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Soup 2 Nuts
Soup 2 Nuts
2018 | Card Game, Party Game
I like when I can learn something from a game. Or any experience, really. In the case of Soup 2 Nuts I learned that a proper six-course meal begins with the Soup course and ends with the Nuts course. I didn’t even know nuts was their own course! Now you are interested in what the other courses are, aren’t you? Fine, I will oblige: Soup, Appetizer, Salad, Main Course, Dessert, Nuts. These are the courses, and these are the rounds of play in this party card game of opinions and ridiculousness.

Soup 2 Nuts is a card game where players will be drawing cards from the giant stack, performing or answering questions written thereon and scoring points for what the other players deem “good enough.” The player with the highest score at the end of the six courses is the winner! … if you decide to even keep score.

DISCLAIMER: We were provided a copy of this game. It is not a prototype, so what you see is what you get. At least I think. More on that later. -T

To setup, open the aluminum can that the game comes in, dump out the components, shuffle the cards, and place them in a central stack. You are now ready to play. Yes, that’s it for setup.

So the game is very straightforward. Draw a card, read to yourself the prompt according to which course you are playing at the time (you play consecutively, so everyone will play a card at the Soup level through the Nuts level), and perform the action or answer the prompt question. After you have done this the other players will give you a thumbs up or thumbs down to indicate how well you did or how much they may agree with you. If you have a majority of ups you gain a point. A majority of downs is negative points. Yes, someone actually finished the game with negative points. I will not mention her name. You continue playing in this fashion until everyone has had a chance to complete actions on six cards (or passed if they wish, scoring zero points for the round). Tally up the points and announce the winner!

Components. This is a butt-ton of cards in a can. There is a golf pencil and tiny post-it-notes-style pad of paper. Also there was a hippo figure that came in our can. The hippo has nothing to do with the game (that we have found), and so we just keep it in the can and play around with it while waiting for people to decide what they want to do with their card. The cards are good quality, but the pencil and pad could have just as easily been left out all together. The can. Okay I have mixed feelings about the can the game comes in. On one hand, it is hilarious and appropriate for a game themed around a meal. It’s GREAT quality and comes with a plastic lid for containing the bits once you’ve popped the top. On the other hand, I now have to figure out how I am going to put it on my game shelves. One negative point to House Dunce Cap. (but I really do like the can haha)

So here’s the rub on this one. This is a VERY adult-focused game. It is NSFW and NSFKids. Please do not pull this out when you are playing games on a holiday with your parents and grandparents unless you have an incredibly modern relationship with them. Also, we very much recommend playing with as many people as you can. The more the better. We tried it with three players and it just did not work. We suggest at least five players to really let the game play shine as it should. There are also quite a few prompts that just didn’t apply as we were playing. I would house rule that you can have one re-draw if you would normally pass on a prompt, but you may play it however you’d like.

As this game is seriously a TON of prompts to get the group talking, debating, laughing, and being grossed out, we at Purple Phoenix Games give this one a hippo-in-the-can 7 / 18. It is not a horrible game, but it is not one I will be pulling off the shelves terribly often. If you enjoy TMI games and making each other squirm for points, give it a shot.
  
Tiny Epic Galaxies
Tiny Epic Galaxies
2015 | Dice Game, Science Fiction, Space
When it comes to game themes, I’ve got them all – modern mystery, fantasy, superhero, abstract puzzle, pirates, zombies, and more. But the one theme I never had was space. Which, thinking back on it now, is kind of weird because there are so many space-themed games out there. In my exploration of the Tiny Epic series, I eventually came to the third installment, Tiny Epic Galaxies. And thus, the space-game void I didn’t even know I had was filled. Since then, I’ve played a handful of other space-themed games, but Tiny Epic Galaxies is by far my favorite.

In Tiny Epic Galaxies, you are the leader of a galactic empire looking to expand its borders and influence across space. Unfortunately, you are not the only one vying for power – competing galactic leaders are also gathering resources and sending out scouts to planets in hopes of bringing them into the folds of their own empires. Can you outwit your opponents and stake your claim on these new planets before your rivals do? Or are you doomed to live under someone else’s rule forever?

