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Drop Shot (Myron Bolitar #2)
Drop Shot (Myron Bolitar #2)
Harlan Coben | 1996 | Crime, Fiction & Poetry, Thriller
6
7.3 (3 Ratings)
Book Rating
215 of 230
Book
Drop shot ( Myron Bolitar book 2)
By Harlan Coben
⭐️⭐️⭐️

The young woman was shot dead in cold blood, dropped outside the stadium, in front of a stand selling Moet for USD 7.50 a glass. Once her tennis career had skyrocketed. Now, at the height of the US Open, the headlines were being made by another young player from the wrong side of the tracks. When Myron Bolitar investigates the killing he uncovers a connection between the two players and a six year old murder at an exclusive club. Suddenly Myron is in over his head. And with a dirty US senator, a jealous mother and the mob all drawn into the case, he finds himself playing the most dangerous game of all ...

It was ok I liked the main character and the story was good if a little predictable. But overall it was an ok read I’ll continue with e the series and the author as I’ve heard good things about his other books.
  
Breakdancing Meeples
Breakdancing Meeples
2020 | Music
I think that I’ve mentioned in some of my previous reviews that I rarely buy games without first having played and/or researched them beforehand. Enter Breakdancing Meeples. One fine day, I was perusing the fine stock at my FLGS. While I was wandering and debating whether I should buy Reef or 7 Wonders Duel, my gaze fell upon a small tin with some funny artwork – a game titled Breakdancing Meeples. It was a small and fairly inexpensive game, so I figured, why not? I picked it up (along with 7 Wonders Duel this time) and brought it home to my collection. Was my faith misplaced, or does the game deliver on its first impression of simple fun? Keep reading to find out.

Breakdancing Meeples is a real-time game in which players are trying to amass the most Crowd Appeal (VP) by directing their dance crews to perform the baddest and most impressive dance routines of all time. To setup the game, give each player 6 Meeples, 6 cubes, and their starting Routine cards in their chosen color. Shuffle the remaining Routine cards to form a draw pile, open up the Breakdancing Meeples app (or just get a one-minute timer ready) and the dance battle is set to begin!

Each round is broken into two phases – Dance Off, and Remix. In the Dance Off, players will have one minute to roll their Meeples (yes, you read that correctly – rolling Meeples) to complete as their crew’s Routines as many times as they can to earn Crowd Appeal. When rolling Meeples, there are 4 stances in which the Meeples can land: Feet, Side, Head, or Back. These positions correspond to stances on your Routine cards. If you roll a Meeple in a stance that matches one on your card, you may place that Meeple on that card, moving you closer to completing that Routine. Once all stances have been filled on a Routine, you earn a Crowd Appeal cube, placing it on the leftmost available square at the bottom of that Routine card. You may then pick up all the Meeples from that card, and they are back in play. It is important to note that once a Meeple has been placed on a Routine, it may not be removed until the Routine is finished! If you are unable, or unwilling, to place a Meeple on a Routine card, you may reroll any unused Meeples. Continue rolling and placing your Meeples in this fashion until the one-minute timer runs out. When time has been called, all players will count up their Crowd Appeal – the points listed at the bottom of their Routine cards that are covered by cubes, signifying a successful rep of that Routine. The Dance Off phase is now over.


Now comes the Remix phase. Reveal as many face-up cards from the Draw deck as there are players plus one. Beginning with the player who has the lowest Crowd Appeal, players will take turns selecting a new Routine card to add to their repertoire for the next round. Players may only ever have 3 Routine cards, so in future rounds, players can choose to discard from their play area in favor of a new card. A new round now begins with another Dance Off, and continues as above until the fourth Dance Off has been completed. Players then tally their total Crowd Appeal, and the player with the highest score is the winner! Dare I say, the Dancing Queen? No? Ok…
With a fun theme and simple gameplay, does Breakdancing Meeples hold up? I would have to say yes. First let’s talk about the simplicity of gameplay. All you have to do is roll Meeples and match stances to cards. It may not sound exciting when stated that way, but add in the one-minute timer and suddenly you’ve got a more engaging and action-based game. Throw the Meeples into the mix (literally, in this game) and their disproportionate limbs and unique silhouettes provide an extra challenge in getting them to roll and land exactly as you want them to.


