despite it being a children’s game. At Afternoon Play it proved to be a hit, despite it not being the type of game normally played at the regular meet-ups. Two games were played, one with just four players and another with eight, with two players per penguin. The team game proved to be a lot of fun.
If there is an issue with Ice Cool, it is that there is just the one layout that can be created using its ‘Box-In-A-Box’ set-up. It would have fun if the game allowed for a variety of school layouts to be created. That aside, the design of Ice Cool is clever in its simplicity and the design of the penguins means that tricks can be flicked around and over the walls of the school. Overall, Ice Cool is heaps of fun, a game that can be enjoyed by young and old, making it a terrific family game.
Thursday, 7 July 2016
Pushing the Simplicity
Which is where Push It: Ultimate Skill, Infinite Locations comes in.
Published by Push It Games following a successful Kickstarter campaign, Push It: Ultimate Skill, Infinite Locations is a very simple game that can be played anywhere that has a flat, smooth surface. A table, a floor, a newspaper laid on the ground—anywhere. Designed for two to four players, it comes with eight Pucks in four colours, a Jack, a cloth carrying bag, and an eight-page rules booklet. To be fair, Push It is so simple that it does not need a rules booklet, but it includes examples, explanations, and variations, so that it can played as a team game, with two players, and so on.
Push It starts with the Jack being placed in the centre of the table. Then everyone takes their Pucks and whilst sat round the table, take it turns to push, chop, or flick one of their Pucks at the Jack. They get to do this once, from the edge of the table, for each Puck. There is no second attempt at getting Pucks closer to the Jack. Once everyone has launched their Pucks at the Jack, scoring takes place. The player with the closest Puck to the Jack scores a point. If he has both Pucks closest to the Jack, he scores two points. Knocking both another player’s Pucks and the Jack is perfectly legal, but knocking the Jack of the table loses a player two points. Then another round starts and play continues until somebody has scored a total of seven points and wins.
And that is it.
To test it out, Reviews from R'lyeh took it along to Afternoon Play where it proved to be popular as both a game for four players and a team game for eight prior to a longer game.
It should also be pointed out that Push It has perhaps the most singular rule in any game in any of the games in the Reviews from R'lyeh ludography. This is the 'Bum Shuffling' rule. Essentially a player can lean and in the process, lift one buttock from his seat in order to push, flick, or chop one of his Pucks. He cannot though move his chair or shuffle said buttocks...
Push It: Ultimate Skill, Infinite Locations is a nice simple game. Even better, it is a nice, simple, and well-produced game. Both the Pucks and the Jack are beautifully polished pieces of wood that feel good in the hand and nicely slide across the playing surface of your choice. Whilst it might be reminiscent of pub games of old, Push It is the pub game that does not need the pub whose simplicity makes it the perfect filler game wherever and whenever.
Sunday, 19 May 2013
Adventure to the MAX!
For her spells, Louise receives “Banana Slips” (makes the floor slippery with the essence of banana peel), “Jared's Reducer!” (because she can shrink both herself and others, and sometimes she wants to be smaller), and “Feel the Heal!” (to make her friends feel better if they get hurt). For her equipment, Louise gets a pillow, a pot of super glue, and a length of rubber hose.
Friday, 1 February 2013
Under the Sea RPG
Body 2, Mind 2, Charm 3, Luck 3
Hair Colour: Red Hair Style: Bangs
Qualities: Adventurous (Free); Beautiful, Royalty,
Goal: Giving (Take a hit to Luck to let any player make any reroll)