DISCLAIMER: There are several expansions to this game, but we are not reviewing them at this time. Should we review them in the future we will either update this review or post a link to the new material here. -T

Tiny Epic Galaxies is a game of dice rolling and area control/influence in which players take turns rolling dice and activating powers in order to gather resources and increase their influence on newly-discovered planets. On your turn, you will roll a specified number of dice, and activate them in any order you choose to perform any of the available actions: move a ship, advance your colonization of a planet, acquire resources, or utilize the special power of a planet you control. Gaining control of a planet earns victory points, and the game ends once a player has reached 21 VPs. Sounds simple enough, right? But here’s a twist – when you activate a die on your turn, any other player can spend a resource to follow your action and perform the same action you just did. Make sure you keep an eye on your opponents’ ships and resources – a beneficial action for you could also earn your opponents a planet!

My absolute favorite part of all the Tiny Epic games is that they have so much more to offer than meets the eye, and Tiny Epic Galaxies is no exception. The premise of the game is simple and easy to learn, yet mastering the strategy is what keeps me coming back for more. There is no single strategy for guaranteed success, and the necessity to adapt strategy based upon your dice rolls keeps the game engaging and exciting. You may have a plan in mind, but unless the dice cooperate, you’ll have to adjust that plan on the fly. And you’ve also got to pay attention to your resources and your opponents’ turns, because you might be able to capitalize on their dice if you can afford the cost. It could potentially always be your turn, even if it’s not your official turn, since you have the ability to follow an opponent’s action. You’re coming up with your own strategy, while also trying to decipher your opponents’ strategies so you can outwit them and earn the most VPs the fastest.

Another great part of this game is that there is a good amount of player interaction, but not in a way that feels confrontational. In some situations it may feel like a bit of ‘take that,’ but remember – you’re the one who gave them the opportunity to take that action! Without you taking the action in the first place, your opponent would not have had the chance to follow you! Your strategy must transcend your individual galaxy and also take into account every other galaxy in play. In Tiny Epic Galaxies, you’re constantly interacting – some interactions are just more subtle than others.

Tiny Epic Galaxies is perhaps my favorite Tiny Epic game to date. It’s quick, simple, and yet deceptively strategic. Plus the little spaceships are so cute! If I had to pick one Tiny Epic game to use to introduce someone to the series, I would pick this one. Purple Phoenix Games gives Tiny Epic Galaxies an out-of-this-world 17 / 18.
  
Cartagena
Cartagena
2000 | Pirates, Racing
Avast and whatnot! Yar, this be a piratey-themed game of prison escape, and it be very good. You and ye mateys must escape a prison of Cartagena and reach the boat to sail to freedom! But do you have the resources available to navigate the treacherous tunnels to the outside? Or will you have to retreat to bolster your holdings for your final surge? This is Cartagena!

If you know me, you know I’m kind of a sucker for pirate games. Why? I don’t know. I’m not necessarily a fan of pirate-themed things in the real world, but it’s a gaming theme I truly enjoy. I don’t remember exactly where or from whom I heard of this game, but I am very glad I did because I really enjoy it.

During a game of Cartagena you play a “team” of pirates that are escaping a dungeon through a wacky tunnel to get to the getaway boat at the end. You do this by playing cards from your hand that match symbols printed on the tunnel tiles assembled in the middle of the table. When you play a card you must move one of your pirates – any one you wish – to the next closest unoccupied space on the board that matches the symbol on the card you played. If you play a card, let’s say a flag, and there is a pirate already on the next closest flag symbol, you keep moving your pirate along through the tunnel until you reach the next flag without a pirate on it. You have two actions on your turn and you will likely be playing two cards every turn to advance your pirates.

“Easy. This is great! But, now my starting hand is depleted and you told me I couldn’t draw a card at the end of my turn.” Correct. Herein lies the struggle and tension in the game.

If you do not have any cards in your hand, or if you just want to improve your hand, you must move one of your pirates backward through the tunnel to the next pirate behind you. If there is just one pirate when you arrive you draw one card. Two pirates two cards. Three pirates already there? Keep on truckin, matey. You need to continue backward to find a solitary or couple of pirates; there can never be more than three pirates on a space. You then take the amount of cards dependent on existing pirates and continue your turn.

Play continues like this until a player has successfully gotten their pirate crew to the boat and escapes the dungeons in Cartagena.

