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Purple Phoenix Games (2266 KP) rated Deception: Murder in Hong Kong in Tabletop Games
Jun 12, 2019
One of the funnest (yeah I know, it’s not a word) parts of board gaming is getting to introduce new people to the hobby! Whether it’s a family gathering or a party with friends, I love breaking out a fun game for any occasion! Some board gamers have an aversion to the ‘party’ games category, but I think you just need to find the right game for the group to have the best experience! One of those games, for me, is Deception: Murder in Hong Kong!
MURDER! As an Investigator, that’s just another day on the job for you. This time feels different, though. Something about this case is off… After the initial evidence is gathered, the team’s Forensic Scientist has disclosed to the team that the killer is one of the Investigators! Everyone is on edge, accusing every other Investigator of being the murderer. Everyone had potential means and motive, and it is up to you to figure it out! As the Forensic Scientist uncovers more evidence, the details of the crime will come to light, and the killer will be revealed. Put your investigative and deductive skills to the test as you try to unmask the killer, or throw the team off your scent if you are the culprit!
DISCLAIMER!! This review is for vanilla Deception: Murder in Hong Kong. We have plans to add in the expansion once one of us purchases it and learns it and teaches it to the rest of us. Should that happen and our review change, we will add that information to this review or to a new review and link to it from here. -T
Deception: Murder in Hong Kong is a game of bluffing, deduction, and hidden identity. All players (except for the Forensic Scientist) have a secret role in the game – Investigator, Witness, Murderer, or Accomplice. The Forensic Scientist knows who the killer is, and how they did it. It is their job to guide the Investigators to the killer by providing clues about the uncovered evidence. The Investigators are trying to interpret the clues and uncover the killer’s identity. The Witness knows who the killer is, but has not yet figured out how they did it. The Murderer and Accomplice are looking to pin the murder on one of the other innocent members of the team! As clues are revealed, each player gets a chance to make a case against the player whom they think is the murderer. You must convince everyone of your logic, or else the killer could get away! In a game where everyone is a suspect, who can you trust? Gather clues, present your case, and put your poker face to the test in this ultimate game of deception! (See what I did there?)
I thoroughly enjoy games of deduction. Anything where you have to think and solve puzzles/riddles/etc. is fun for me. In Deception, it’s a race to see who can find the solution first. Not only do you have to deduce the correct answer from the provided clues, but you also have to put your persuasive skills to the test! Unless you can convince everyone that a specific player is the killer, they might turn their accusations towards someone else, or even worse, towards YOU! You really have to think outside of the box to interpret the Forensic Scientist’s clues, and I like to challenge myself to find the solution in as few turns as possible. The faster I can solve the murder, the smarter I feel. Don’t lie, it makes you feel smart too when you figure it out before anyone else!
The only part of Deception that I don’t really enjoy is the bluffing aspect, which is one of the most integral parts of the game, I know. I am just a horrible liar with a questionable poker face. If we play and I am the Murderer, I am almost always found out. Whenever anyone accuses me, my mind blanks and I cannot think of a single convincing way to get everyone off my scent! That is a personal problem, though, because when I get to be just a regular ol’ Investigator, I have a blast! I can still be accused, but I always feel like I have an easier time getting people off my case if I am actually innocent. I know some people really enjoy being the Murderer because they like the challenge of deceiving the entire team. I am not one of those people though. If I was guaranteed to be just a plain Investigator (or the Forensic Scientist) every time, I would probably pull this game out more!
Deception: Murder in Hong Kong is a ‘party’ game, but with the right group, it can still be a challenging game. A higher player count, in this case, does not necessarily equate to a chaotic game either. So give Deception a try. It’ll be worth it! Purple Phoenix Games gives it a 17 / 24.
https://purplephoenixgames.wordpress.com/2018/12/26/deception-murder-in-hong-kong-review/
MURDER! As an Investigator, that’s just another day on the job for you. This time feels different, though. Something about this case is off… After the initial evidence is gathered, the team’s Forensic Scientist has disclosed to the team that the killer is one of the Investigators! Everyone is on edge, accusing every other Investigator of being the murderer. Everyone had potential means and motive, and it is up to you to figure it out! As the Forensic Scientist uncovers more evidence, the details of the crime will come to light, and the killer will be revealed. Put your investigative and deductive skills to the test as you try to unmask the killer, or throw the team off your scent if you are the culprit!
DISCLAIMER!! This review is for vanilla Deception: Murder in Hong Kong. We have plans to add in the expansion once one of us purchases it and learns it and teaches it to the rest of us. Should that happen and our review change, we will add that information to this review or to a new review and link to it from here. -T
Deception: Murder in Hong Kong is a game of bluffing, deduction, and hidden identity. All players (except for the Forensic Scientist) have a secret role in the game – Investigator, Witness, Murderer, or Accomplice. The Forensic Scientist knows who the killer is, and how they did it. It is their job to guide the Investigators to the killer by providing clues about the uncovered evidence. The Investigators are trying to interpret the clues and uncover the killer’s identity. The Witness knows who the killer is, but has not yet figured out how they did it. The Murderer and Accomplice are looking to pin the murder on one of the other innocent members of the team! As clues are revealed, each player gets a chance to make a case against the player whom they think is the murderer. You must convince everyone of your logic, or else the killer could get away! In a game where everyone is a suspect, who can you trust? Gather clues, present your case, and put your poker face to the test in this ultimate game of deception! (See what I did there?)
I thoroughly enjoy games of deduction. Anything where you have to think and solve puzzles/riddles/etc. is fun for me. In Deception, it’s a race to see who can find the solution first. Not only do you have to deduce the correct answer from the provided clues, but you also have to put your persuasive skills to the test! Unless you can convince everyone that a specific player is the killer, they might turn their accusations towards someone else, or even worse, towards YOU! You really have to think outside of the box to interpret the Forensic Scientist’s clues, and I like to challenge myself to find the solution in as few turns as possible. The faster I can solve the murder, the smarter I feel. Don’t lie, it makes you feel smart too when you figure it out before anyone else!
The only part of Deception that I don’t really enjoy is the bluffing aspect, which is one of the most integral parts of the game, I know. I am just a horrible liar with a questionable poker face. If we play and I am the Murderer, I am almost always found out. Whenever anyone accuses me, my mind blanks and I cannot think of a single convincing way to get everyone off my scent! That is a personal problem, though, because when I get to be just a regular ol’ Investigator, I have a blast! I can still be accused, but I always feel like I have an easier time getting people off my case if I am actually innocent. I know some people really enjoy being the Murderer because they like the challenge of deceiving the entire team. I am not one of those people though. If I was guaranteed to be just a plain Investigator (or the Forensic Scientist) every time, I would probably pull this game out more!
Deception: Murder in Hong Kong is a ‘party’ game, but with the right group, it can still be a challenging game. A higher player count, in this case, does not necessarily equate to a chaotic game either. So give Deception a try. It’ll be worth it! Purple Phoenix Games gives it a 17 / 24.
https://purplephoenixgames.wordpress.com/2018/12/26/deception-murder-in-hong-kong-review/

Louise (64 KP) rated The Problem with Forever in Books
Jul 2, 2018
I have really wanted to read something by Jennifer L Armentrout for a while, one being the lux series that I have heard a lot of people in the blogosphere rave about. I wasn’t expecting to like this book as much as I did! Your probably think I say that for all the books I read, but I try not to set expectations too high. This book was addictive, I managed to read 70% of it in one day and stayed up until the early hours of the morning just so I could finish it, even though I knew I was going to be sooo tired for work the next day.
Mallory Dodge hasn’t had the easiest start in life, she grew up in Foster homes and some that were pretty awful, so much that she becomes withdrawn and the only way to keep herself safe and from drawing attention to herself is to remain as quiet as a ‘Mouse’. Until one horrific incident she manages to escape the horrific abuse that she was subjected to and adopted by Carl and Rosa two doctors that treated her but she will forever be scarred mentally and physically. Mallory is returning to a state school after being home schooled for the previous 4 years and somewhat apprehensive. Being silent has held Mallory back and she needs to start getting on with her life and one is to start socializing with people her own age and building her confidence, otherwise she fears she will be this way forever.
All is going well on her first day, well she hasn’t spoken to anyone but at least she is at school which is a big tick in the box. One of her classes is speech, one of the hardest lessons for her to overcome. She spots a boy who feels familiar to her, but it couldn’t be, could it? When the boy seats himself next to her in speech she is shocked, the boy is Rider Stark…. her best friend from when she was in the foster home, her saviour and protector, one that experienced all those awful things with her, he knows her like no-one else. With emotions and feelings about Rider all over the place, her foster parents not happy with his sudden appearance and what it will mean, Mallory has to break the silence to save everything.
OK! I need to start off with the cover, how beautiful is this book and the colours? This would instantly draw me in and buy it, you can just tell its contemporary. This book a massive 480 pages and there wasn’t a dull moment. This is such an emotional story, there is swoon worthy romance with a hot guy, there are sad times and times when my heart was racing because I was scared for Mallory and Rider, what would happen to them both.
