issue 28 // vol 44 Phe Rw AA CO Chairman of the Board: With friends like these... > ‘Shadows over Camelot’ board game review Ed Appleby Senior Columnist kwekwy ho doesn’t want to team up with their friends and do battle against the unspeakable evils making their way across the land? In this age of massive team-up movie blockbusters, it’s the perfect time step into the shoes of the original ragtag band of heroes. Shadows Over Camelot (2011) is a cooperative game for three to seven people designed by Bruno Cathala and Serge Laget and published by Days of Wonder. In the game, players take turns going on quests and defending Camelot by moving their hero around the board and earning white swords. On each player’s turn, they choose whether to take damage, add a siege engine to the army surrounding Camelot, or draw a card that may move the quests closer to defeat. The game is won by succeeding in enough quests to have more white swords than black on the Round Table. Like many cooperative games, there are a lot of different ways to lose—too many siege engines, too many black swords, or everyone simply dying. However, Shadows Over Camelot has another infamous mechanic in which one of the players might be a secret traitor to the Round Table. Unlike other traitor games like Fury of Dracula or One Night Ultimate Werewolf, the players don’t actually know if there is a traitor among them. This adds to an atmosphere of suspicion in an already tense and complex game. This game is a blast to play. Turns are fast, with players only being able to move or act upon a quest, but not both. This can cause a lot of strategic maneuvering and discussion as the game progresses. The theme of the game is very strong, and the gameplay is challenging. The one downside to the game is that its complexity can be a bit much for new players. Though the rules are simple, there are plenty of chances for thrilling heroics—as some quests have to be attempted by only one hero at a time—but working together as a team is the key to winning. Illustration by Ed Appleby I would recommend this game to any group of friends, though it would definitely be advantageous to have more experienced players, or at least those who can guide others through the game. A circus of magical mysteries in ‘Sleight > Local author releases long-awaited debut novel Cheryl Minns Senior Columnist Aw Jennifer Sommersby knows very well how much patience and perseverance writing requires. She has tried her hand at journalism, medical transcription, and editing, but her dream of being a young adult novelist wasn’t achieved until this April, when her debut YA fantasy novel, Sleight, finally hit shelves after years in the making. “It’s taken a long time to get here,” she said in an interview with the Other Press. Sommersby’s journey to getting published began when she enrolled in The Writer’s Studio at Simon Fraser University in 2007. While in the writing-intensive program, she wrote a short story about a 13-year-old girl named Frankie who lives with her aunt and uncle in a traveling circus and has a pet frog named Hamlet. “The workshop group that I did the story in said, ‘This ends really abruptly. This is more like the beginning of a novel,” said Sommersby. “Then I thought, ‘Oh! That’s a good idea.’ I started writing the novel in 2009. | knew I needed [the lead girl] to be older to be able to handle the things that would be coming at her.” Sleight follows 17-year-old Genevieve Flannery, who has grown up in the Cinzio Traveling Players Company with her mother, Delia, and other circus performers. Her story begins during a special New Year’s Eve Gala performance that the players hope will bring in lots of funding for the upcoming year. But during aerialist Delia’s routine, she becomes distracted by a ghost only she can see and then falls off her aerial hoop to her death. This is a crushing blow to Genevieve, who has a magical healing gift and can repair injuries with the touch of her hand but isn’t able to save her mother. “I knew I wanted something a little bit different, where there’s magic and unexplainable things happening,” Sommersby said. While she was researching magic for her novel, she discovered the word Avrakedavra, a healing spell that magicians used in ancient times when they were considered healers. She decided to use Avrakedavra in Sleight, the first book in the Avra-K duology, but not in the form of a spell. “T needed something they could chase. You can’t chase down a spell, so I turned it into a book,” she said, referring to a magical book that becomes a vital object in the story. Sommersby self-published an earlier version of Sleight in 20u1, but it was discontinued after HarperCollins Canada purchased the Avra-K duology in 2012. Six years later, a revamped version of Sleight was published in Canada by HarperCollins Canada on April 3, and in the US by Sky Pony Press on April 24. Sommersby celebrated the Canadian launch of Sleight with a book signing event at Chapters in Coquitlam’s Pinetree Village Shopping Centre on April 3. The signing featured an event banner, cake for the guests, anda table full of Sleight-themed props— including old-fashioned skeleton keys, elephant figurines, and circus items. “I walked in and I saw the banner with my name, my book, and Indigo Chapters on it. I started crying because I had a real banner. That was pretty great,” she said. Sommersby’s next book signing event will be at Chapters in Metropolis at Metrotown in Burnaby on May 18, with Dawkins scheduled to appear. The author will also be signing books a f Pa in ee es tenes. Photo of Jennifer Sommersby provided by Jennifer Sommersby at Indigo in Park Royal Shopping Centre in West Vancouver on June 22. “It’s good for readers to see writers in the flesh because then they see there’s a person behind the book,” she said. The second book in the Avra-K duology, Scheme, will be released in 2019. For more information on Sommersby and her books, check out her official website at JennSommersby.com.