Another neat element of this game is the addition of Rally and Special cards to the Draw deck. Rally cards are purchased (with Crowd Appeal) in the Remix phase, and are then attached to one of your existing Routines. In the next Dance Off, when rolling your Meeples, Rally cards can provide extra Crowd Appeal points once their conditions have been met. These cards may cost some end-game points, but they could earn you much more if the conditions are right. It’s a risk, and adds some suspense to the gameplay. Special cards grant the player a ‘wild’ dancer. If you roll 2 Meeples in the same stance, you may exchange them to a single dancer in your chosen stance. Rally and Special cards can be removed from the game for a more simple gameplay, if playing with younger players for example, but add in an extra twist to the chaos of the real-time limitations.
Is Breakdancing Meeples my favorite game? Nope. But it’s a cute, fun, and fast little game that I can see myself pulling out often as a filler, or even a game to introduce newer gamers to the hobby. It is lighthearted in nature, with a unique theme, and it just is fun to play. I am glad that I bought this game on a whim, and I definitely will be keeping it in my collection. With that said, Purple Phoenix Games gives it a hoppin’ 7 / 12. Check it out, you might be surprised!
  
The Artemis Project
The Artemis Project
2019 | Dice Game, Science Fiction, Space
I don’t know about you, but I spend more time than I should probably admit perusing Kickstarter and checking out new projects. Although, that is how I came across The Artemis Project. A game about exploration and colonization of one of Jupiter’s moons? Yes please! The campaign looked promising, the gameplay looked engaging, and the hype was real. Once I finally got the game, did it live up to my expectations? Keep reading to find out!

The Artemis Project is a game of dice/worker placement in which players are trying to build and sustain a prosperous colony on Jupiter’s moon Europa. Played over 6 rounds, players will take turns rolling and placing dice across the regions of the board to collect resources, construct buildings, recruit and train colonists, and partake in expeditions to explore this vast ice-land. To begin, follow the setup instructions in the rulebook for the appropriate player count. Each player receives a player board, dice, and markers in their chosen color. Populate the board for the first round, select a starting player, and the game is ready to begin!

Disclaimer: I do not intend to rehash the entire rulebook in this review, as there are just too many details. For a more in-depth look at The Artemis Project, pick up a copy from your FLGS or directly from the publisher! -L

To start each round, all players will simultaneously roll all 5 of their dice. Once players are happy with their results, the round is ready to properly begin. Each round is broken into three phases: Placement, Resolution, and Upkeep. To begin the Placement phase, starting with the first player, players will take turns assigning one die at a time to the 7 regions of the board. These regions are: Basecamp, Vents, Quarry, Gantry, Doorstep, Academy, and Outfitters. (I will explain each region in more detail in the next section!) The value of the dice placed in any region is important, because it will dictate what you are allowed to do, or when you are allowed to resolve the action for that region – so choose your placements wisely.

Once every player has placed all 5 of their dice, the Resolution phase begins. During the Resolution phase, each of the regions of the board will be resolved in order, allowing players to perform their region-specific actions. Resolution starts with Basecamp. Placing dice at Basecamp allows players to partake in Expeditions in an effort to earn Expedition Badges (which translate to end-game VP), as well as extra rewards. Each Expedition has a difficulty level which must be equaled or surpassed by the total of all dice placed on that card. If the difficulty is surpassed, the Expedition is a success and rewards are doled out accordingly, but if the Expedition fails, no rewards are earned by anyone.

The next 2 regions, Vents and Quarry, allow players to collect Energy and Minerals, respectively, and are resolved in the same way. Players will collect a number of resources equal to their played die value. Pretty straight-forward! Moving on to the Gantry region, the value of dice placed on any building tiles are considered bids for buying/constructing that building. You can bid against opponents for building tiles, but each bid must increase the previous amount. When resolving the Gantry, the highest value die on a tile is the winner, and that player must pay their die-amount in Minerals to collect that tile. Buildings are added to your colony, and allow you to perform special actions once they are fully-staffed (all colonist slots on the tile are filled).

