Comic Book Feeds

EAGLEMOSS HERO COLLECTOR BRINGS CHAMPIONS OF THE WWE AND ICONS OF THE WIZARDING WORLD TO FANS THE WORLD OVER!

First Comics News - Thu, 10/11/2018 - 21:46

(OCTOBER 11, 2018 – New York, NY) – Eaglemoss Hero Collector, designers, manufacturers and publishers of high-quality collectibles from across the many worlds of pop culture, including DC COMICS, STAR TREK, BATTLESTAR GALACTICA and BACK TO THE FUTURE, is proud to add two new popular universes to their roster – each revealed to the public this past weekend at New York Comic Con.

Shown for the very first time at NYCC was the WWE CHAMPIONSHIP COLLECTION, a comprehensive magazine and statue collection showcasing the greatest superstars in the history of the WWE. Featuring Champions from every era, including Superstars The Rock, John Cena, The Undertaker, AJ Styles, “Stone Cold” Steve Austin, Triple H, Finn Bálor and many more, each expertly sculpted polyresin statue presents the superstar in a fixed pose on a base and has been produced at 1:16 scale (approximately 4-1/2 to 5 inches tall). The accompanying magazine features a history of the superstar and chronicles their championship reign, greatest matches and top rivalries. This new collection will be available beginning in early 2019 via subscription, through select specialty retailers and online in the Eaglemoss Shop.

Also joining the Hero Collector lineup is the WIZARDING WORLD FIGURINE COLLECTION, launching in Novmeber 2018. Bringing together characters from the entire Wizarding World, including the HARRY POTTER™ and FANTASTIC BEASTS™ film franchises, this officially authorized collection features the most famous witches, wizards and magical creatures. Every figurine is meticulously sculpted in a classic pose at 1:16 scale and cast in a specially formulated resin. Each also comes with a guide to the character, profiling their magical adventures and how they fit into the Wizarding World.

Categories: Comic Book Blogs

BOOM! Studios Announces WWE: FOREVER #1

First Comics News - Thu, 10/11/2018 - 20:13

Iconic WWE Legends Step Back Into The Ring in January 2019

LOS ANGELES, CA (October 11, 2018) – BOOM! Studios and WWE today announced WWE: FOREVER #1, an all-new, over sized, one-shot special featuring action-packed stories of the greatest WWE Legends on-sale in January 2019.

The team of Michael Kingston (Headlocked) & Michel Mulipola (WWE) return to document the rise of the Excellence of Execution, Bret Hart; Brent Schoonover (Captain Marvel) recounts when Bobby “The Brain” Heenan attempts to kidnap Matilda the Bulldog, Lan Pitts (WWE) & Carlos Magno (Planet of The Apes) reveal the showdown between Razor Ramon and Ted DiBiase at a jewelry shop; Arune Singh and Kendall Goode (WWE: NXT Takeover) reveal the true origin of the partnership between Money Inc. tag team partners Irwin R. Schyster and Ted DiBiase.

WWE: FOREVER #1 features a main cover by Rahzzah (Luke Cage), along with a wraparound preorder cover by Kendall Goode (The Doorman) and a variant cover by Marco D’Alfonso (I Am Groot).

“WWE is home to some of the greatest performers in history and we’re thrilled to honor some of those Legends in this special,” said Chris Rosa, Editor, BOOM! Studios. 

WWE: FOREVER is the latest release from BOOM! Studios’ eponymous imprint, home to a world-class group of licensed comic book series and ambitious original series, including Joss Whedon’s Firefly and Buffy The Vampire Slayer, Mighty Morphin Power Rangers, Planet of the Apes, Bone Parish, Mech Cadet Yu, Grass Kings, and Klaus.

Print copies of WWE: FOREVER will be available for sale on January 30th, 2019 at local comic book shops (use comicshoplocator.com to find the nearest one) and on November 6th at bookstores or at the BOOM! Studios webstore. Digital copies can be purchased from content providers, including comiXology, iBooks, Google Play, and the BOOM! Studios app.

For continuing news on WWE: FOREVER and more from BOOM! Studios, stay tuned to www.boom-studios.com and follow @boomstudios on Twitter.

Categories: Comic Book Blogs

Who Will Stand…

First Comics News - Thu, 10/11/2018 - 19:43

When The Last Guardian Falls

 

 

GUARDIANS OF THE GALAXY #1

Written by DONNY CATES

Art by GEOFF SHAW

Cover by DAVID MARQUEZ

On Sale 1/23/19

Categories: Comic Book Blogs

Ozoom

Sorcerer's Skull - Thu, 10/11/2018 - 11:00
Art by Kyle LatinoScott Martin can be blamed for this post for pointing out the similarities between Oz and Edgar Rice Burroughs fandom....

Mars is dying and has been for millennia. The only truly fertile land left in the squarish Land of Oz, surrounded on all side by the deadly desert.