Mallory’s character was amazing with so much development, she was such a different girl at the finish and I was overcome with pride as of how well she had managed and grew. She is a likeable character always trying to please everyone, she is shy and timid making you really feel for her.
Rider, he is Mallory’s protector and he always will be. It’s what he knows best. He skips class to make sure Mallory is not alone at lunch, he doesn’t do much when he does attend his lessons but he is an artist (not to him). He is so caring and like perfect boyfriend material it was impossible not to swoon.
Some could say the romance was a bit insta-lovey but for me it wasn’t. They hadn’t seen each other in 4 years and they were reconnecting wanting to get to know each other again and find out how life has been since they last saw each other. But their friendship was totally different from 4 years ago, and they both knew it. There was an attraction that wasn’t there before.
Throughout the story Mallory has flashbacks to when she was younger and the abuse(physically and verbally) that herself and Rider were subjected to and what lead to the incident. It shows how Rider cared for Mallory and how there pasts had shaped the people they had become.
I really liked most of the side characters in this book, there was Ainsley which was Mallory’s best friend outside of school. Hector and Jayden were cheeky chappies who Rider lived with. Paige and Carl I didn’t really warm to but I think that’s mainly because they were getting in the way of Mallory’s happiness .
This story is addictive, beautiful and heart warming, I enjoyed every page and would definitely recommend it.
I rated this 4 out of stars
I received a copy of this from Netgalley and the publisher in exchange for an honest review.
Mallory Dodge hasn’t had the easiest start in life, she grew up in Foster homes and some that were pretty awful, so much that she becomes withdrawn and the only way to keep herself safe and from drawing attention to herself is to remain as quiet as a ‘Mouse’. Until one horrific incident she manages to escape the horrific abuse that she was subjected to and adopted by Carl and Rosa two doctors that treated her but she will forever be scarred mentally and physically. Mallory is returning to a state school after being home schooled for the previous 4 years and somewhat apprehensive. Being silent has held Mallory back and she needs to start getting on with her life and one is to start socializing with people her own age and building her confidence, otherwise she fears she will be this way forever.
All is going well on her first day, well she hasn’t spoken to anyone but at least she is at school which is a big tick in the box. One of her classes is speech, one of the hardest lessons for her to overcome. She spots a boy who feels familiar to her, but it couldn’t be, could it? When the boy seats himself next to her in speech she is shocked, the boy is Rider Stark…. her best friend from when she was in the foster home, her saviour and protector, one that experienced all those awful things with her, he knows her like no-one else. With emotions and feelings about Rider all over the place, her foster parents not happy with his sudden appearance and what it will mean, Mallory has to break the silence to save everything.
OK! I need to start off with the cover, how beautiful is this book and the colours? This would instantly draw me in and buy it, you can just tell its contemporary. This book a massive 480 pages and there wasn’t a dull moment. This is such an emotional story, there is swoon worthy romance with a hot guy, there are sad times and times when my heart was racing because I was scared for Mallory and Rider, what would happen to them both.
Mallory’s character was amazing with so much development, she was such a different girl at the finish and I was overcome with pride as of how well she had managed and grew. She is a likeable character always trying to please everyone, she is shy and timid making you really feel for her.
Rider, he is Mallory’s protector and he always will be. It’s what he knows best. He skips class to make sure Mallory is not alone at lunch, he doesn’t do much when he does attend his lessons but he is an artist (not to him). He is so caring and like perfect boyfriend material it was impossible not to swoon.
Some could say the romance was a bit insta-lovey but for me it wasn’t. They hadn’t seen each other in 4 years and they were reconnecting wanting to get to know each other again and find out how life has been since they last saw each other. But their friendship was totally different from 4 years ago, and they both knew it. There was an attraction that wasn’t there before.
Throughout the story Mallory has flashbacks to when she was younger and the abuse(physically and verbally) that herself and Rider were subjected to and what lead to the incident. It shows how Rider cared for Mallory and how there pasts had shaped the people they had become.
I really liked most of the side characters in this book, there was Ainsley which was Mallory’s best friend outside of school. Hector and Jayden were cheeky chappies who Rider lived with. Paige and Carl I didn’t really warm to but I think that’s mainly because they were getting in the way of Mallory’s happiness .
This story is addictive, beautiful and heart warming, I enjoyed every page and would definitely recommend it.
I rated this 4 out of stars
I received a copy of this from Netgalley and the publisher in exchange for an honest review.

Gareth von Kallenbach (980 KP) rated Clerks II (2006) in Movies
Aug 14, 2019
In 1994, Writer/Director/Producer Kevin Smith emerged as a talented filmmaker to watch with his independent film Clerks The film was a no holds barred look at the lives of two desk clerks, who toil away behind the counters of a video and convince store.
The film was made on a tight budget with a cast of unknowns who discussed all manner of issues from life, love, and beyond in very graphic and outlandish terms as they go through a very long day and evening on the job.
The film went on to be a darling at Sundance and paved the way from Kevin Smith to do a series of films which featured lovable yet realistic characters trying to understand life, and get by in a world where they do not always seem to fit. Of course the films always had Smith’s trademark ability to discuss topics in new and unique ways that blended raunchy moments with inspired dialogue and genuine emotions.
A few years back I interviewed Kevin Smith in support of his film Jersey Girl and it seemed that he was on the fast track to do films such as The Green Hornet and Fletch Lives. Despite the series of frustrations due to reported studio conflicts over his Superman Lives script, it seemed that Kevin was moving towards larger budget studio films.
Fate can be a funny thing, especially in Hollywood, and while preparing the 10th anniversary DVD edition of Clerks as well as the work on the short-lived Clerks animated series, Smith reportedly became inspired as to what the characters from his breakout film had become ten years further on.
Despite some delays caused by the departure of the Weinstein brothers from Miramax and the reluctance of one of the principal cast members, who was concerned that they would not be able to recapture the magic of the first film, “Clerks II” has arrived and is easily one of the funniest films I have ever seen.
The stars of the first film Dante (Brian O’Halloran), and Randal (Jeff Anderson), now find themselves working at a fast food store called Moobys, and as usual, Randal never finds a shortage of bizarre and outrageous topics to impart his wisdom and theories to a usual shocked Dante. It is learned that Dante is about to work his last shift, as in the morning he is moving to Florida from his New Jersey home, in order to get married and start a new career as a manager at a business owned by his future father in law.
Dante also must contend with his friendship with his manager Becky (Rosario Dawson), who wants to make sure that he is moving and getting married for the right reasons and not because it is expected of him.
Of course there are no shortage of characters in the film who add to the merriment, from the customers, to an employee named Elias (Trevor Fehrman), whose mild mannered ways and bizarre obsession with Lord of the Rings makes him a constant foil for the ever irascible Randal, who never loses interest in finding new ways to give Elias a hard time.
Then there are series favorites Jay and Silent Bob, (Jason: Mewes), and (Kevin Smith). The two slackers and drug dealers have now cleaned up their act. They still sell drugs; they just no longer use them. Jay is also prone to spouting his theories on religion to his customers, as he attempts to pass the faith while passing pot.
The duo feature throughout the film and offer some of the funniest moments in the film including a hilarious parody of The Silence of the Lambs.
As the day and evening plays out, one manner of hilarious and outrageous event after another occurs, which forces Dante and Randal to evaluate their lives, as well as what truly being happy and successful means.
While some may say this film is just a collection of crude humor that would be underscoring the true triumph of the film. Smith once again shows that he can portray flawed but realistic characters with surprising realism and charm. The characters know who they are, and make no apologies for being what society would call rough around the edges or failures they are being true to themselves and it is their frank and blunt ways of communicating that make them real and endear them to the audience.
They face the same issues that most of us have to face in life when we examine the paths we take, as well as the decisions we make and the resulting consequences which underscores the ultimate fact that one must be true to themselves.
A true classic and easily the best film Kevin Smith has ever done do not miss this film.
The film was made on a tight budget with a cast of unknowns who discussed all manner of issues from life, love, and beyond in very graphic and outlandish terms as they go through a very long day and evening on the job.
The film went on to be a darling at Sundance and paved the way from Kevin Smith to do a series of films which featured lovable yet realistic characters trying to understand life, and get by in a world where they do not always seem to fit. Of course the films always had Smith’s trademark ability to discuss topics in new and unique ways that blended raunchy moments with inspired dialogue and genuine emotions.
A few years back I interviewed Kevin Smith in support of his film Jersey Girl and it seemed that he was on the fast track to do films such as The Green Hornet and Fletch Lives. Despite the series of frustrations due to reported studio conflicts over his Superman Lives script, it seemed that Kevin was moving towards larger budget studio films.
Fate can be a funny thing, especially in Hollywood, and while preparing the 10th anniversary DVD edition of Clerks as well as the work on the short-lived Clerks animated series, Smith reportedly became inspired as to what the characters from his breakout film had become ten years further on.
Despite some delays caused by the departure of the Weinstein brothers from Miramax and the reluctance of one of the principal cast members, who was concerned that they would not be able to recapture the magic of the first film, “Clerks II” has arrived and is easily one of the funniest films I have ever seen.
