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Greyridge Games announced tgat the award-winning Weirdwood Manor app and book series will be made into a board game. Weirdwood Manor: The Board Game is a cooperative game of adventure and strategy for 1 to 5 players from ages 14+ and takes 90 - 120 minutes to play. You’ll battle against 1 of 3 unique magical Fae Monsters and their Clockwork Scarabs invading the Manor. Offering high variability and replayability, the game features a unique temporal mechanic that reflects the magical, ever-shifting corridors and rooms of the Manor. Every time a player or the Fae Monster takes an action, time will move forward in the game and the connections between the rooms will shift via unique rotating corridor rings on the game board. Fighting against time, you’ll make use of dice drafting, card play, resource management, and location actions as you and your companions move through the ever-shifting Manor in pursuit of ultimate victory over the Fae Monster! As the game progresses, the Fae Monster’s s

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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