Oz has four countries, each home to a different race of men. The east is the home of the Blue Men, sort in stature and friendly. It was once ruled by an ancient crone, but she was dispatched by a little girl from Earth. In the South is the Country of the Red Men, ruled by a benevolent queen. In the west are the Yellow Men, who are renowned for their technological skill. They are ruled by a metal man. The northern country is the land of the Purple Men. They have been ruled by a succession of queens with a mastery of powers of the mind.

In the center of Oz is the Emerald City-State, made entirely of crystal. It's true color is not one human (or Martian eyes may see), but the people were opticals which convert the color to green. It was formerly ruled by a man of Earth, a charlatan and huckster, but the rightful queen has been restored, who had spent her young life disguised as a boy.

Young Dorothy Gale was transported to Mars by a strange storm that through her and her house and dog across the astral void. She killed a which, exposed a charlatan, and helped restore the rightful ruler of Oz. She didn't do it alone. She was aided by a Lion Man, exiled for his supposed cowardice, a an artificial man without the ancient brain that formerly guided him, and a Yellow Man who's mind was placed in a metal body. They took the ancient Golden Road that followed the canals that flowed from the hum of the great Emerald City, then undertook a quest to depose the witch that ruled the Yellow Men and forced them to use their knowledge to build an army for war.

This was only the first on many trips Dorothy Gale made to Mars. A younger farm girl became an dying world's greatest hero.

Wednesday Comics: Storm: The Living Planet (part 7)

Sorcerer's Skull - Wed, 10/10/2018 - 11:00
My exploration of the long-running euro-comic Storm, continues with his adventures in the world of Pandarve. Earlier installments can be found here.


Storm: The Living Planet (1986) (part 7)
(Dutch: De Levende Planeet)
Art by Don Lawrence; script by Martin Lodewijk

Stom and Ember run to the forest with the monster on their heels. There guide--the Chesire Cat--appears in a tree nearby and prompts Storm to use the "weapon" (the little pair of scissors) he was given:


The nightmare monsters keep coming, though. Storm blasts away at them as they frantically try to find the Tree of Ignorance and its fruit. Finally...


Storm realizes the scissors are also hand for cutting the fruit from the tree. He gets two of the red spheres, which seem to hold the nightmares at bay.


The make it back to the pillar of light. Storm throws in the fruit--the egg of Pandarve--and it is cast forth from the center of the planet into the atmosphere-filled space. There it forms the seed for accretion of a new world.

With the other egg hooked on Storm's belt, he and Ember enter the pillar. They too are shot out into the clouds, luckily close to the gnome people's ship where their friend Nomad is being held hostage until their return. The big the little men the egg, and Nomad is freed, though he hardly seems to have suffered in his captivity:


The gnome's even give them a sloop. They set sail for the nearest planetoid. Storm receives a surprise message:


THE END

Lurking Shadows in Under Sea

Sorcerer's Skull - Mon, 10/08/2018 - 11:00
Our 5e Land of Azurth game continued last night. After hearing the party's story, the lovely Randa decides to take them to her father, the wizard Phosphoro, who she is sure will help them, though he tends to disintegrate most visitors. They travel the the innermost sphere of the sanctum to meet him.


To their surprise, the stern and imperious wizard does offer to remove the curse of wandering laid on them by the Sea King, point them in direction of Under Sea, and allow them to keep the magic items they have stolen, but they must do something for him in return. He wants a particular page from the Book of Doors (which they took from Mortzengersturm). After some debate, the party agrees to give him the page he wants, but Phosphoro explains he cannot take the page now, because he can't identify it. He needs them to bring him the page from the future. He also suggests that there Kully can get his wish to find out more about Princess Viola.

Not really understanding how this will work, the party nevertheless agrees since Phosphoro is allowing them to complete their quest to Under Sea first. With his magic staff, Phosphoro transports them back to the submarine and sets them on the path.

Within hours they descend into the depths, then come up in Under Sea, which is a land of a lazy river and Spanish moss in live oaks, that happens to have the shimmering sea forming a dome above it. The one frogling town in Under Sea is now under the thumb of the Toads and their Toad temple, which just appeared one day in a blinding flash. Frogling are taken to the temple for sacrifice.


Old Freedy, the ambassador, goes off to find out when the next sacrifice is likely to be, while the party hides out to formulate a plan. Shade and Waylon do some invisible scouting and see a toad priest and some acolytes going to a tavern. They seem less like toad people and more like people in toad masks. Before they can investigate further, Old Freedy comear tearing down street chased by an actual toad monster than seems to move in shadows.

They manage to pull Freedy into an alley and try to trick the creature with an illusion, but it doesn't work. Somehow, the thing moves through the shadows to end up behind them and uses its toxic tongue to yank Waylon into its mouth. Shade puts several arrows in the monster, but it only lets a near death Waylon go when Freedy escapes.