The stars of the first film Dante (Brian O’Halloran), and Randal (Jeff Anderson), now find themselves working at a fast food store called Moobys, and as usual, Randal never finds a shortage of bizarre and outrageous topics to impart his wisdom and theories to a usual shocked Dante. It is learned that Dante is about to work his last shift, as in the morning he is moving to Florida from his New Jersey home, in order to get married and start a new career as a manager at a business owned by his future father in law.
Dante also must contend with his friendship with his manager Becky (Rosario Dawson), who wants to make sure that he is moving and getting married for the right reasons and not because it is expected of him.
Of course there are no shortage of characters in the film who add to the merriment, from the customers, to an employee named Elias (Trevor Fehrman), whose mild mannered ways and bizarre obsession with Lord of the Rings makes him a constant foil for the ever irascible Randal, who never loses interest in finding new ways to give Elias a hard time.
Then there are series favorites Jay and Silent Bob, (Jason: Mewes), and (Kevin Smith). The two slackers and drug dealers have now cleaned up their act. They still sell drugs; they just no longer use them. Jay is also prone to spouting his theories on religion to his customers, as he attempts to pass the faith while passing pot.
The duo feature throughout the film and offer some of the funniest moments in the film including a hilarious parody of The Silence of the Lambs.
As the day and evening plays out, one manner of hilarious and outrageous event after another occurs, which forces Dante and Randal to evaluate their lives, as well as what truly being happy and successful means.
While some may say this film is just a collection of crude humor that would be underscoring the true triumph of the film. Smith once again shows that he can portray flawed but realistic characters with surprising realism and charm. The characters know who they are, and make no apologies for being what society would call rough around the edges or failures they are being true to themselves and it is their frank and blunt ways of communicating that make them real and endear them to the audience.
They face the same issues that most of us have to face in life when we examine the paths we take, as well as the decisions we make and the resulting consequences which underscores the ultimate fact that one must be true to themselves.
A true classic and easily the best film Kevin Smith has ever done do not miss this film.

Purple Phoenix Games (2266 KP) rated Mysterium in Tabletop Games
Jul 6, 2019
Murder! A poor soul has been murdered in this house, and the homeowner has hired a group of mediums to solve the crime and give the spirit peace. One problem – the ghost can’t remember for sure who did it! Through a seance, the ghost sends visions to the mediums to lead them to potential suspects, crime scenes, and murder weapons. It is up to the mediums to work together and decipher the visions, narrow down the field, and find the criminal! Time is limited however – unless the culprit is caught in 7 hours, the magic of the seance will run out and the crime will remain a mystery!
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
Mysterium is a cooperative game of deduction in which players take on the roles of mediums trying to solve the murder, and one player takes on the role of the ghost who is haunting the estate. Every turn, the ghost sends Visions (in the form of illustrated cards) to each medium in an attempt to guide them to investigate different suspects, locations, and potential murder weapons. The visions are not always clear, however, so the mediums must use their imaginations and deduction skills to decipher any hidden hints or clues contained in the visions. If all mediums are able to identify their suspects/locations/weapons before the 7th hour has passed, the ghost then sends one final Vision to all mediums to guide them to the true culprit. After receiving and deciphering this final Vision, the mediums must all vote on whom they believe the culprit to be. If the majority of the mediums select the correct culprit, the mystery has been solved and the ghost can be laid to rest! If not, however, the mystery remains and the ghost must wait an entire year before the magic ritual can be performed again…
I love Mysterium. I seriously think it’s a great game. One reason why I love it is because it’s a deduction game that is cooperative. Most of the deduction games I’ve played before are competitive or involve some form of bluffing. And I’m pretty terrible at lying, so I never really do well in those. What I like about Mysterium is that you’re still trying to figure out your own cards, but you’re allowed (and encouraged!) to ask your fellow mediums for their thoughts. It’s cool to see how everyone interprets the Vision cards because someone might notice or see something on your Vision card in a way you didn’t think of on your own. Your friends may be able to provide insight to help you through the game, just as you can help them decipher their clues. Especially since the game can’t be won unless everyone has found their cards, it really is in your best interest to cooperate and help everyone out.
Another thing I love about Mysterium is that it can be played with up to 7 players. I’ve probably mentioned this before, but I have 4 siblings, and sometimes finding engaging games for 5+ people can be pretty hard. Not an issue at all with Mysterium. It’s actually a favorite of my siblings to play, so I always bring it with me for holidays and family gatherings! I personally think Mysterium works better at higher player counts, so that really bodes well for me and my family!
One final thing I really like about Mysterium is the dynamic created between the mediums and the ghost player. The ghost is allowed to communicate with the mediums through visions only – no verbal communication at all! That means that as the ghost player, you’re trying to anticipate how each medium will interpret different visions so you can give them the one that will guide them to their specific card. When you’re a medium, you’re trying to think how the ghost player thinks – why did they give me this card and what did they want me to notice? In either role, you’re trying to get in the mind of your counterpart, and that just adds a fun little bonus twist for me.
I think Mysterium is a great game. Deduction drives the game and it keeps you constantly engaged, questioning every card you see. It’s an entertaining and lighthearted cooperative game for any player count, and it thrives with great non-confrontational player interaction. Mysterium was one of the first games in my collection – I was in my FLGS, picked it up off the shelf, and having done no research on it at all, I bought it. And boy oh boy am I glad I did. Definitely give Mysterium a try – it’s a good blend of mystery and fun! Purple Phoenix Games gives it an ethereal 11 / 12.
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
Mysterium is a cooperative game of deduction in which players take on the roles of mediums trying to solve the murder, and one player takes on the role of the ghost who is haunting the estate. Every turn, the ghost sends Visions (in the form of illustrated cards) to each medium in an attempt to guide them to investigate different suspects, locations, and potential murder weapons. The visions are not always clear, however, so the mediums must use their imaginations and deduction skills to decipher any hidden hints or clues contained in the visions. If all mediums are able to identify their suspects/locations/weapons before the 7th hour has passed, the ghost then sends one final Vision to all mediums to guide them to the true culprit. After receiving and deciphering this final Vision, the mediums must all vote on whom they believe the culprit to be. If the majority of the mediums select the correct culprit, the mystery has been solved and the ghost can be laid to rest! If not, however, the mystery remains and the ghost must wait an entire year before the magic ritual can be performed again…
I love Mysterium. I seriously think it’s a great game. One reason why I love it is because it’s a deduction game that is cooperative. Most of the deduction games I’ve played before are competitive or involve some form of bluffing. And I’m pretty terrible at lying, so I never really do well in those. What I like about Mysterium is that you’re still trying to figure out your own cards, but you’re allowed (and encouraged!) to ask your fellow mediums for their thoughts. It’s cool to see how everyone interprets the Vision cards because someone might notice or see something on your Vision card in a way you didn’t think of on your own. Your friends may be able to provide insight to help you through the game, just as you can help them decipher their clues. Especially since the game can’t be won unless everyone has found their cards, it really is in your best interest to cooperate and help everyone out.
Another thing I love about Mysterium is that it can be played with up to 7 players. I’ve probably mentioned this before, but I have 4 siblings, and sometimes finding engaging games for 5+ people can be pretty hard. Not an issue at all with Mysterium. It’s actually a favorite of my siblings to play, so I always bring it with me for holidays and family gatherings! I personally think Mysterium works better at higher player counts, so that really bodes well for me and my family!
One final thing I really like about Mysterium is the dynamic created between the mediums and the ghost player. The ghost is allowed to communicate with the mediums through visions only – no verbal communication at all! That means that as the ghost player, you’re trying to anticipate how each medium will interpret different visions so you can give them the one that will guide them to their specific card. When you’re a medium, you’re trying to think how the ghost player thinks – why did they give me this card and what did they want me to notice? In either role, you’re trying to get in the mind of your counterpart, and that just adds a fun little bonus twist for me.
I think Mysterium is a great game. Deduction drives the game and it keeps you constantly engaged, questioning every card you see. It’s an entertaining and lighthearted cooperative game for any player count, and it thrives with great non-confrontational player interaction. Mysterium was one of the first games in my collection – I was in my FLGS, picked it up off the shelf, and having done no research on it at all, I bought it. And boy oh boy am I glad I did. Definitely give Mysterium a try – it’s a good blend of mystery and fun! Purple Phoenix Games gives it an ethereal 11 / 12.

Gareth von Kallenbach (980 KP) rated Horrible Bosses (2011) in Movies
Aug 7, 2019
We have all had them at some point in our life. You may even have one now. That’s right, I am talking about horrible bosses. So I was more than happy to go see Horrible Bosses, mostly to get suggestions on how to treat my subordinates. What? I never said that I was a great boss. But enough about me, the movie is about three friends whose superiors are making their lives unbearable, so they decide to murder their horrible bosses.
The three friends:
Nick Hendricks (Jason Bateman) has spent years being the dedicated, hard-working employee. He is the first to arrive at work and the last to leave. But for some reason his boss, the company president, Dave Harken (Kevin Spacey) feels the need to torment him on a daily basis. The one thing that has kept Nick going was the promotion to Vice President of Sales that his boss has been telling him that he would get. But when the day comes Dave decides that he will absorb the VP of Sales position within his own.