So like I said, I’m a sucker for pirate-themed games. However, this game could have so many other themes applied to it and it would work just as well. I do not necessarily feel like a pirate as I am playing, but I do appreciate the effort here. What I really enjoy about this game is the fact that it is mechanically very simple, so it works well with many different age groups. In fact, I am sure you can play this with gamers younger than the suggested age of 8 and be completely happy with the result. The rules are very light, the decisions are sometimes very heartbreaking if you do not plan ahead well enough. It will never be considered a brain burner, nor will it be the crown jewel of a collection or game night, but it is fun. Racing your opponents to the end of a tunnel to freedom, but also knowing that you will eventually need to regress to fuel future turns is a great little balancing exercise and I dig it, like a fine treasure chest.

Components? Well, the version we have is akin to the version on the main ratings graphic here, with that box art. The art in the game, however, is much more cartoony (see image below). It’s not BAD, but it’s not amazing either. I believe the newer version has much better art throughout. The cards are of decent quality, as are the tiles that make up the tunnel. The best components are the little pirateeples. Piraeeples? I’m never very good at the -eepling. All in all it’s a small game that packs up easily and quickly and is great to pull out pretty much any time you need a great filler. We at Purple Phoenix Games give this one a swashbuckling 13 / 18.
  
Reef
Reef
2018 | Abstract Strategy, Nautical
Ahh ze coral reef. How beauteous is her expanse, and so nurturing for her oceanic inhabitants. We must endeavor to protect her and rebuild her as best we can to foster wildlife and entreat Mother Nature. We shall do this by selecting only the best coral combinations to satisfy the dying environment.

Reef is an abstract hand management, pattern building game that challenges the players to become coral reef architects and rebuild our fragile underwater ecosystem. This is a lofty goal, as our coral reefs in the real world are hurting for rejuvenation something fierce.

DISCLAIMER: I do not intend to cover every single rule included in the rule book, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy from the publisher directly or from your FLGS. -T

Setup is easy: shuffle the player mats and deal one to each player. The player that received the one board containing the starfish will be the starting player. Deal the players one of each colored coral piece, two cards from the deck, and 3 VP tokens. Place your reef chunks in the middle of your board in any order and you are ready to play!

On your turn you can do one of two things: draw a card or play a card. There are three cards face up to form the offer row, or a player can pay a VP token to the card with the lowest printed VP total to take the face up card on top of the draw pile (a la Small World). When you play a card, you immediately take the coral pieces on the card and place them on your play mat. The pieces can be stacked on other pieces of the same or different color, or on a blank spot on the mat. Once done, you check the card you played for any scoring conditions you may have met from your play mat. I will not go into detail about scoring, but there are several types of scoring that are employed in a game of Reef. The game continues in this manner until all of one color of coral pieces are used up. Players finish the round and then count their VP tokens. The winner is the player with the most VPs.

Components. The box is, what, normal sized? And the art on it is wonderful. So colorful and instantly recognizable. In fact, the art on the game in its entirety is truly amazing. I love it! The cards are of fine quality, but since they are handled a bit I sleeved mine. The VP tokens are of good quality, and I like that the pieces aren’t just perfect circles. It’s not a huge deal, but it helps with immersion just that much more. Same for the player mats. They could have been just as effective with square mats, but just that bit of wave makes it more enjoyable to play on for me. The big chunky coral pieces are so fun to play with, and handle, and, honestly, drop. They are very satisfying and great for those with colorblindness since they are all different shapes for the different colors they represent. All in all, Next Move Games knocks it out of the park on components AGAIN!

As you can tell by our score, we really like this game a lot. The first time I played it, my father-in-law used an interesting strategy and won the game. The next time I played it, I tried to use that same strategy and came in 3rd place. So, I chalked that win up to luck of the (card) draw and am now seeking more varied strategies to become the King of Reef. This is perhaps what also keeps the game from being a Golden Feather Award winner – I can play my game strategy and you can play yours, but that’s it. There is no real player interaction. As one Duke of Dice Alex would sing it, Reef is actually just “multiplayer solitaire.” While that is completely appropriate and non-offensive, I believe that with some more player interaction I would be more apt to bump this one to a 6. That said, we at Purple Phoenix Games give Reef a well-deserved bubbly score of 15 / 18. Emerson has himself another hit and I am proud to have it in my collection. You should grab it too, maybe.
  