They return to the stable where the the party is hiding out. The monster attacks there too, somehow mystically tracking Freedy. Pummelled by spell and arrow, the thing eventually disolves into goo and a wispy shadow, but only after Kairon shrank it too small to swallow anyone.


Black Void [ICONS]

Sorcerer's Skull - Sun, 10/07/2018 - 14:00


Art by Chris MalgrainBLACK VOID

Abilities:
Prowess: 6
Coordination: 4
Strength: 7
Intellect: 5
Awareness: 5
Willpower: 8

Determination: 1
Stamina: 13

Specialties: Science

Qualities:
"All was born from us and to us it will return"
"I am what remains of Kolb...and more"
Corpse Animated by Protoplasm

Powers:
Energy Drain (Life Drain, Storage): 7
Life Support: 10
Armor (Containment Suit): 5
Telepathic Link (Black Mass only): 8

History
Ed Kolb was a petroleum engineer for Hexxon Oil tasked with exploring a pocket deep underground where a substance, dubbed the "Black Mass," with unusual properties had been discovered. Upon breaching the chamber, Kolb and his team found that the Black Mass was a vast pool of protoplasm with an alien intelligence. Telepathically communicating with them, the entity asserted that it was the oldest living thing on earth, and all other lifeforms were ultimately derived from its substance. With its pseudopods, the Black Mass absorbed the others, but left Kolb with part of his intellect intact and animated his partially consumed corpse within his environmental suit, so it could use him to explore the outside world.

  The Kolb-Black Mass hybrid soon came in contact with Subterraneans, whose civilization had long been aware of the entity they called the Black Void and had sought to contain it. The prince of the underground civilization, the Sub-Terran (see Sub-Terran), battled this new manifestation of the Black Void and forced him back into the chamber where the Black Mass resided then resealed it.

   Later, agents of Hexxon released the Black Void and brought him to Hexxon’s board of directors, who were all be members of a secret cult that worshiped the Black Mass and sought to use it to gain power. Black Void killed most of the board members and for a time took secret control of Hexxon.

See Black Void's FASERIP stats here.

WWE SUPER SHOW-DOWN results

First Comics News - Sat, 10/06/2018 - 14:46

SmackDown Tag Team Title Match

The New Day (c) def. The Bar

 

SmackDown Women’s Title Match

Charlotte Flair def by DQ. Becky Lynch (c)

 

John Cena and Bobby Lashley def. Elias and Kevin Owens

 

Billie Kay and Peyton Royce def. Asuka and Naomi

 

WWE Title Match: No Count Outs, No Disqualifications

AJ Styles (c) def. Samoa Joe

 

The Bella Twins and RAW Women’s Champion Ronda Rousey def. The Riott Squad (Ruby Riott, Liv Morgan, Sarah Logan)

 

WWE Cruiserweight Title Match

Buddy Murphy def. Cedric Alexander (c)

 

The Shield (Dean Ambrose, WWE Intercontinental Champion Seth Rollins, WWE Universal Champion Roman Reigns) def. Braun Strowman, RAW Tag Team Champions Dolph Ziggler and Drew McIntyre

 

#1 Contenders Match for a Future WWE Title Shot

Daniel Bryan def. The Miz

 

Triple H with WWE Hall of Famer Shawn Michaels def. The Undertaker with Kane

 

 

Categories: Comic Book Blogs

Calvin’s Commentaries: Tak, A Beautiful Game

First Comics News - Sat, 10/06/2018 - 07:07

Every once in a while you find a game that absolutely has everything you want in a game.

Tak is one of those games for me.

Over on Board Game Geek, (BGG), I created a ‘geeklist’ for the best abstract strategy games of the current decade, and Tak slots in at number two, right behind Arimaa and in front of Yinsh.

I also have a ‘top-100’ list at BGG and Tak slots in at number three behind crokinole, and Arimaa.

So yes I love this game.

But what is Tak?

Well Tak is a board game which was originally mentioned in Patrick Rothfuss’ bestselling novel, The Wise Man’s Fear.

Rothfuss eventually teamed with James Ernest, a games designer with a range of game creation credits, to create the actual game.

The goal of Tak is to build a road, which is a string of pieces that connect opposite sides of the board. A road does not have to be a straight line. Diagonal spaces do not connect.

In general connection, games don’t generally excite me, but this one captured my imagination from the outset.

There are only two types of pieces in Tak: stones and capstones, and stones can be played in only two ways: flat or standing, so the basic rules are very simple, like many of the best abstract strategy games are.

Usually, stones are played flat, and it is flat stones can stack. They are also the only timepieces count as part of a road, which of course is the goal.

When you place a stone on end as a standing stone then nothing can be stacked on it, and standing stones don’t count as part of your road. Way

A standing stone is generally a way to slow an opponent, and as a result, they are often called walls in the game.

Capstones, a player may have one, or two depending on the size of the board being played on, combine the best aspects of standing and flat stones: they do count as part of a road, but they can’t have another piece stacked on top.

