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Wacky Wizard Games Imprint and Three New Games Announced by @wwizardgames

Wise Wizard Games announced the launch of Wacky Wizard Games, a new brand imprint focused on family-friendly, lightweight games. Three games are planned for release in 2024 as part of this new brand imprint: Star Realms Academy, Caution Signs, and Pack the Essentials. If you are interested and attending PAX Unplugged they will have prototypes of Caution Signs and Pack the Essentials. "We are super excited to be adding this new family friendly product line to our catalog. We wanted to maintain the focus of Wise Wizard Games on strategy card and dice games with geeky themes, and have created Wacky Wizard Games as an umbrella for lightweight games with a more whimsical, cute vibe," shared Debbie Moynihan, COO of Wise Wizard Games. Star Realms Academy Forge your own star realms, overloaded with cuteness! A kid friendly but still fun for grown-ups version of the popular Star Realms deckbuilding game for 2 players. A little less math, no reading necessary, but still tons of fun! 

The Indigo Tribe Reviews @DCComics Green Lantern #26

Here is today's Guest Review by LiquidCross from The Indigo Tribe for DC's Green Lantern #26. I have also added my rating after each review. If you have any questions about my rating or want to discuss anything just leave me a comment.

See the Review Rating Overview page for more information on how I rate each comic.

Green Lantern #26 - Superior Force

Still in disarray after the events of “LIGHTS OUT,” Hal and Kilowog struggle to enforce the Corps’ new directive against Star Sapphire Nol-Anj! Having revealed a command of the Violet light unlike any the Corps has encountered before, Hal makes an earth-shaking decision. Is his win-at-all-costs attitude exactly the kind of leadership the Corps needs, or is he walking them into their next trap?



Hal Jordan and Kilowog are stuck between Prixiam Nol-Anj and her heavily armed clannsmen, so Hal calls for help in the form of all Green Lanterns. A bit desperate, sure, but it gets the job done: the Corps and even Mogo itself arrived to pacify their adversaries. As for those Corpsmen who refuse to use their rings, their hand-to-hand combat skills came in handy. Anyway, Hal and crew realize that they can’t leave Nol-Anj with a ring, and her people will right to the death. So, they make a deal: Nol-Anj gives up her Star Sapphire ring, but she goes free while her lieutenants are arrested. However, Nol-Anj knows that rings deplete the emotional reservoir, and she plans to tell everyone that ring-wielders of all colors are damaging the universe. Nearby, a local kid and his friend shapeshift into some familiar foes, pleased that their plans are moving forward as expected.

Not too bad of an issue, though Hal calling in any and all available Green Lanterns was a bit of a stretch. The resolution of the situation, though, I did like a lot. It proves that a power ring can’t solve everything, and there’s no black and white when it comes to complicated problems like this one. I also like that Hal tried to act like he was in complete control when he set Nol-Anj free, but if she starts spreading the truth about the rings, even allied races will begin distrusting Green Lanterns. That could set up some very interesting political conflicts down the road!

Bringing back to the rogue Durlans (if they’re really that species) from Green Lantern Corps was a great move, too. Their plans got sidetracked by “Lights Out,” but I’m much more interested in their story than another big crossover. If this plays out in Green Lantern and Green Lantern Corps alone, I’ll be happy.

Read the rest of LiquidCross' Review on The Indigo Tribe

Images Unplugged Rating

Cover & Solicit - 4/5
Art, Colors & Inking - 4/5
Layout & Flow - 4/5
Story - 4/5
Verdict - 4 (8/10) - 
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LiquidCross is a blogger at http://indigotribe.wordpress.com/. The use of these reviews has been authorized by the original author.


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