40x40

Henry Rollins recommended Apocalypse Now (1979) in Movies (curated)

 
Apocalypse Now (1979)
Apocalypse Now (1979)
1979 | Action, Drama, War

"Another film is Apocalypse Now, which I’m sure every male moron you’ve ever interviewed has put in his top five. But the reason I put it in my top five is because Ian MacKaye, my best friend, and I went to go see it, first run, and we walked out not understanding what we had seen. But we walked home with, like, smoke coming out of our ears. And it’s one of those, where you’re young with no car, you get used to walking — like, “it’s only four miles each way.” And you’re so young and so stupid you just do it. Just getting snowed on. No problem. It was one of those massive walks back to our neighborhood and we just kinda walked home in shocked silence. We were, in a way, devastated, and neither one of us could tell you what that film was about. “Was it about the war?” “I guess.” So we went back to see it again later, and we were like 18 or 17. And maybe other 17-year-olds could’ve articulated it, but for Ian and I, we loved it but we were just kinda devastated by it. As I grew older, now I’m a twenty-something, and I’m watching once a year. And I start to understand it when I start to understand the Vietnam War differently. I’m starting to understand that conflict a little more as a young adult. Then I start reading into the characters more, and the more I see it, one day I feel like I’m Willard, Martin Sheen’s character. And one day I feel like I’m Kurtz, Brando’s character. And then I join Black Flag and our tours — our van was like PBR Street Gang. The highway was the Nung river. We would just go into these hairy situations. I’ll never forget one night, I’m in the back of our equipment truck with the backdoor kinda open, me and one of the roadies, and we’re looking at the lights of some harbor in Florida and I looked at him and said, “This sure enough is a bizarre sight in the middle of all this s—,” as Clean says when they’re going into that crazy kinda nightclub, DMZ area where Bill Graham comes out and does his amazing scene. And, Apocalypse Now lines from the film became patter between me and a Black Flag roadie, and then between members of the Rollins band, where we would speak in Apocalypse Now. When we’d go into a place where everything was screwed up I’d say, “Chris, did you find the monitor guy?” and he’d say, “No, there’s no f—ing CO here,” which is from Apocalypse Now, which means there’s nobody in charge; this place is a wreck. So, as I got older — I’m 55 now — that film is still relevant to me. And it still speaks to me on a lot of levels. Like when Kurtz says to Willard, “It’s impossible for words to describe what is necessary to those who do not know what horror means… you must make a friend of horror.” And I never really understood that line until I was involved in a murder [the murder of Joe Cole], where I was almost killed and my friend was killed. I became full of horror. And once you get that, you get it. And so I’ll never think of that line the same way again, because it so describes what happened to me. I can’t describe what that was like to you. I can describe it but it’s gonna fall short. Unless that’s happened to you, you don’t understand what I’m telling you. You’ll only understand it in a journalistic way. Oh, right, OK, something bad happened. You don’t know the half of it, ’cause I can’t articulate it to you, and you can’t read me. And it’s what happened to all these dudes. These Vietnam vets, Iraq and Afghanistan. They come home and no one can read them. Which is shown so beautifully in The Hurt Locker. When the guy goes home and he’s preparing the meal with his wife, like yeah, “This guy got blown up.” And she’s like “Uh-Huh, cut the carrots.” There’s a complete disconnect. And so what Apocalypse Now — I finally figured it out — it’s just about insanity, which is nothing but what war is. It’s just a bunch of people being completely insane. And it captures the insanity of human conflict perfectly. It could’ve been any war."

Source
  
Trust Me, I'm a Doctor
Trust Me, I'm a Doctor
2020 | Card Game, Horror, Humor, Medical, Party Game
Did you know that in olden days doctors and traveling alchemist frauds would prescribe cocaine for various illnesses and maladies? It’s true. Also were you aware that fecal transfusions could cure a multitude of sicknesses? You know, taking feces from one person and injecting it into the intestines of another can cure LOTS of bad stuff. Like excessively odorous gas expelations. Well, that one may or may not be true, but if you think you can sell that cure to your friends, you are ready to play Trust Me, I’m a Doctor.