In addition, a capstone by itself has the power to flatten a standing stone, which can be useful to remodel a wall into a road piece.

Play is very simple. You can place a flat stone, a standing stone, or your capstone in any empty space on the board. (You never play a piece directly on another one. Stacks only form because of movement).

You can move one or more pieces in a stack that you control. A ‘stack’ of pieces can be any height, including just one piece. Control means that your piece is on top.

To move the stack, take any number of pieces off the top, up to the carry limit, and move them in a straight line, dropping at least one piece off the bottom in each space along the way. So in its simplest form, one piece can move atop an adjacent flat single piece or pile.

Taller stacks can move further, dropping pieces as they go.

There is no limit to the height of a stack, but there is a limit to the number of pieces that you can move. This “carry limit” is equal to the width of the board, so for example in a 5×5 game, you can carry no more than five pieces. That means if you start with a stack of seven, you must leave at least two of those pieces in the starting space.

Tak, which can be played without a board, although having one delineates the play area nicely, is generally played on boards 4×4, up to 8×8, although as a quirk not on 7×7. The larger the board, the greater the challenge is.

A quick game you opt for a small board, longer games with more options for more, and for mistakes, a larger board is used. You also get a second capstone and more pieces on a large board.

The pieces are wood, so that is aesthetically pleasing and a nice size in the two versions I have seen, so Tak is highly tactile as well.

Everything with this game is wonderful from the simple rules, the in-game strategy, the joy of success. A true gem.

Check it out at www/cheapass.com/tak

 

Categories: Comic Book Blogs

Calvin’s Commentaries: Front Line No Komrades

First Comics News - Sat, 10/06/2018 - 06:53

Some games are not created with the hope of greatness.

Some games are simply created for fun.

I suspect that fun was the focus for creator Brian Niro when he came up with Front Line No Komrades.

No Komrades is what can only be described as a filler card game. There isn’t enough here that you would pull this one out for an evening’s entertainment, but it is a fine night starter as you await a straggler or two, or as a light wind-up after a couple of hours of a more brain-burning game.

A huge plus for No Komrades, published by Anvil Eight Games, is that it plays two to eight players. That is a ton of flexibility if you are having a games gathering.

The art by Kwanchai Moriya is great, especially in the character cards, which are rendered in a comic book caricature style that fits the focus of fun to a ‘T’.

So this is a card game, with a pretty simple premise; you and your ‘komrades’ are on the front line and you are trying to avoid being shot, or gassed, or stepping on a mine. In attempting to avoid the fates of life on the front lines you have come to the conclusion that hiding behind your mates, or maybe pushing them on to a landmine or two, are quite acceptable as ways to stay yourself.

Players have cards in hand that allow them to maneuver their player cards into safer spots on the ‘line’ or to forces others into spots of danger.

The danger each round comes from another stack of cards, fun things like snipers and gas attacks.

The theme is a tad dark, so it might not be for everyone, but it is carried out here with a healthy sense of whimsy that mitigates the darker aspects. There is a lot of tongue-in-cheek humour, and a healthy sense of ‘get your buddies’ with this one, that makes it a fun filler.

Check it out at www.anvil-eight.com

Thanks to fellow gamers Jeff Chasse, Trevor Lyons and Adam Daniels for their help in running through this game for review.

 

Categories: Comic Book Blogs

Calvin’s Commentaries: Showdown! The Samurai Card Game!

First Comics News - Sat, 10/06/2018 - 05:24

“Gather your friends and pack your bags for a trip to feudal Japan, where only the fearless will flourish. Samurai, Ronin, and even Emperors lock eyes and dare one another to make a move, knowing only one will stand victorious! Duel each rival that comes your way as you make a name for yourself in a world where even an unknown wanderer can scrap her way to the top against the most capable of samurai.”

That is the website lead-in for Showdown! The Samurai Card Game! published by New Experience Workshop Games, and is just the sort of teaser that grabs me. Feudal Japan is a favourite game theme with Joraku, and Kanagawa in my top 25-games list, and Kendo and Tokaido making it into the top-50.

Now Showdown by designer Chris Amburn won’t be breaking into my top-100 list, but that isn’t to say the game doesn’t have its merits.

Showdown! The Samurai Card Game is for 2-6 players,

It is basically a reskin of Shootout! The High Noon Card Game, a western-themed game using the same mechanics which allows either to be played as a stand-alone game or pitted against for the ultimate duel between cowboys and samurai. The result of shuffling the two games together is that you can get the gang fighting cowboys with katanas against samurais with shotguns.

But I have only played Showdown, and I will start by applauding the artwork.

The feel of feudal Japan is rather stunningly captured, with several of the cards being fine enough in terms of art that an 8X10 print on the gaming wall would look great if they were available.

The rules here are pretty straightforward ending up in a card battle not so far removed from the old kid’s game of war.

Players look to build up a strong hand, then head into a head-to-head battle with an opponent, hoping you warrior and his weapons are strong enough to win, or that you have other cards that can twist the fate of battle in your favour.