Dale Arbus (Charlie Day) is a caring dental hygienist who loves his job, with the one exception of his boss Dr. Julia Harris D.D.S. (Jennifer Aniston) who sexually harrasses him constantly. Now, personally, if I had a boss that looked like his boss she could sexually harass me all she wanted and I would be begging for overtime. However Dale is engaged to a wonderful woman, Stacy (Lindsay Sloane), and Dr. Harris demands that either Dale sleeps with her by the end of the week or else she will tell Stacy that Dale has been sleeping with her. Dr. Harris even has incriminating photos that she took of herself and Dale in questionable poses (of course he was unconscious during dental surgery when the pictures were taken but that’s beside the point).
Kurt Buckman (Jason Sudeikis) is an accountant at Pellit & Sons Chemical Plant. He’s dedicated, hard-working and actually loves his job and boss. But when his boss Jack Pellit (Donald Sutherland) suddenly passes away, Jack’s deranged coke-head son, Bobby (Colin Farrell) takes over and all he cares about is making as much money possible until he runs the company into the ground.
Now you may be asking “Why don’t they just quit their jobs?” They thought about that but then they bump into an old High School buddy of theirs, Kenny Sommerfeld (P.J. Byrne), and they see first-hand how hard it is to find a job.
The decision to murder:
Dale thought he had a fantastic plan on how to murder their bosses and it was rather inexpensive but that gets flushed down the toilet. Nick and Kurt were pissed at Dale for a while but luckily the GPS navigation system in Kurt’s car leads them to Dean ‘MF’ Jones (Jamie Foxx). Dean becomes their Murder Consultant and he gives them a wealth of information on how to go about getting away with murder, as well as the idea that they should murder each other’s bosses. Thus the three friends embark on an epic adventure to kill each other’s bosses and save the world.. well, at the very least, save their sanity.
The onscreen chemistry between Jason Bateman, Jason Sudeikis and Charlie Day was so amazing you would think they have been a comedy team for years and friends for even longer. It really seemed very genuine. Walking out of the theatre I overheard some people discussing who out of the three main actors did the better job and I have to agree with pretty much what they said. Though they all did great jobs Charlie Day rocked the screen just a little harder than either Jason did.
Kevin Spacey, Jennifer Aniston & Colin Farrell were phenomenal. They brought such unique flair and realism to their characters. Kevin Spacey will always be the worst boss ever, Colin Farrell will always be the guy I want to party with and Jennifer Aniston is the boss I would love to have. I will be honest, I was guilty of type casting Jennifer but after seeing her in this role, I can safely say I have learned my lesson and I will not make that mistake again. (Psst, film industry, you can learn this lesson too).
While the screen time for Donald Sutherland, Jamie Foxx, Julie Bowen, Wendell Pierce, Ron White and Bob Newhart may have been shorter than I would have preferred, those scenes were still great. There’s even a really short scene with Isaiah Mustafa (fun fact: he attended the Seattle Seahawks’ training camp in 2000) and even though he was fully clothed in the scene I swear I heard “Yum” whispered by most of audience.
There were a couple of things in the movie that I felt could have been done better unfortunately to list those parts would be a major spoiler. But overall, the movie delivered what I expected and more. It was consistently funny, relatable, highly enjoyable, clever with some twists I didn’t see coming and all the actors (regardless of screen time) shined brightly as the stars they are.
The three friends:
Nick Hendricks (Jason Bateman) has spent years being the dedicated, hard-working employee. He is the first to arrive at work and the last to leave. But for some reason his boss, the company president, Dave Harken (Kevin Spacey) feels the need to torment him on a daily basis. The one thing that has kept Nick going was the promotion to Vice President of Sales that his boss has been telling him that he would get. But when the day comes Dave decides that he will absorb the VP of Sales position within his own.
Dale Arbus (Charlie Day) is a caring dental hygienist who loves his job, with the one exception of his boss Dr. Julia Harris D.D.S. (Jennifer Aniston) who sexually harrasses him constantly. Now, personally, if I had a boss that looked like his boss she could sexually harass me all she wanted and I would be begging for overtime. However Dale is engaged to a wonderful woman, Stacy (Lindsay Sloane), and Dr. Harris demands that either Dale sleeps with her by the end of the week or else she will tell Stacy that Dale has been sleeping with her. Dr. Harris even has incriminating photos that she took of herself and Dale in questionable poses (of course he was unconscious during dental surgery when the pictures were taken but that’s beside the point).
Kurt Buckman (Jason Sudeikis) is an accountant at Pellit & Sons Chemical Plant. He’s dedicated, hard-working and actually loves his job and boss. But when his boss Jack Pellit (Donald Sutherland) suddenly passes away, Jack’s deranged coke-head son, Bobby (Colin Farrell) takes over and all he cares about is making as much money possible until he runs the company into the ground.
Now you may be asking “Why don’t they just quit their jobs?” They thought about that but then they bump into an old High School buddy of theirs, Kenny Sommerfeld (P.J. Byrne), and they see first-hand how hard it is to find a job.
The decision to murder:
Dale thought he had a fantastic plan on how to murder their bosses and it was rather inexpensive but that gets flushed down the toilet. Nick and Kurt were pissed at Dale for a while but luckily the GPS navigation system in Kurt’s car leads them to Dean ‘MF’ Jones (Jamie Foxx). Dean becomes their Murder Consultant and he gives them a wealth of information on how to go about getting away with murder, as well as the idea that they should murder each other’s bosses. Thus the three friends embark on an epic adventure to kill each other’s bosses and save the world.. well, at the very least, save their sanity.
The onscreen chemistry between Jason Bateman, Jason Sudeikis and Charlie Day was so amazing you would think they have been a comedy team for years and friends for even longer. It really seemed very genuine. Walking out of the theatre I overheard some people discussing who out of the three main actors did the better job and I have to agree with pretty much what they said. Though they all did great jobs Charlie Day rocked the screen just a little harder than either Jason did.
Kevin Spacey, Jennifer Aniston & Colin Farrell were phenomenal. They brought such unique flair and realism to their characters. Kevin Spacey will always be the worst boss ever, Colin Farrell will always be the guy I want to party with and Jennifer Aniston is the boss I would love to have. I will be honest, I was guilty of type casting Jennifer but after seeing her in this role, I can safely say I have learned my lesson and I will not make that mistake again. (Psst, film industry, you can learn this lesson too).
While the screen time for Donald Sutherland, Jamie Foxx, Julie Bowen, Wendell Pierce, Ron White and Bob Newhart may have been shorter than I would have preferred, those scenes were still great. There’s even a really short scene with Isaiah Mustafa (fun fact: he attended the Seattle Seahawks’ training camp in 2000) and even though he was fully clothed in the scene I swear I heard “Yum” whispered by most of audience.
There were a couple of things in the movie that I felt could have been done better unfortunately to list those parts would be a major spoiler. But overall, the movie delivered what I expected and more. It was consistently funny, relatable, highly enjoyable, clever with some twists I didn’t see coming and all the actors (regardless of screen time) shined brightly as the stars they are.

Purple Phoenix Games (2266 KP) rated Fantastiqa in Tabletop Games
Jul 30, 2021
Ahh yes, Fantastiqa. Another to add to the list of, “I once owned, then I got rid of it, then missed it so much I had to reacquire it.” My wife loves when I do that… In any case, Fantastiqa gives players a very strange slant on deck building adventure games. Some would say the theme and its implementation will make or break it for players. Upon which side of the line do we fall?
Fantastiqa is a fantasy rock-paper-scissors style deck building adventure game. Now each of those mechanics individually can make for a wonderful children’s game. Looking upon the art in Fantastiqa will also nudge players towards that of a children’s game. Alas, Fantastiqa is not a children’s game and players will be scratching their heads for multiple reasons whilst playing it.
To setup, follow the instructions of the rulebook. There are just too many to list and explain here. Once setup, the game should look something like the photo above. Each player will have their draw decks identical to those of their opponents, and the play area is essentially a map of six locations with a statue at each location and decks of cards from which players will be drawing on their turns.
A typical turn will allow players to complete one of three different actions: Go Adventuring (where players will be using cards from their decks to subdue and recruit creatures between locations), Visit a Statue (where players can draw cards from the different decks for Beast, Artifact, and Quest cards to add to their discard piles, or pay gems to exile cards from their hands out of the game, or even pay gems to teleport to the matching statue on the other side of the board), or Complete a Quest (by discarding their appropriate cards that fulfill the quest requirements).
Turns can be very quick, or long and drawn out as players carefully choose which tactics to apply to the board on the table, while weighing the need for more powerful cards in their decks, and keeping up with the Joneses as they compete for VP on Quest cards. This is a deck builder, after all, so improving one’s deck is always the first consideration, but should a player oust those dang tea-drinking lazy dragon cards, or attempt to commit cards to a quest? The choices are quite numerous as play continues, and players realize that, again, this is no child’s game. Play continues in this fashion of players taking turns completing actions and quests until one player gains enough VP through completed quests to win the game.