In Trust Me, I’m a Doctor (which I guess I will just call Trust Me from here on out) players will be taking the mantles of traveling salespeople hawking their wares or old timey doctors prescribing ridiculous cures for what ails their patients. Players will be using the tried and true model of Apples to Apples with a twist to throw out their cure to the patient and hope their solution earns the vote from the patient as the best of the lot. The player with the most earned Ailments cards at the end of the game will be the winning shyster or quack this side of the Mississippi!


To setup, each player will receive a hand of Cure cards. A first patient is decided, who will flip the top card of the Ailments deck. The game can now begin in earnest. Or Earnest, if that’s the persona the patient wishes to take.

On the Ailment card will be the particular malady and one or more icons pertaining to the cures that can be played upon it. The non-patients now must choose a Cure card containing a matching icon to the Ailment and begin preparing their pitch. Once all players have submitted their Cures face-down, each quack will then explain to the patient why they must choose their particular Cure by convincing them of its success rate and process. The patient then chooses the best Cure, and the winning player will collect the Ailment card as a VP. Once the game is over the player with the most VP Ailment cards is the winner!
Components. This game is a bunch of cards. That’s it. Even the rules are printed on the backs of two cards (so really it’s one card if the rules had been printed on front and back). The cards are good quality, and I appreciate the thematic art on each card. The one issue I have with the components is the choice of font for the title of each card. I get that the game is trying to convey that old timey feeling, but the font makes each card a little different and sometimes too scrunched up for my tastes. Other than that, I dig everything else. Oh, the inside of the box is even printed, much like the Tiny Epic games. Cool decision there.

So do I enjoy this one? You know, I do. I don’t have Snake Oil, but this is similar in that you’re trying to sell your opponents on choosing your card. So, if you’re a good salesperson then you will do super well here. Unfortunately for me my father-in-law is a retired car salesman so he mops the floor with us. But I mean, check out the example in the photo above. To cure Cannibalism an appropriately played card is POWERFUL LAXATIVES. Seriously? Poop out your desire to eat other people? I mean, if you have the sales skills to pull that one off, well I applaud you. Obviously the best answer goes something like this, “The power of prayer heals all. Even your taste for others.”

Now, I just gave you a pretty PG-rated response to something that could go VERY R-rated VERY quickly. Please note: this game is NSFW and I wouldn’t play it with anyone under 18 even though the box says 12+. There are some touchy cards in there that I wouldn’t want to upset little Bobby with at family game night. All in all this is a good little game to get the party started or to break in new gamers. The Apples to Apples mechanics work well and there is enough ridiculousness to make everyone laugh, or even chortle. So check this one out if you need a little card game that will get people in the mood to game, with hints of adult-ness and impossibility thrown in for good measure. And don’t forget to suggest leeches for your game-mates that don’t enjoy this. They suck the grumpiness right outta you.
  
Treasure Hunter
Treasure Hunter
2015 | Adventure, Card Game, Fantasy
Indiana Jones. Lara Croft. Benjamin Franklin Gates. These were all great treasure hunters. All of them had to overcome incredible riddles, curses, traps, and death-craving dark places to claim their loot. In Treasure Hunter you will be searching for your treasures using mules, scarecrows, and locals in a frozen tundra, a jungle, and a volcano. So, like, exactly the same as Indy and Tomb Raider and the dude from National Treasure.

Obviously I am making light of the theme of this card drafting, set collection, hand management game from Queen Games, but it’s just so fun to imagine yourself as a genuine treasure hunter. DO YOU HAVE WHAT IT TAKES??

DISCLAIMER: There are several expansions to this game, but we are not reviewing them at this time. Should we review them in the future we will either update this review or post a link to the new material here. -T

To setup the game, shuffle the cards and the treasure tiles and place them in their respective resting spots. Place a treasure tile on the MIN and MAX sections of each terrain type on the main board. Assign three goblin tiles to their spots on the cave sections of the main board to be dealt with after your adventure round. Each player receives 15 starting gold to begin their adventure. Deal each player nine cards and you are ready to begin!