The flavour of samurai’s battling comes across well enough, and the art is so strong it helps make the game enjoyable, but ultimately this is a lightweight filler game. There is nothing wrong with that as we always need games to fill down times on gaming night, and this one certainly fills that niche nicely.

Thanks to fellow gamers Jeff Chasse, Trevor Lyons and Adam Daniels for their help in running through this game for review.

 

Categories: Comic Book Blogs

Calvin’s Commentaries: Covil: The Dark Overlords

First Comics News - Sat, 10/06/2018 - 00:29

Not everyone at a gaming table will feel the same about every game that is pulled off the shelves.

Even at our small table the four of us have some rather lengthy discussions over the merits of certain games.

Covil: The Dark Overlords by designer Luís Brüeh was certainly one of those.

Covil is a game that is just a bit hard to arrive at a final viewpoint.

To begin with the art here, also by Brüeh, will either entice your interest or be a bit of a deterrent. When the game was originally launched on Kickstarter it was stated; “The game is a tribute to awesome 70’s, 80’s & 90’s cartoons, filled with references to our favorite and unforgettable characters.”

In the base came and add-ons there are for example homages to Leela from Futurama, The Brain from Pinky and the Brain, and ALF among others.

The cartoon inspired art is sort of cute but didn’t exactly win me over, although others at the table were satisfied.

The Kickstarter campaign also noted;In Covil: The Dark Overlords you will struggle for the supremacy of the regions surrounding an isolated town. Each player controls a Dark Overlord with unique powers and countless minions to “defend the world from enemy hordes” and bring “peace and security to the territories” — at a cost, of course!”

The game, published by Canadian publisher Vesuvius Media comes across as a bit grander than it actually is.

This is a fairly light worker placement/area control game, which players put over four segmented rounds.

In the opening couple of rounds, you have fewer minions to send out across the realms, and that limits what you can actually do. It is generally a build-up of forces that players generally must follow for fear of being under-manned in later rounds.

In the last couple of rounds, you have more options, battling other players, hoarding gold as such fun things, although there are limitations. The game allows a rather small treasury so players are always making rather frugal decisions.

The interesting aspect of this game is that various character cards have abilities which create synergies with certain attack styles, melee, or ranged, and with different terrains on the board. This means there is a learning curve. Some time spent with the cards outside of a game situation getting a grasp on what cards to go after to be able to chain effects will add to the game experience.

A pair of small expansions; The Outposts and Chaotic Evil, expand on things, and while some games only gain variety with added cards and options, with Covil it adds some interest by expanding the decisions. The chance to add fortresses and dragons to the troops is great, and sinister plots give each player hidden goals to go after, another bonus in play.

I rather liked the game at the basic level, more so than my gaming comrades, but with game time, and the expansions this is likely to satisfy most games in for some quick fun.

Thanks to fellow gamers Jeff Chasse, Trevor Lyons and Adam Daniels for their help in running through this game for review.

 

Categories: Comic Book Blogs

WWE Royal Rumble Tickets Available Friday, October 12

First Comics News - Sat, 10/06/2018 - 00:17

Travel Packages Available Wednesday, October 10

STAMFORD, Conn.–(BUSINESS WIRE)– WWE (NYSE:WWE) today announced that tickets for the 2019 WWE Royal Rumble will be available on Friday, October 12 at 1PM ET/10AM PT. Royal Rumble takes place on Sunday, January 27, 2019, from Chase Field in Phoenix, Arizona and will be streamed live around the world on WWE Network.

Tickets for Royal Rumble will be available through all Ticketmaster outlets, www.ticketmaster.com, at the Chase Field box office or by calling Ticketmaster charge by phone at 800-745-3000.

In addition, Royal Rumble travel packages, which will include tickets to all Royal Rumble Week events, will be available this Wednesday, October 10 at 10AM ET/7AM PT through RoyalRumbleTravel.com.

Royal Rumble is more than just a one-day event, it is a week-long celebration. In addition to Royal Rumble, other events include: three spectacular live events taking place at Talking Stick Resort Arena, including NXT® TakeOverMonday Night Raw® and SmackDown Live®Ticket information for these events will be announced in the near future.

In addition, Royal Rumble Week will also feature Royal Rumble Axxess, WWE’s interactive fan festival at the Phoenix Convention Center from Friday, January 25 – Sunday, January 27, as well as local community outreach programs, including Be a STAR bullying prevention rallies and hospital visits designed to leave a lasting impact throughout the region.