Next is the Doorstep – depending on the value of dice you placed there, you will be able to recruit 1-3 new colonists. Recruiting a colonist costs you 2 Energy per new addition, and any new colonists you recruit can be placed immediately into any of your buildings (if space is available), or into your Shelter where they will wait to be used. The Academy region allows you to exchange a colonist of your choice for one of a different type/occupation, again, depending on the value of the die used. And finally, the Outfitters region does not resolved during this phase, because it’s action is performed immediately upon dice placement. Any dice placed to the Outfitters gives Tool Kits (used to manipulate die values at the start of each round) to the player, based upon the die value.

The remaining element of the Resolution phase is the Even card. At the start of each round, an Event card is drawn, and will pertain to a certain region of the board. During the Resolution phase, when that region is reached, the Event card will be resolved – either penalizing players or benefitting them in some way. I have purposefully left out a few elements of the Resolution phase for you to discover on your own!


Once all regions have been resolved, the round moves to the Upkeep phase. During this phase, all players can choose to move 1 colonist to a building tile, or swap any 2 colonists between buildings. This is not required, but can only be performed once during this phase. Next, if any players have fully-staffed buildings (all colonist slots are filled), they may activate the listed ability. And finally, for any colonists left in your shelter and not in a building, you must pay 1 Energy for each to keep them warm! The game board is now refreshed for the next round, a new starting player is selected, and the new round is ready to begin. After the 6th and final round, VPs are tallied – earned through number of building tiles, Expedition Badges, sets of resources, and sets of colonists – and the player with the most VP is the winner!
I know that seems like a lot, but I promise that once you start the first round, everything is pretty intuitive and the game flows well. The turn sequence and phases are logical and easy to understand. The game board itself has lots of helpful icons that work as reminders throughout gameplay, and the rulebook has a nice and concise round overview on the last page as well, which is easy to refer back to at a moment’s notice. I’ll go ahead and touch on components here, since I kind of already started to do so. The components in this game are great! The game board and cards are all sturdy and have colorful and immersive artwork. The dual-layered player boards are high quality, the colonist meeples are cute and effective, the building tiles and cardboard chits are strong and can definitely hold up to many plays, and the dice are easy to roll and read. Definitely an A+ on components from me.


I have to admit that The Artemis Project surprised me. At its core, it is a worker placement game, and that in and of itself lends itself to a certain gameplay. You’re trying to complete your own agenda, being the first to snag those important placements that you need to accomplish those goals, while also blocking opponents from doing the same. The thing that makes The Artemis Project unique is that the ‘workers’ in this game are dice. And their value is what dictates the resolution of each region. Just because you place a die in a region first, does not necessarily mean that you will get to resolve first – depending on how your opponents play, they could block you entirely! The use of dice adds an extra layer of strategy to the gameplay that really elevates it beyond a simple worker placement mechanic. Another great thing about this game is that there is no one way to win – there are several strategies that you could play by in an effort to earn VPs. Maybe you are trying to complete as many Expeditions as possible, or want to construct as many buildings as possible. Either strategy can work, and all strategies can easily be adapted and altered during gameplay.
I am so happy that I came across this game on Kickstarter. The game is strategic, engaging, and just fun to play. I’m not necessarily a huge fan of worker placement games, but the approach to the mechanic taken by The Artemis Project really puts a unique twist on it that adds to the gameplay. This is one KickStarter that was definitely worth the investment. Check it out if you haven’t heard of it, or if you’re looking to elevate your worker placement games. Purple Phoenix Games gives it an enterprising 10 / 12.
  
The Seals of Cthulhu
The Seals of Cthulhu
2020 | Bluff, Card Game, Fantasy, Horror
I don’t really know the origins/history of Cthulhu, but it has always been a theme that draws me in when I see it. Just the concept of these Elder Gods is creepy, yet exciting, and rarely will I turn down the chance to play a Cthulhu-esque game. That being said, when I stumbled upon The Seals of Cthulhu on Kickstarter, and checked out the page, I knew I had to back. Did my unfaltering fascination with the Cthulhu theme lead me astray, or did this game enhance my existing opinions?