To start the game, look at the hand of cards that were dealt, choose one and pass the rest to the leftmost neighbor. This should be familiar if you have ever played any other card drafting game (like Sushi Go!, 7 Wonders, etc). Once you have your complete hand of nine cards you drafted, the hunt may begin. During you draft phase you will have already assessed the main board and decided how you would like your draft to go – do want the maximum red treasure? The minimum blue treasure? All the dogs?? Each terrain type will be scored in order from top down, so whomever has amassed the minimum number of blue values will receive the tile on the MIN section of the tundra, while they who gathered the most value in blue cards will receive the MAX tile. There are cards that can affect your values using a +/- mechanic so that you can hopefully come in the victor on your chosen field.

Once the main treasure hunt is complete and everyone has their treasure tiles, you must figuratively store your treasures in the cave. Predictably, goblins will visit your cave to try to steal your goods, so I hope you had drafted some guard dogs in the first phase of the game to protect your shinies. If not, you will be parting with some of your gold (which are ultimately VPs)! At the end of five rounds following this structure, and reversing draft direction, you flip over the main board to reveal the scoreboard where you can record your earnings (findings?) and determine victory for the greatest Treasure Hunter!

Components: this game comes with a good amount of components – just the way I like it. The main board, treasure tiles, money chits, and goblin tiles are all thick cardboard that are of great Queen Games quality. The cards are great quality too. I really like the double-sided game board that also serves as score board. Another great component collection from Queen Games!

Ok, so I really like this game a lot. I received this game from my wife, who has an uncanny ability to choose games for me that are not on my wish list, but that end up being simply wonderful (see Azul, Saboteur). I really enjoy card drafting games, and when you can go into a draft with a strategy that just is completely obliterated by someone else’s draft is unpredictable fun! So many times I have played this and just KNEW that my 2 of Red was going to win me the MIN tile. But then my opponent busts out a 3 of Red with a -2 card and snags it away from me. It can be frustrating, but it’s also just a testament to really good drafting and counter-strategy. Using the guard dogs to scare off goblins is cool, and the goblin tiles provide you with VPs too. I know it’s kinda kooky and silly, but I really enjoy this one. Richard Garfield has another hit on his hands for me, and I’m not the only one who recognizes it. Purple Phoenix Games gives this one a sneaky 14 / 18.
  
Jojo Rabbit (2019)
Jojo Rabbit (2019)
2019 | Comedy, Drama, War
Roman Griffin Davis stars as Jojo Betzler in Taika Waititi’s black comedy Jojo Rabbit. Along with his second best friend Yorki (Archie Yates), Jojo is a part of a Nazi training camp for young boys and girls to become the men and women suited for Hitler supporting soldiers. Meanwhile, Jojo’s mom Rosie (Scarlett Johansson) is secretly hiding a young Jewish girl named Elsa (Thomasin McKenzie) within the walls of their home. Jojo, who is incredibly adamant about Hitler becoming his first best friend, has Hitler as an imaginary friend (portrayed by Taika Waititi) who shows up whenever Jojo seems to need a pep talk.

Based on the 2008 novel Caging Skies by Christine Leunens, Jojo Rabbit is a bonkers twist on one of the most devastating wars and tyrannical madmen in history. On the surface, the film is about a child attempting to become a Nazi because he views HItler as this great leader. He has to attempt to learn to kill, hate Jews, and essentially ignore all of his morals in order to just fit in with an army who believes they are the superior race. The intriguing aspect is that Waititi injects this unexpected tenderness and has concocted a film that has a heartbeat that is entirely too human and too genuine for any sort of project involving the likes of Adolf Hitler.

The Jojo/Hitler dynamic is an incredibly playful one. Hitler only seems to show up when something doesn’t go according to plan for Jojo or he needs some words of encouragement when times get tough. Hitler is a figment of Jojo’s imagination and is completely reactionary to Jojo’s world. If Jojo gets scared, Hitler shows up to remind him why he’s risking his own self comfort. While Waititi is funny and awkwardly charming as Hitler, which is an odd thing to say in itself, don’t overlook Archie Yates. Roman Griffin Davis encapsulates this innocence that even Elsa describes as something along the lines of a ten year old playing dress up with his friends in order to join a club. But Yates often plays off of Davis humorously and amusingly and will likely be forgotten about by some by the time they leave the theater.