Components. Every component in Fantastiqa is Fantastiq! I feel like the entire game is linen-finished, save for the little plastic gems and large statueeples. This game feels quite deluxe, and that will always be a big stamp of approval from me. One thing that can jar some players is the choice of art used between the player placards, card art, token art, and other components. They certainly don’t match at all, but I believe this tracks with the quirky nature of the theme and game overall, so I quite enjoy it. I can indeed understand why some would be opposed, but that is not how I feel at all.
I kinda bled into my final thoughts there, but I do love Fantastiqa. The theme is super weird: players answer a Help Wanted ad and long story short they meet a crazy old man who gives them a rucksack full of ordinary items: toothbrush, helmet, bat, and a dog. The dog runs away across the street and players find themselves in another world where these ordinary items are now transformed into magic wands, rams (the animals), clubs, and a dog, among other items. Players I have played with cannot accept that a spatula is a sword in the game and that just breaks immersion for them. I quite like it and the game’s wacky theme.
But the gameplay itself is also quite engaging. Traveling all over this new world subduing (and subsequently recruiting to your cause) Knights with spatulae and Giant Spiders with cat’s teeth is interesting and a fresh way to incorporate a theme into a deck builder as opposed to simply generating purchasing power and buying the cards that are wanted. The statue interactions are great ways to build up your deck as well, and keeping an eye on what quests others are gunning for as well as their personal hidden quests adds a bit of race-game feeling that some other deck builders lack. I can’t say enough great things about Fantastiqa, but completely understand how the theme may break the game for others’ enjoyment. That said, Purple Phoenix Games give this one a well-traveled 10 / 12. It’s weird, I’ll give you that, but it’s a good kind of weird. Check it out.
Fantastiqa is a fantasy rock-paper-scissors style deck building adventure game. Now each of those mechanics individually can make for a wonderful children’s game. Looking upon the art in Fantastiqa will also nudge players towards that of a children’s game. Alas, Fantastiqa is not a children’s game and players will be scratching their heads for multiple reasons whilst playing it.
To setup, follow the instructions of the rulebook. There are just too many to list and explain here. Once setup, the game should look something like the photo above. Each player will have their draw decks identical to those of their opponents, and the play area is essentially a map of six locations with a statue at each location and decks of cards from which players will be drawing on their turns.
A typical turn will allow players to complete one of three different actions: Go Adventuring (where players will be using cards from their decks to subdue and recruit creatures between locations), Visit a Statue (where players can draw cards from the different decks for Beast, Artifact, and Quest cards to add to their discard piles, or pay gems to exile cards from their hands out of the game, or even pay gems to teleport to the matching statue on the other side of the board), or Complete a Quest (by discarding their appropriate cards that fulfill the quest requirements).
Turns can be very quick, or long and drawn out as players carefully choose which tactics to apply to the board on the table, while weighing the need for more powerful cards in their decks, and keeping up with the Joneses as they compete for VP on Quest cards. This is a deck builder, after all, so improving one’s deck is always the first consideration, but should a player oust those dang tea-drinking lazy dragon cards, or attempt to commit cards to a quest? The choices are quite numerous as play continues, and players realize that, again, this is no child’s game. Play continues in this fashion of players taking turns completing actions and quests until one player gains enough VP through completed quests to win the game.
Components. Every component in Fantastiqa is Fantastiq! I feel like the entire game is linen-finished, save for the little plastic gems and large statueeples. This game feels quite deluxe, and that will always be a big stamp of approval from me. One thing that can jar some players is the choice of art used between the player placards, card art, token art, and other components. They certainly don’t match at all, but I believe this tracks with the quirky nature of the theme and game overall, so I quite enjoy it. I can indeed understand why some would be opposed, but that is not how I feel at all.
I kinda bled into my final thoughts there, but I do love Fantastiqa. The theme is super weird: players answer a Help Wanted ad and long story short they meet a crazy old man who gives them a rucksack full of ordinary items: toothbrush, helmet, bat, and a dog. The dog runs away across the street and players find themselves in another world where these ordinary items are now transformed into magic wands, rams (the animals), clubs, and a dog, among other items. Players I have played with cannot accept that a spatula is a sword in the game and that just breaks immersion for them. I quite like it and the game’s wacky theme.
But the gameplay itself is also quite engaging. Traveling all over this new world subduing (and subsequently recruiting to your cause) Knights with spatulae and Giant Spiders with cat’s teeth is interesting and a fresh way to incorporate a theme into a deck builder as opposed to simply generating purchasing power and buying the cards that are wanted. The statue interactions are great ways to build up your deck as well, and keeping an eye on what quests others are gunning for as well as their personal hidden quests adds a bit of race-game feeling that some other deck builders lack. I can’t say enough great things about Fantastiqa, but completely understand how the theme may break the game for others’ enjoyment. That said, Purple Phoenix Games give this one a well-traveled 10 / 12. It’s weird, I’ll give you that, but it’s a good kind of weird. Check it out.

Bob Mann (459 KP) rated Let Him Go (2020) in Movies
Dec 23, 2020
Feud for Thought
After a family tragedy for the Blackledge family, grandparents George (Kevin Costner) and Margaret (Diane Lane) are left to bring up baby Jimmy (Bram and Otto Hornung) with mother/daughter-in-law Lorna (Kayli Carter). But a few years later, Lorna marries bad-un Donnie Weboy (Will Brittain) and disappears back to Donnie's hillbilly extended family in the wilds of North Dakota, led by the fearsome Blanche Weboy (Lesley Manville). Fearing for the child's wellbeing, Margaret drags retired Sheriff George on a dangerous journey to rescue the child.
There are strong similarities in this story with a sub-plot of the excellent "Ozark", where the psychopathic Darlene Snell (Lisa Emery) is intent on having a child to grow up with on her remote ranch. The sense of tension there is recreated here, exacerbated by the movie's extremely slow (read "glacial") pace in its early stages. It's the same sort of rising dread that I felt with "Nocturnal Animals". This reaches its peak at a tense standoff over lamb chops at the Weboy ranch, but we are probably half-way into the film by then.
The slow pace however is broken by a couple of extremely violent scenes that earn the movie its UK-15 certificate. One (no spoilers here!) harks back to another Kevin Costner blockbuster where he was a bit luckier! And the finale turns a slightly sleepy tale of "two old folks" into an 'all guns blazing' action western that's highly unexpected. Although you could argue that this is tonally extremely uneven, it works and makes the movie a lot more memorable than it otherwise would be.
The standout leading performance here is the one from Diane Lane as the mentally tortured Granny pursuing her convictions across the country. Here writer/director Thomas Bezucha gives the character full rein. It's a memorable 'strong female' part, that would have been dominated by the male lead in the writing of films a few years back. Lane delivers a dramatic and rock-solid performance that has Oscar nomination written all over it.
I'm also a big fan of Kevin Costner, not just because he's a solid and reliable actor over many years. I always remember him gamely appearing as "The Postman"/'propeller-guy' in Billy Crystal's hilarious montage opening for the 70th Academy Awards. Anyhow, here he has his meatiest dramatic role in many years, and delivers fully on it. Top job, although I suspect this may not be his year for his elusive Best Actor award.
Finally, rounding out the Oscar hopefuls is the brilliant Lesley Manville as Blanche Weboy. It's a dream of a role for the Brighton-born star, nominated of course for the Best Supporting Actress two years ago for "Phantom Thread". And she is genuinely chilling here, firing on all cylinders like some sort of deranged Bette Davis on speed. She's used sparingly in the movie, but that makes her scenes all the more memorable. Another nomination perhaps? I'd predict so, yes.
I found this to be an uncomfortable watch, since I found myself in a moral quandary with the storyline. It's clear that Margaret is genuinely concerned for the safety of Jimmy (and less so, Lorna). Yet, what she is ultimately prepared to do is consider child abduction, when the law if probably on the side of the other party. Sure, the lifestyle and attitudes of the Weboys are alien to this more traditional "Granny". But although Blanche rules with a Victorian-level of grit, isn't she - at least before any of her more vicious tendencies emerge - entitled to do that? The film firmly roots itself behind the Blackledge's as "the good guys", but the script cleverly has you questioning that at various points,
Two technical categories in "Let Him Go" are also worthy of note. The cinematography is by Guy Godfree, and the sweeping vistas of Montana and North Dakota (actually Alberta in Canada!) are gloriously delivered. And the music by Michael Giacchino - one of my favourite composers - is cello-heavy and fitting for the sombre storyline. I always assess the quality of a score by whether I annoy the cinema cleaners by sitting until the last of the end credits have rolled, and this is one I did that to.
As the last movie I see before Christmas, "Let Him Go" is not exactly a feelgood festive offering. It's a well-crafted and thoughtful story, but not one to make you feel good inside, for the reasons outlined above. If you are a movie-lover though, then it's an interesting watch, if only for the fine acting performances on offer.
(For the full graphical review, please check out the "Bob the Movie Man" review on the web here - https://bob-the-movie-man.com/2020/12/23/let-him-go-is-not-a-joyous-affair-but-delivers-oscar-worthy-performances/. Thanks.)