The Seals of Cthulhu is a 2-player game of bluffing and betting in which players are trying to amass the most Control points at the end of 5 rounds. To setup for a game, each player decides which role they will take on: Cultist or Investigator. Each player will receive the 4 Influence markers and 5 Artifact cards corresponding to their chosen role for the game. Players decide on which of the 7 Elder Gods they would like to play with, and takes that card into their hand as well. Select a starting player, who will receive the Active Player Marker, and the game is ready to begin!

On your turn, you will select 1 card from your hand and place it face-down between yourself and your opponent. After selecting a card, you will place a number of Influence markers that you control next to the card, serving as your bid for control of this card. Once you have made your initial bid, your opponent has two choices: accept your bid (taking the Influence markers for themselves) and allowing you to gain control of the card, or they may make their own bid with Influence markers in their control. When bidding against your opponent, you must always bid at least 1 more Influence than what was just bid. This bidding war continues back and forth until one player decides to take the entire Influence bid, letting the other player gain the card. Once a bid has been accepted, the card in question is placed face-up in front of the winning bidder.


Here’s the neat part – each Artifact card is broken in half. At the start of the game, each player each has only half of each Artifact card in hand. So in the bidding process, you may be able to acquire the other half, and thus complete an Artifact. Each Artifact has a special ability that can only be used when completed. Having only half of the Journal isn’t doing you any good! Each special ability may only be used once per game, so choose your opportunities wisely. The game continues in this fashion, with players taking turns bidding and gathering artifacts, until each player has taken 5 turns. Players will then add up the total Control value of their face-up cards, and the player with the highest Control value is the winner!
At its core, the physical gameplay of The Seals of Cthulhu is pretty simple and straightforward. Pick a card, and bid on it. That’s where the simplicity ends, though, and strategy takes over. Both players start with the exact same cards in hand, but how and when you decide to play those cards is what drives the strategy of this game. If you seem too eager when making a bid, perhaps your opponent will vastly outbid you to keep you from getting that card. You can even start the bidding at zero, at the risk of letting your opponent control your bidding round. Are you able to balance the risk/reward of the bidding process in order to maximize your tableau?

And, as stated above, each complete artifact has a special ability that can be used to either benefit you or hinder your opponent. The game also comes with Cultist/Investigator cards that you may choose to use in a game. Both players select one of the characters to become for the game, and each character provides a special ability during the game. At the end of the game, the only cards that are scored from your tableau are the ones that are face-up. Certain abilities, from both Artifacts and characters, allow you to flip cards face-down, thus depriving the player of those end-game points. Another neat thing about this game is that even if a player runs out of Influence tokens, they can bid with cards they already control in their tableau. Every card has a certain Influence value, and can be added to bids. If your opponent chooses to accept the bid, however, you have to give up that card! It’s important to keep an eye on the cards your opponent already controls, so you don’t just accidentally help them complete an Artifact. The strategic options of this game are vast and variable, and keep both players actively engaged the entire game. The only downside of this game for me is that I wish there were more cards/Artifact options for each play. Perhaps, like the Elder Gods cards, sets that can be interchanged between games as long as both players agree on the cards. Just a little something that can change every game in small ways.


Components. Probably the first thing that drew me to this game on Kickstarter was the color scheme and art style. It looked spooky and vibrant, and it really adds to the immersion in the game. The cards themselves are all large and sturdy, and are clear to read. I did go for the custom sleeve add-on, and those are some high quality sleeves as well. The Cultist and Investigator tokens are shaped and screen printed, and just plain fun to have in hand, as well as the Active Player Marker. The game box itself is designed to look like a creepy old book, and closes magnetically on the side – all of which just makes the theme come more alive!
In general, I am not a fan of bluffing games, but to me, The Seals of Cthulhu feels more like a bidding game than bluffing. Is it my favorite 2-player game? No, but it’s one that I am happy to have in my collection. The gameplay itself feels fresh but fast, and the strategy can be as simple or as complicated as you want it to be. The inclusion of optional character roles adds to the variability of the gameplay, and the requirement to have both halves of an Artifact in order to use its ability adds an extra layer to your strategy. The color scheme and artwork is what originally drew me in to the Kickstarter campaign for this game, but the gameplay is what keeps me coming back. Purple Phoenix Games gives this one a ritualistic 8 / 12. Check it out if you’re on the lookout for more 2-player games!