Categories: Comic Book Blogs

RICH REVIEWS: Trish Trash: Rollergirl of Mars # 3

First Comics News - Sat, 10/06/2018 - 00:12

Title: Trish Trash: Rollergirl of Mars # 3 (GN)
Publisher: Papercutz
Created/Writer/Artist by: Jessica Abel
Backgrounds and Design by: Lydia Roberts
Colors: Walter
Price: $ 15.99 US
Rating: 3 out of 5 stars
Website: www.papercutz.com, http://www.supergeniuscomics.com
Comments: Trish lives on Mars with her family and friends and mines water for a living. Her dream though is to hover skate. Trish’s life is filled with two things working and skating.
The story starts to drag on as it goes on and on about how important water is on Mars. There is a little to do with the derby skating as well but there needs to be more.
When Trish’s mother is pushed too far she decides to push back and the derby girls are going to help.
The Novas and the Bombers find themselves in a street game against each other to see who is the best. Now this game has a decidedly different ending and starts then you would think.
The art looks great showing off the world of Mars and the people who live there. The derby girls are shown as determined girls and the aliens do let you know Martians do exist and they are a lot like humans. A little cosmetic difference yet basically the same.
Trish is a wonderful girl who knows what she wants and she goes for it and gets it. This girl is amazing.

Categories: Comic Book Blogs

RICH REVIEWS: The Black Knight # 1

First Comics News - Sat, 10/06/2018 - 00:02

Title: The Black Knight # 1
Publisher: Zenescope
Story: Joe Brusha, Ralph Tedesco, Dave Franchini, Terry Kavanagh
Writer: Terry Kavanagh
Artwork: Sergio Arino
Colors: Robby Bevard
Letters: Saida Temofonte
Cover: Sean Chen with Ivan Nunes
Variant Covers: Igor Vitorino with Hedwin Zaldivar, Jay Anaceleto with Ivan Nunes, Alan Quah with Komikaki Studio, Leonardo Colapieto, Blank Sketch Cover
Price: $ 3.99 US
Rating: 3 out of 5 stars
Website: www.zenescope.com
Comments: Peyton Parks is the Black Knight in the modern world. She is illustrated in black armor with it revealing enough to bring out her sexual side. The close-ups of her face show a strong and beautiful woman.
The story skips over the origin of this Black Knight way to fast. Then it lingers on the fact she is a lawyer and defending a criminal.
The Black Knight stands tall in court as she is the defender of those in danger. She is posed in some awesome poses that really show her off well. She even has a steed and mounted on it she is a sight to see. Peyton even in her normal clothes is stunning.
What is Nadia and what is Ursa the set up for when these two meet in battle is done with a nice build up of suspense?
The Black Knight is a feared warrior and Peyton keeps that part of the legend alive. The Black Knight is a feared countenance that will make mere mortals fear her.

Categories: Comic Book Blogs

Silver Screen Bottling Company Launches New Fear The Walking Dead Beer

First Comics News - Fri, 10/05/2018 - 23:29

The Original Augie’s Ale Sells for $12.99 per Six-Pack

October 5, 2018, Dallas, TX Fear The Walking Dead fans have a new beverage to enjoy while watching episodes of the popular AMC show. The Original Augie’s Ale, a blood orange farmhouse ale brewed in partnership with the award-winning Wicked Weed Brewing, is now available for presale online and will ship later this year.

The Original Augie’s Ale is named for Augie’s Brewing, the fictional beerhouse in the show operated by Jim Brauer, whose skills as a brewer are highly sought after by other characters in the show. In the current season, main character Morgan Jones encounters Jim, who is determined to be the wealthiest, most important man in the post-apocalyptic world. “History is built on beer,” says Jim, whose path to success is beer.

The Original Augie’s Ale is brewed by the world-renowned Wicked Weed Brewing in Asheville, N.C. Its ingredients include grapefruit sourced from Texas – where season four of the television show is primarily filmed.

The farmhouse ale is delicate in body, while boasting flavors and aromas of grapefruit, blood orange, and agave.  The spice of the agave mellows out the citrus punch and compliments the creamy mouthfeel from the flaked oats.  Refreshing and crisp, this delicately hazy brew is a perfect pour.

Six-packs of the bottles sell for $12.99 and are available for presale at www.augiesale.com. Packaging of the bottles invites fans to “Beer the Walking Dead.” Product will begin shipping later this year.

Under license by AMC, The Original Augie’s Ale is the latest release by Silver Screen Bottling Co., which has also launched spirit brands around other iconic fan-centric franchises like Star Trek and the Fallout videogame series. Links to purchase all Silver Screen Bottling Co. products can be found at www.silverscreenbottling.com.

Categories: Comic Book Blogs

Captain Kirk Crosses Paths With Fellow Captains Picard, Janeway, and Sisko in Star Trek: The Q Conflict

First Comics News - Fri, 10/05/2018 - 23:23

The Original Series, The Next Generation, Deep Space Nine, and Voyager Collide for the First Time in Six-Issue Comic Book Crossover

SAN DIEGO, CA (October 5, 2018) – For the first time ever, the beloved crews of four Star TrekTM incarnations – The Original Series, The Next Generation, Deep Space Nine, and Voyager – will be pitted against one another in IDW’s mind-blowing comic book miniseries, Star Trek: The Q Conflict. Debuting in January, this epic six-part event features the writing team of Scott and David Tipton (Star Trek: The Next Generation – Mirror Broken) and art by David Messina (Cloak and Dagger, Star Trek: Countdown).