There are strong similarities in this story with a sub-plot of the excellent "Ozark", where the psychopathic Darlene Snell (Lisa Emery) is intent on having a child to grow up with on her remote ranch. The sense of tension there is recreated here, exacerbated by the movie's extremely slow (read "glacial") pace in its early stages. It's the same sort of rising dread that I felt with "Nocturnal Animals". This reaches its peak at a tense standoff over lamb chops at the Weboy ranch, but we are probably half-way into the film by then.
The slow pace however is broken by a couple of extremely violent scenes that earn the movie its UK-15 certificate. One (no spoilers here!) harks back to another Kevin Costner blockbuster where he was a bit luckier! And the finale turns a slightly sleepy tale of "two old folks" into an 'all guns blazing' action western that's highly unexpected. Although you could argue that this is tonally extremely uneven, it works and makes the movie a lot more memorable than it otherwise would be.
The standout leading performance here is the one from Diane Lane as the mentally tortured Granny pursuing her convictions across the country. Here writer/director Thomas Bezucha gives the character full rein. It's a memorable 'strong female' part, that would have been dominated by the male lead in the writing of films a few years back. Lane delivers a dramatic and rock-solid performance that has Oscar nomination written all over it.
I'm also a big fan of Kevin Costner, not just because he's a solid and reliable actor over many years. I always remember him gamely appearing as "The Postman"/'propeller-guy' in Billy Crystal's hilarious montage opening for the 70th Academy Awards. Anyhow, here he has his meatiest dramatic role in many years, and delivers fully on it. Top job, although I suspect this may not be his year for his elusive Best Actor award.
Finally, rounding out the Oscar hopefuls is the brilliant Lesley Manville as Blanche Weboy. It's a dream of a role for the Brighton-born star, nominated of course for the Best Supporting Actress two years ago for "Phantom Thread". And she is genuinely chilling here, firing on all cylinders like some sort of deranged Bette Davis on speed. She's used sparingly in the movie, but that makes her scenes all the more memorable. Another nomination perhaps? I'd predict so, yes.
I found this to be an uncomfortable watch, since I found myself in a moral quandary with the storyline. It's clear that Margaret is genuinely concerned for the safety of Jimmy (and less so, Lorna). Yet, what she is ultimately prepared to do is consider child abduction, when the law if probably on the side of the other party. Sure, the lifestyle and attitudes of the Weboys are alien to this more traditional "Granny". But although Blanche rules with a Victorian-level of grit, isn't she - at least before any of her more vicious tendencies emerge - entitled to do that? The film firmly roots itself behind the Blackledge's as "the good guys", but the script cleverly has you questioning that at various points,
Two technical categories in "Let Him Go" are also worthy of note. The cinematography is by Guy Godfree, and the sweeping vistas of Montana and North Dakota (actually Alberta in Canada!) are gloriously delivered. And the music by Michael Giacchino - one of my favourite composers - is cello-heavy and fitting for the sombre storyline. I always assess the quality of a score by whether I annoy the cinema cleaners by sitting until the last of the end credits have rolled, and this is one I did that to.
As the last movie I see before Christmas, "Let Him Go" is not exactly a feelgood festive offering. It's a well-crafted and thoughtful story, but not one to make you feel good inside, for the reasons outlined above. If you are a movie-lover though, then it's an interesting watch, if only for the fine acting performances on offer.
(For the full graphical review, please check out the "Bob the Movie Man" review on the web here - https://bob-the-movie-man.com/2020/12/23/let-him-go-is-not-a-joyous-affair-but-delivers-oscar-worthy-performances/. Thanks.)

Purple Phoenix Games (2266 KP) rated Hierarchy in Tabletop Games
Oct 1, 2019
It’s the moment you’ve all been waiting for – the next installment in the Button Shy wallet series is here! *Crowd roar* After my discovery of Button Shy through their Kickstarter for Sprawlopolis, I have actively been on the lookout for their games. When I saw the call for reviewers for their newest card game, I knew I wanted to be involved! So how does Hierarchy hold up compared to their other wildly successful wallet games? Keep reading to find out!
Hierarchy is an abstract strategy game of perfect information for 2 players. Comprised of a mere 14 playing cards (excluding title and reference cards) it is quite the compact game – as is to be expected from the Button Shy crew. In a game of Hierarchy, players take turns playing cards from their open hand (no hidden information here!) on top of the last card played by their opponent, per the placement restrictions. To win, you must be able to play a card on top of which your opponent is unable to play a card – effectively ‘checkmating’ them and claiming victory for yourself!
DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. As this is a preview copy of the game, I do not know if the final rules or components will be similar or different to what we were provided. -T
Here’s how it works in detail. Each player first receives a Quick Reference Card, and is then dealt half of the deck (7 cards). The cards are double-sided to represent the two player colors – purple and gold – so each player flips their 7 cards to show their chosen color. Since this is a game of perfect information, all cards are laid out on the table, so each player always knows what cards their opponent has available to them. The player who was dealt the ‘Imposter’ card goes first. Each card has a specific number, ranging from 1 to 13, as well as a specific ability. To play a card, its number must be higher than that of the card below it, unless the card’s specific ability says it can be played otherwise. For example, if I play the Queen (#12), Travis could play the King (#13, numerically higher) or the Assassin (#1) since its power allows it to be played atop any card except for the Tower and Leper. Don’t be worried about having to memorize all the card abilities – they are all detailed on the Quick Reference Cards (see photo below). Play continues back and forth until one player is unable to play a card, either because they have no cards left at all or because they have no valid cards left to play. That player loses the game, and the remaining player is the top of the Hierarchy! (Roll credits)
Let’s talk components first. They’re excellent, which is no surprise coming from ButtonShy. Of course, we just have a preview copy of the game, so I can only imagine that the card quality might be up for improvement during the Kickstarter. That being said, the cards we received are nice and sturdy, as is the tell-tale wallet of a ButtonShy game. The text on the cards is a good size, and the font is easy to read. The artwork is fine, but quite honestly not something I looked at in depth until Travis mentioned the style. I think that’s because the cards are all monochrome, the art just didn’t really draw my eye. Not a knock on the game, just something I noticed! Speaking of color, I personally love the player color choices of Purple and Gold – the school colors of my Alma Mater ((the University of Northern Iowa, go Panthers!)(also of the Alma Mater of the rest of us – Western Illinois University – GO NECKS! -T)). Maybe I’m biased, but I think those two colors are a great combination 🙂
And how about the gameplay? I think it’s excellent. For such a compact and ‘light’ game, the strategy required for success keeps the game extremely engaging. You always know the cards your opponent has, and you’ve got to be thinking at least several turns in advance to try to back them into a corner while not letting yourself fall victim to an unnoticed strategic play. Another neat thing about Hierarchy is how quickly it plays – typically in 20 minutes or less. You might have to devote a decent amount of brainpower to outwitting your opponent, but you definitely don’t need to devote hours of time during your game night for this game, and I love that. Gamers who enjoy games like Citadels or Love Letter might enjoy the familiarity of Hierarchy’s gameplay coupled with the intimacy of a strictly 2-player game. The final verdict from me is that Button Shy has another hit on their hands with Hierarchy. I am very much looking forward to following the campaign, and definitely plan to pull this game out many times in my future!
Hierarchy is an abstract strategy game of perfect information for 2 players. Comprised of a mere 14 playing cards (excluding title and reference cards) it is quite the compact game – as is to be expected from the Button Shy crew. In a game of Hierarchy, players take turns playing cards from their open hand (no hidden information here!) on top of the last card played by their opponent, per the placement restrictions. To win, you must be able to play a card on top of which your opponent is unable to play a card – effectively ‘checkmating’ them and claiming victory for yourself!
DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. As this is a preview copy of the game, I do not know if the final rules or components will be similar or different to what we were provided. -T
Here’s how it works in detail. Each player first receives a Quick Reference Card, and is then dealt half of the deck (7 cards). The cards are double-sided to represent the two player colors – purple and gold – so each player flips their 7 cards to show their chosen color. Since this is a game of perfect information, all cards are laid out on the table, so each player always knows what cards their opponent has available to them. The player who was dealt the ‘Imposter’ card goes first. Each card has a specific number, ranging from 1 to 13, as well as a specific ability. To play a card, its number must be higher than that of the card below it, unless the card’s specific ability says it can be played otherwise. For example, if I play the Queen (#12), Travis could play the King (#13, numerically higher) or the Assassin (#1) since its power allows it to be played atop any card except for the Tower and Leper. Don’t be worried about having to memorize all the card abilities – they are all detailed on the Quick Reference Cards (see photo below). Play continues back and forth until one player is unable to play a card, either because they have no cards left at all or because they have no valid cards left to play. That player loses the game, and the remaining player is the top of the Hierarchy! (Roll credits)
Let’s talk components first. They’re excellent, which is no surprise coming from ButtonShy. Of course, we just have a preview copy of the game, so I can only imagine that the card quality might be up for improvement during the Kickstarter. That being said, the cards we received are nice and sturdy, as is the tell-tale wallet of a ButtonShy game. The text on the cards is a good size, and the font is easy to read. The artwork is fine, but quite honestly not something I looked at in depth until Travis mentioned the style. I think that’s because the cards are all monochrome, the art just didn’t really draw my eye. Not a knock on the game, just something I noticed! Speaking of color, I personally love the player color choices of Purple and Gold – the school colors of my Alma Mater ((the University of Northern Iowa, go Panthers!)(also of the Alma Mater of the rest of us – Western Illinois University – GO NECKS! -T)). Maybe I’m biased, but I think those two colors are a great combination 🙂
And how about the gameplay? I think it’s excellent. For such a compact and ‘light’ game, the strategy required for success keeps the game extremely engaging. You always know the cards your opponent has, and you’ve got to be thinking at least several turns in advance to try to back them into a corner while not letting yourself fall victim to an unnoticed strategic play. Another neat thing about Hierarchy is how quickly it plays – typically in 20 minutes or less. You might have to devote a decent amount of brainpower to outwitting your opponent, but you definitely don’t need to devote hours of time during your game night for this game, and I love that. Gamers who enjoy games like Citadels or Love Letter might enjoy the familiarity of Hierarchy’s gameplay coupled with the intimacy of a strictly 2-player game. The final verdict from me is that Button Shy has another hit on their hands with Hierarchy. I am very much looking forward to following the campaign, and definitely plan to pull this game out many times in my future!