Seemingly tapping into his inspiration for Gentlemen Broncos, Sam Rockwell portrays Captain Klenzendorf - a former war veteran who lost an eye and is now forced to teach children how to be soldiers. He has this strange tension on the verge of romance thing going on with his right hand man Finkel (Alfie Allen) and has extravagant taste with intricate ideas for his new uniform. Rockwell and Allen are hilarious and outshine Rebel Wilson’s Fräulein Rahm who never seems to serve much purpose before or after her line about, “having 18 kids for Germany.”

The sweet nature of Jojo Rabbit is expanded upon with the mother/son relationship between Rosie and Jojo. They have completely different viewpoints of a world on the verge of total annihilation where Jojo is slowly nudged into his mother’s mindset. It’s not so much a brainwashing as it is Jojo coming to terms with how he feels about people. Jojo Rabbit defines who we all are on the inside and simply explores the path anyone with an everyday beating heart (not rooted by a tiny mustache) would travel down over the course of their youth.

It’s kind of extraordinary that Jojo Rabbit has been released during a time when Fox Searchlight Pictures is owned by Walt Disney Studios Motion Pictures where a guy directing two of the biggest Thor movies did a side project where he plays Hitler and never had to attempt to keep that a secret. Waititi puts Jojo Betzler through the ringer by blowing him up repeatedly and throwing him down a flight of stairs all while being bullied and pushed around the entire time. But dammit if Jojo Rabbit isn’t one of the most heartfelt and imaginative fairy tales of the year.

This is a film where storytelling, embellishing and elongating false reputations, and glorifying urban myths is the driving force of entertainment. Underneath its layers of SS uniforms, dangerous pistols, and knives you should never leave home without, Jojo Rabbit is a touching film about human compassion with an intimacy that is absolutely unparalleled. Categorized somewhere between Wes Anderson’s Moonrise Kingdom and an imaginative concept that is an obvious homage to Calvin and Hobbes, love feels like it’s the only thing spreading across the world more powerful than war and Jojo Rabbit is more than happy to hype you up and throw you in love’s way without remorse.
  
Winds of Fear (Fearless Series #3)
Winds of Fear (Fearless Series #3)
Gledé Browne Kabongo | 2019 | Crime, Thriller
7
7.0 (1 Ratings)
Book Rating
I have a thing about thrillers involving neighbors and false identities, so when I got the opportunity to read Winds of Fear by Glede Browne Kabongo, I jumped at the chance!

When Jenna and Charlie Payne move into the house next door, things start going bad for Abbie Rambally, especially after Jenna takes a special interest in Abbie's 10 year old son Lucas. Before long, Abbie starts suspecting that her neighbors aren't who they say they are and that their intentions could put her family in mortal danger.

The synopsis really sucked me in. I had to know what was up with Abbie's neighbors, so I dove into Winds of Fear right away. The pacing is fairly slow for the first half of the book as Kabongo sets up the backstory for each character. However, once I got to the second half of the novel, the pacing sped up, and I was hooked! I could not stop reading even though it was way past time for me to go to sleep. I felt like this was where the most action really happened and where the actually plot and the meat of the story was. Kabongo is heavily into describing each and every thing which was a bit tedious, but in the second half of the story, I was hooked on every word, so I didn't really mind. There were quite a few plot twists in Winds of Fear. In fact, every time I thought I had something figured out and felt smug about it, a plot twist would smack me right in the face! Though this book the third in the Fearless Series, I felt like it stands alone quite well without reading the first two books. Kabongo does a fantastic job of explaining what happened to Abbie (and her family) previously quite well. There is a fourth book that will be released in the series, but I found that all my questions were answered in Winds of Fear. However, I will be reading the next installment in the series because I want to know more about Abbie's life!

The characters in Winds of Fear were very fleshed out and well written thanks to all of Kabongo's backstory she added throughout the book. I enjoyed the character of Abbie although sometimes I felt like she was being a little too suspicious too early on after just meeting the Paynes...her paranoia just felt too rushed. However, Abbie was a very well written character besides that. I could feel how much she loved her kids, her husband, and her life. My heart went out to her when she was torn between her duties as a mother and advancing her career. I was beside myself when everything went down involving Lucas. Her pain and worry felt very realistic. I would have liked to see more of Ty, Abbie's husband. Ty came across as such a fantastic man. I couldn't help but love him myself after reading about him. His love for wife and children were obvious from the get-go. The Rambally children (Alexis, Blake, and Lucas) were all so smart and adorable. I just wanted to hug them all! I loved their close relationship and how they all wanted to help each other out. Blake and Lucas were fantastic with how inquisitive they were. I also loved Olivia (Liv). She seemed like such a sweet girl. I won't go into much more detail about her, but I was saddened that I didn't get to read more about her. Jenna and Charlie were also fantastic characters. I kept trying to figure out what they brought to the table and why they were so wrapped up with the Ramballys. Also, with the Iceman, I felt he really did live up to his nickname!