When a dispute between godlike beings threatens the galaxy, it will take all of Starfleet’s best captains to stop them. James T. Kirk, Jean-Luc Picard, Kathryn Janeway, and Benjamin Sisko must go head-to-head in a competition rigged by the arrogant Q and his nigh-omnipotent cohorts.

“This is it – the biggest Star Trek series ever, spanning starships, centuries, and galaxies!” says Scott Tipton. “All of Starfleet’s most legendary officers join together for the first time against some of the greatest threats they’ve ever faced. It’s like nothing you’ve seen before!”

David Tipton adds, “But it wouldn’t be Star Trek if it wasn’t also about character, and with so many Starfleet legends crossing paths for the first time ever, The Q Conflict will give readers the opportunity to see all their favorite characters in a brand-new light.”

“Being at work on Star Trek: The Q Conflict is like coming home after a five-year mission away,” says David Messina. “To draw characters like Spock and Picard at a time that’s so exciting for the Star Trek franchise? It’s awesome.”

Star Trek: The Q Conflict #1, under license by CBS Consumer Products, will be available with multiple covers: connecting regular covers by David Messina, and retailer incentive variants by George Caltsoudas and J.K. Woodward.

Categories: Comic Book Blogs

Deep Pulp

Sorcerer's Skull - Fri, 10/05/2018 - 11:00
Currently, I'm alternating my reading time between two pulp science fiction novels from the 1960s: Lin Carter's Tower of the Medusa and Gardner Fox's Warrior of Llarn. Neither writer is hailed for their great literary accomplishments, though Gardner Fox made substantial contributions to Silver Age comic book history. Both write in a style that harkens back to the days of the actual pulp magazines (which, in Fox's case is where he got his start) and whatever their deficiencies can occasionally turn out a serviceable yarn.
originally published in an Ace DoubleCarter has a flare for world-building, if occasionally done in too formulaic and always pretty derivative sort of way. He has a "genius" of combining subgenres that no one had put together before: His Lemuria stories, for instance are basically Conan in a Edgar Rice Burroughs yarn. His Gondwane tales are a faux Vancian mix Oz, Flash Gordon, and the Dying Earth. Tower of Medusa here feels a bit like a C.L. Moore riff in conception: In a future interstellar civilization where less of old knowledge makes ancient tech seem as magic (or maybe it was a fusion of the two?) a tough guy thief and his side kick are coerced into a difficult job: the theft of a jewel called Heart of Kom Yazoth. The story reads more like Moore's husband Henry Kuttner in his early pulp stuff. It has none of Moore's atmosphere. Still, it's an above average Carter effort, I feel like.

Warrior of Llarn is a Sword & Planet yarn. Earthman Alan Morgan gets transport to a distant world by means as yet mysterious. He saves a princess and gets involved with a war between two civilizations. The level of technology of the world is a bit higher than Barsoom, and Fox provides a Dune-esque (a year before Dune) explanation for why people with energy weapons might still use swords. Like Fox's earlier Adam Strange stories for DC, the planet has suffered a nuclear war in the past, which is the cause of it's strange creatures and current lower level of civilization. Fox's story is old fashion, even quaint in many ways, but he's accomplished at delivering the goods. It is not boring.

Calvin’s Commentaries: Button Men

First Comics News - Fri, 10/05/2018 - 07:15

Button Men has been around for a while now. Debuting back in 1999 when the characters were actually on pin-backed buttons, which was a rather cool idea.

You wore your button, and others, during game conventions and the like, wore theirs. Players would meet up and start rolling dice in a game based on the ‘button men’s’ stats.

In brief, “Button Men is a dice game about fighting. Each fighter is represented by a set of dice, and players take turns capturing each other’s dice. It’s a compact game that only takes about 10-minutes,” details the ruleset.

The game was popular and won the Origins Award for Best Abstract Board Game and Best Graphics Presentation of a Board Game.

“Over the years there have been several expansions to the game, from Cheapass Games and many licensees. There are more than 300 characters in the game, with new ones being added all the time.”

Fast forward to 2017 and the game has been re-released sans buttons, with the characters now on cards. The game lost a touch of its character with the switchover, but there is a cost-saving to production I am sure.

The game setting is now one centered on gangsters.

“Selaria, better known as Fight City, is a lawless town on America’s Gulf Coast. The year is 1952, and Fight City is in the middle of a never-ending crime war,” details the rules sheet.

“Fight City was founded in 1788, by shipwright Solaris Kronauer, and it has always been a strange world unto itself. The city sits at the mouth of the Lawaree River, between Alabama and Mississippi. Fight City is a haven for crime, double-dealing, and shady characters from all walks of life.