Kyera (8 KP) rated Lady Midnight in Books
Feb 1, 2018
I do not discuss any plot points in my review, so you will not be spoiled.
While the Dark Artifices may not be my favourite Shadowhunter series, I believe it is the most well written thus far. It is difficult to accurately judge, as this is only the first book in a trilogy but the more that Cassandra Clare writes the better a writer she becomes. Her books have always been fantastic but Lady Midnight just felt like another step up. Cassie has clearly grown as a writer and storyteller over the years, which gives me so much hope for all her future Shadowhunter novels.
While it is possible to come into the Shadowhunter Chronicles with Lady Midnight as your first book, I would not suggest it. The Mortal Instruments is fantastic for that, as we follow Clary a girl who discovers that there is more to the world than the mundane life she thought she knew. The world building in that first series really lays the groundwork for Cassies entire Shadow World. Even in the Infernal Devices, we mainly experience the Shadow World through the eyes of Tessa who has also not grown up with the knowledge of who she is. That is the first aspect that makes Lady Midnight so different from the previous two series our two main characters Emma and Julian have grown up as Shadowhunters.
I felt that there was less world-building overall for the Shadow World, but thats not to say that the world building in this novel wasnt fantastic as can be expected from Cassandra Clare. The politics of the Clave and the Downworld, the role of the Shadowhunter and the world that they live in have been brilliantly described over the course of the novels that Cassie has written. It is for this reason that I feel that while it is not necessary to read the Infernal Devices or the Mortal Instruments before reading the Dark Artifices, I would highly recommend it. You wont necessarily understand the history or the events that led up to Lady Midnight as well as you could. There are also spoilers from the previous series and character cameos that you wont appreciate as much unless you read the previous series.
The world building the Los Angeles itself and the new aspects that Cassie writes about the Shadow World, like the Shadow Market, are absolutely fantastic in this book. With each book she writes in the Shadowhunter World, she continues to build and develop this immersive experience that is like no other. Her words are vividly descriptive and paint the image of the world in your mind. It is what makes her such an incredible writer and one of the reasons that I love her books so much.
Lady Midnight takes place in Los Angeles, the Institute that has been the home of the Blackthorn children for their whole lives. Our main characters, Emma and Julian are parabatai which makes for a nice change to the point of view that we have experienced before. You learn a lot more about the parabatai bond and its potential in this book.
With Helen exiled to Wrangel Island and Mark taken by the Hunt, Julian has had to raise his brothers and sisters for the last five years. This forced him to grow up a lot faster than he would have otherwise and changed him in various ways. He loves his family more than anything else in the world and would do anything for them, even if it meant crossing a line. That ruthless heart, willingness to betray, and capacity to lie was learned after the Dark War. Those were not traits that he had prior but were forced upon him when everything changed and the Clave tore his family apart.
Emma has made it her lifes mission to discover who killed her parents at the end of the Dark War and why. That mystery has defined her every day, pushing her to train for hours at a time, run along the beach to get faster and turn her into an incredible Shadowhunter. She is also very sassy, quippy in conversations and the midst of a battle, which reminds me a lot of Jace.
The other characters we spend time with throughout the book are Julians siblings: Ty, Livvy, Dru, and Tavvy; Cristina; Diana and Malcolm. Diana has a lot of secrets, which Im sure well discover over time, but shes the character we end up knowing the least about. Beyond being their tutor, not wanting to take over the Institute and supposedly taking her travel year in Thailand, I cant tell you anything about her.
It was nice to see the Blackthorn children grow and develop from how we knew them in the Mortal Instruments to this series. Their familial relationship and interactions were authentic and heartwarming. You fall in love with them, just like you do with Cassies other characters and understand Julians plight.
Cristina is a Shadowhunter from the Mexico City Institute who decided to spend her travel year in Los Angeles. It was nice to get to know her because we dont always get to experience or hear from Shadowhunters from other Institutes. I really enjoyed her addition to the Blackthorn family (plus one) and the dimension she added. Plus, her backstory created a connection to the Scholomance and the Centurions which are going to add even more world building to the Shadow World we know and I cant wait to see more of it.
Malcolm is the High Warlock of Los Angeles and although his personality is very different, you immediately like him. Hes more playful and childlike at times than Magnus but seems to really care for the family. After falling in love with Magnus in the Mortal Instruments, and Catarina Loss to a lesser degree in Tales from the Shadowhunter Academy, I wanted Malcolm to be the next warlock character I loved.
There is so much betrayal in this book that I could never anticipate what was going to happen next. It doesnt just come from those you would consider bad guys but Shadowhunters, crooks and those with broken hearts alike. Cassandra Clare is the Queen of plot twists, fantastic character development and astounding, emotional rollercoasters in her books and this was no exception.
Lady Midnight was a fantastic read that made me fall in love with the Shadowhunter World all over again or more than I was before? Its unclear. Either way, I adore this book and I actually think that I enjoyed it more the second time through. I would also highly recommend a re-read prior to Lord of Shadows because the novel is so packed full of incredible character development, world building and plot that you will appreciate its sequel more if the story is still fresh in your mind.
While the Dark Artifices may not be my favourite Shadowhunter series, I believe it is the most well written thus far. It is difficult to accurately judge, as this is only the first book in a trilogy but the more that Cassandra Clare writes the better a writer she becomes. Her books have always been fantastic but Lady Midnight just felt like another step up. Cassie has clearly grown as a writer and storyteller over the years, which gives me so much hope for all her future Shadowhunter novels.
While it is possible to come into the Shadowhunter Chronicles with Lady Midnight as your first book, I would not suggest it. The Mortal Instruments is fantastic for that, as we follow Clary a girl who discovers that there is more to the world than the mundane life she thought she knew. The world building in that first series really lays the groundwork for Cassies entire Shadow World. Even in the Infernal Devices, we mainly experience the Shadow World through the eyes of Tessa who has also not grown up with the knowledge of who she is. That is the first aspect that makes Lady Midnight so different from the previous two series our two main characters Emma and Julian have grown up as Shadowhunters.
I felt that there was less world-building overall for the Shadow World, but thats not to say that the world building in this novel wasnt fantastic as can be expected from Cassandra Clare. The politics of the Clave and the Downworld, the role of the Shadowhunter and the world that they live in have been brilliantly described over the course of the novels that Cassie has written. It is for this reason that I feel that while it is not necessary to read the Infernal Devices or the Mortal Instruments before reading the Dark Artifices, I would highly recommend it. You wont necessarily understand the history or the events that led up to Lady Midnight as well as you could. There are also spoilers from the previous series and character cameos that you wont appreciate as much unless you read the previous series.
The world building the Los Angeles itself and the new aspects that Cassie writes about the Shadow World, like the Shadow Market, are absolutely fantastic in this book. With each book she writes in the Shadowhunter World, she continues to build and develop this immersive experience that is like no other. Her words are vividly descriptive and paint the image of the world in your mind. It is what makes her such an incredible writer and one of the reasons that I love her books so much.
Lady Midnight takes place in Los Angeles, the Institute that has been the home of the Blackthorn children for their whole lives. Our main characters, Emma and Julian are parabatai which makes for a nice change to the point of view that we have experienced before. You learn a lot more about the parabatai bond and its potential in this book.
With Helen exiled to Wrangel Island and Mark taken by the Hunt, Julian has had to raise his brothers and sisters for the last five years. This forced him to grow up a lot faster than he would have otherwise and changed him in various ways. He loves his family more than anything else in the world and would do anything for them, even if it meant crossing a line. That ruthless heart, willingness to betray, and capacity to lie was learned after the Dark War. Those were not traits that he had prior but were forced upon him when everything changed and the Clave tore his family apart.
Emma has made it her lifes mission to discover who killed her parents at the end of the Dark War and why. That mystery has defined her every day, pushing her to train for hours at a time, run along the beach to get faster and turn her into an incredible Shadowhunter. She is also very sassy, quippy in conversations and the midst of a battle, which reminds me a lot of Jace.