Trigger warnings for Winds of Fear include mentions of sexual assault (not graphic), drinking alcohol (although not to excess), violence, murder (not very graphic), kidnapping, and blackmail.

All in all, Winds of Fear is quite the psychological thriller. It's got relatable characters, an interesting plot, and it makes you try to guess just to be wrong. I would recommend Winds of Fear by Glede Browne Kabongo to those ages 18+ to those who love to be sucked into a good book!
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(A special thank you to Xpresso Tours for providing me with an eBook of Winds of Fear by Glede Browne Kabongo in exchange for a fair and unbiased review.)
  
Castles of Mad King Ludwig
Castles of Mad King Ludwig
2018 | Economic, Puzzle
“Well why CAN’T I just have a long hallway between my garden and my porch? How else am I going to get to the stairwell?” – Nobody ever.

Castles of Mad King Ludwig is a game of castle construction in the most ridiculous fashion. Oh, there ARE rules, mind you, but what results can be a ludicrous display of asinine architectural planning but also hilarity at what monstrosity you have assembled.

DISCLAIMER: I do not intend to cover every single rule included in the rule book, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy from the publisher directly or from your FLGS. Also there is an expansion to this game, but we are not reviewing it at this time. Should we review it in the future we will either update this review or post a link to the new material here. -T

Ok, stop ranting about how stupid your castles always look at game’s end. In this game you are building a castle for an eccentric (and mad) king to appease his skewed vision of stylish housing. Setup is somewhat lengthy, so I will not detail all the steps here. Determine the starting player and give them the castleeple (grr) to denote them as the first Master Builder. As Master Builder, you will draw room tile cards that dictate from which size pile you will draw room tiles. The Master Builder will then assign each room tile a cost and place the tile next to the cost for all to see. Each player will then choose a room tile to add to their castle and pay the Master Builder the cost (or choose a corridor). The Master Builder will then choose their room tile and pay the bank the cost. For every room tile that did not get chosen a coin will be placed on it as consolation for whomever purchases it in the future.

Once you have placed your room tile you score the points printed on the room, add or subtract any bonus points for placing near other specific rooms, and check for room completion. If you have connected all entryways from a room to different rooms or corridors you may receive the benefits of room completion printed on a separate completion bonus tile. These bonuses could range from re-scoring the room, drawing extra bonus cards, or even receiving room tiles for free.

Game play continues this way until the room tile cards run out. Players take note of their position on the scoring tableau and count up any bonus cards they have completed as well as placement in the face-up public goals. Score any bonus points for leftover money and allow the winner to gloat and show off their preposterous castle… thing.

Components. There are quite a lot of components for this game. You are definitely getting your money’s worth here. The cards are of good quality. The room tiles, bonus tokens, scoring tableau, coins, and main organization board are thinner stock cardboard, but they have held up really well for me. The castleeple and scoring discs are nice, and the rule book is concise and easy to read and comprehend. The artwork is nice, and the whole package it put together really well. Ok, so I honestly don’t remember what the insert looks like because I tossed it right away, but I’m sure it was fine too?

So I gave this one some crap at the top of the review for being mostly ridiculous. And it is. But, I also really really like this game. It allows me to contrive a strategy and tactics as I play, and I feel great about what I have done by the end of the game. I did not really care for Suburbia when I played it, and though this is not a copy, it is similar. Why do I like this one so much but not the other? I really do not know. The art is way better on Castles, but surely that can’t be enough to overpower the game play right? Is it the Master Builder feature? It is the different sized and shaped room tiles that allow me to make a monster on the table in front of me? Must be all of these things. As you can see, I am not alone in my enjoyment of the game as Purple Phoenix Games gives this one an absurd 15 / 18. Get this one for all your architect aficionado friends.