“Needless to say, everyone in this city has a good reason to pick a fight with just about everyone else.”

Of course, the background doesn’t influence gameplay, but it is a nice add-on in terms of flavour.

Button Men does remain a strategy dice game. It was designed by James Ernest.

The new ‘starter set’ contains 48 characters and enough dice to play. The suggestion it is a starter hint at expansions to come, which is not surprising given the number of characters in the earlier button run.

While this is basically players rolling a handful of dice, D4s through to D20s, and comparing numbers, there are some nice options to play as well.

For example, poison dice are worth negative points. If you keep one of your own poison dice, subtract its full size from your score. If you capture an opponent’s poison die, subtract half its size.

Poison dice can often be the deciding factor in a game, and they do influence play when used.

Shadow dice are another option. They cannot make power attacks. Instead, they make shadow attacks, which works slightly differently: use one of your shadow dice to capture one enemy die. “The captured die must show a number greater than or equal to the attacking die, but not greater than the attacker’s size,” states the rules.

And there is a rush attack: “use one of your rush dice to capture two of your opponent’s dice. The numbers on the target dice must add up exactly to the number on the attacking die…

“Rush dice also have a weakness. They can be captured in a rush attack by any type of die.”

The game could benefit with some alternate coloured dice to easily designate the specialty dice, although most gamers have tons of dice on-hand.

You will have to play with the specialty dice because they add some nice strategy to an otherwise rather boring dice-rolling contest. With the special dice, the game is well worthy of exploring.

Categories: Comic Book Blogs

Calvin’s Commentaries: Dikarya

First Comics News - Fri, 10/05/2018 - 07:04

It is very hard to beat an abstract strategy game that has wood pieces and a wooden board as well. Aesthetically, it is the epitome of beauty for me in terms of board games.

So when I first laid hands on Dikarya from designer and craftsman Nick Ryan I was immediately smiling.

Of course, good looks only go so far.

A game should be fun to play, and in the case of an abstract strategy game, it should be challenging as well. Perfect information games, in particular, two-player games of the genre, should make you think as you play.

In the case of Dikarya I was first aware the game was very much a tweaked version of a much older game, so thanks to email, I asked Ryan about this game’s specific origins.

“Dikarya is basically latrunculi which is an ancient Roman game,” he explained via return email.

For those not familiar latrunculi, www.boardgamegeek.com gives a quick history; “roughly translated as ‘Robbers’, this abstract battle game was known to be played by the Romans, and versions of the same game may well have been played before by the Ancient Greeks and Egyptians, and afterward by the Persians. Games archaeologists and historians disagree hotly about just about every aspect of this game: board size, number, and distribution of playing pieces, use of a king piece, age, priority, etc, etc; the list goes on. However, there is evidence that the game existed, both in literature and in archaeological finds.”

It was this ancient game from which Dikarya was born.

“I was searching for wholesale wooden pieces to purchase to produce my own Latrunculi game (Idyllwild games.com),” said Ryan. “I had a hard time finding the right pieces but did come across little mushroom-shaped wooden knobs, it sparked the idea of ‘Hey, I could make a mushroom themed Latrunculi!’(Dikarya is a subkingdom of fungi). Then I was thinking about the fungus theme and thought little spores would be a cool idea and would make the game unique.”

So how exactly does Dikarya play?

Each player places their 12 Soldiers along one side of the board and places their King on the row forward, four spaces from the right. Each player receives 3 Spores each, and are placed in the circles on their side of the board.

All pieces may move any number of spaces in the horizontal or vertical direction, except a placed Spore piece.

A single Soldier is captured if it is surrounded on two opposite sides. If a Soldier is “captured” remove it from the board.

Multiple Soldiers can be captured along a line.

Up to this point, the game mimics what many think the ancient game played like.

As Ryan noted the ‘spores’ add a new twist.

When an enemy Soldier is captured, the capturing player may place one of their Spores in the captured Soldier’s place.

When a Spore is placed, it becomes a “blockade” and cannot be moved for the remainder of the game.

A Spore placed on the field may be used – by either player – to capture another enemy Soldier(s).

The spores are an interesting addition to gameplay, adding a level of strategy regarding when to place them, and recognizing how that placement will affect the game moving forward.

Ryan said he developed the game because he likes the genre to start with.

“I love chess but when I played Latrunculi, I really loved the simple ‘back to basics’ gameplay,” he said. “It’s easy to teach newcomers. And if you like chess, Dikarya / Latrunculi is fresh, yet similar feeling.”

So are there tricks to being good at Dikarya.

“My wife is actually better than I am,” offered Ryan. “I would say stay focused and don’t be too aggressive. Also moving a piece to a square that is diagonal of an enemy piece is usually a good move.”

You will want to note the suggestion because this is a beautifully made game that really should be on a gamer’s want list.

Check it out at the above-mentioned website.

Thanks to fellow gamer Adam Daniels for his help in running through this game for review.

 

 

 

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