The other characters we spend time with throughout the book are Julians siblings: Ty, Livvy, Dru, and Tavvy; Cristina; Diana and Malcolm. Diana has a lot of secrets, which Im sure well discover over time, but shes the character we end up knowing the least about. Beyond being their tutor, not wanting to take over the Institute and supposedly taking her travel year in Thailand, I cant tell you anything about her.
It was nice to see the Blackthorn children grow and develop from how we knew them in the Mortal Instruments to this series. Their familial relationship and interactions were authentic and heartwarming. You fall in love with them, just like you do with Cassies other characters and understand Julians plight.
Cristina is a Shadowhunter from the Mexico City Institute who decided to spend her travel year in Los Angeles. It was nice to get to know her because we dont always get to experience or hear from Shadowhunters from other Institutes. I really enjoyed her addition to the Blackthorn family (plus one) and the dimension she added. Plus, her backstory created a connection to the Scholomance and the Centurions which are going to add even more world building to the Shadow World we know and I cant wait to see more of it.
Malcolm is the High Warlock of Los Angeles and although his personality is very different, you immediately like him. Hes more playful and childlike at times than Magnus but seems to really care for the family. After falling in love with Magnus in the Mortal Instruments, and Catarina Loss to a lesser degree in Tales from the Shadowhunter Academy, I wanted Malcolm to be the next warlock character I loved.
There is so much betrayal in this book that I could never anticipate what was going to happen next. It doesnt just come from those you would consider bad guys but Shadowhunters, crooks and those with broken hearts alike. Cassandra Clare is the Queen of plot twists, fantastic character development and astounding, emotional rollercoasters in her books and this was no exception.
Lady Midnight was a fantastic read that made me fall in love with the Shadowhunter World all over again or more than I was before? Its unclear. Either way, I adore this book and I actually think that I enjoyed it more the second time through. I would also highly recommend a re-read prior to Lord of Shadows because the novel is so packed full of incredible character development, world building and plot that you will appreciate its sequel more if the story is still fresh in your mind.

Purple Phoenix Games (2266 KP) rated Jetpack Joyride in Tabletop Games
Jan 8, 2020 (Updated Jan 8, 2020)
It should come as no surprise that I love to play board games. Hence my involvement in this wonderful group! But besides board games, I also enjoy my fair share of video games too. These two worlds of gaming occasionally collide when a classic from one realm is transferred over to the other! Is the adaptation as fun as the original, or does it leave much to be desired?
Originally a mobile game, Jetpack Joyride follows our main character, Barry, as he attempts to escape a top-secret lab with a stolen jetpack! He must avoid being hit by zappers, annihilated by lasers, and blown away by missiles in the process. If Barry succeeds, he escapes with not only the high-tech jetpack, but also with as many gold coins and other top-secret gadgets as he can get his hands on! So the risk is definitely worth the reward. But if Barry is unable to escape, he will face the consequences for his unauthorized joyride… In all honesty, I had never heard of Jetpack Joyride before I Kickstarted the board game version, so I downloaded it on my phone to see how it plays. Do you remember Flappy Bird? The mobile version of Jetpack Joyride is kiiiinda like that, but more exciting and way less infuriating. It’s free to download in the App Store and Google Play Store, so check it out if you’re interested! Anyway, back to the board game version. The premise is the same as the app – you have to create a path for Barry to use for his escape from the lab, utilizing the gadgets available to you and collecting gold coins on your way.
DISCLAIMER: We are using the Kickstarter Deluxe version of the game. We do have the expansions from the KS campaign, but will not be using those for this review. Also, we 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
Jetpack Joyride is a real-time game of tile placement in which players are racing to see who can complete their run (path through the lab) the fastest. The game lasts for 3 runs, and points are earned throughout all runs. To setup, each player receives a set of 4 lab sector cards and sets them on the table in front of them in numerical order, 1-4. Three mission cards (cards that score points at the end of the run) are revealed and available for all players. Players may also have gadgets, available only to them, to help score extra points. When a run begins, all players grab translucent polyominoes (like matte versions of bits from Blokus) from the common pool and place them on their lab cards to create an unbroken path through the lab. There are specific placement restrictions that I will leave for you to discover in the rulebook. The game has no set time limit for each run, but it is a race to complete a path before your opponents. At the end of the run, points are tallied for completed missions and gadget cards. Easy, right? Here’s a small twist – before starting the next run, all players pick up their lab cards and pass them to the player on their left. So each run, players are looking at new cards and must find new paths through the lab! New mission cards and gadgets are revealed before subsequent runs as well. The player with the most points at the end of all 3 runs is the winner!
Jetpack Joyride is a fast-paced, exciting, and surprisingly strategic game that keeps all players engaged and entertained. And that’s what I love about it. First of all, real-time games are always high-energy, at least in my opinion. It’s nearly impossible to stay calm and collected when you’re literally racing against your opponents! Jetpack Joyride is definitely not a passive game, and there’s so much action and excitement that you sometimes forget you’re literally just laying tiles on cards. The next thing I love about this game is how deceptively strategic it is. Laying tiles to form a legal path across cards is not complicated, but doing so while also trying to earn extra points by completing missions (like placing 3 tiles of the same shape in a row, for example) adds a strategic element that you don’t expect. You’re not only trying to finish your run the fastest, but you’ve also got to fulfill the requirements for multiple mission and gadget cards too. One misplaced tile could decimate a run for you, so you’ve always got to be thinking several tiles in advance.
Going along with that, another neat thing about Jetpack Joyride is that all players are drawing tiles from a common pool. There is a finite number of tiles, and a specific number of the different shapes, so if the shape of tile you need is gone from the pool, you’re outta luck! You have to think and move quickly, otherwise you might get knocked out of a run, and that costs you valuable end-game points. For such a simple game, Jetpack Joyride also has a lot of variability. All lab cards are double-sided, and can be mixed and matched in any combination, as long as they are in a numerical set of 1-4. There are so many possibilities, chances are you won’t ever play with the same card combo twice….and if you do, chances are you won’t remember it 😛 All of these aspects elevate this game from a simple party game to a strategically fun game that can be played with any player count.
Overall, I think Jetpack Joyride is great. After my first play, I rated it a 4+, but after a few more I’ve changed my rating to a 5. As you can see from our scores above, Travis and our guest judge Luke enjoyed it as well. It’s a nice, light game that can be used as a filler between heavier games, or as a main-event game all on its own. Definitely a game I will use with newer gamers, and the strategic side will keep me coming back for more. I think Jetpack Joyride will get a lot of playtime from me, and it was worth my investment on Kickstarter. Purple Phoenix Games gives it a jet-powered 15 / 18.
Originally a mobile game, Jetpack Joyride follows our main character, Barry, as he attempts to escape a top-secret lab with a stolen jetpack! He must avoid being hit by zappers, annihilated by lasers, and blown away by missiles in the process. If Barry succeeds, he escapes with not only the high-tech jetpack, but also with as many gold coins and other top-secret gadgets as he can get his hands on! So the risk is definitely worth the reward. But if Barry is unable to escape, he will face the consequences for his unauthorized joyride… In all honesty, I had never heard of Jetpack Joyride before I Kickstarted the board game version, so I downloaded it on my phone to see how it plays. Do you remember Flappy Bird? The mobile version of Jetpack Joyride is kiiiinda like that, but more exciting and way less infuriating. It’s free to download in the App Store and Google Play Store, so check it out if you’re interested! Anyway, back to the board game version. The premise is the same as the app – you have to create a path for Barry to use for his escape from the lab, utilizing the gadgets available to you and collecting gold coins on your way.
DISCLAIMER: We are using the Kickstarter Deluxe version of the game. We do have the expansions from the KS campaign, but will not be using those for this review. Also, we 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
Jetpack Joyride is a real-time game of tile placement in which players are racing to see who can complete their run (path through the lab) the fastest. The game lasts for 3 runs, and points are earned throughout all runs. To setup, each player receives a set of 4 lab sector cards and sets them on the table in front of them in numerical order, 1-4. Three mission cards (cards that score points at the end of the run) are revealed and available for all players. Players may also have gadgets, available only to them, to help score extra points. When a run begins, all players grab translucent polyominoes (like matte versions of bits from Blokus) from the common pool and place them on their lab cards to create an unbroken path through the lab. There are specific placement restrictions that I will leave for you to discover in the rulebook. The game has no set time limit for each run, but it is a race to complete a path before your opponents. At the end of the run, points are tallied for completed missions and gadget cards. Easy, right? Here’s a small twist – before starting the next run, all players pick up their lab cards and pass them to the player on their left. So each run, players are looking at new cards and must find new paths through the lab! New mission cards and gadgets are revealed before subsequent runs as well. The player with the most points at the end of all 3 runs is the winner!
Jetpack Joyride is a fast-paced, exciting, and surprisingly strategic game that keeps all players engaged and entertained. And that’s what I love about it. First of all, real-time games are always high-energy, at least in my opinion. It’s nearly impossible to stay calm and collected when you’re literally racing against your opponents! Jetpack Joyride is definitely not a passive game, and there’s so much action and excitement that you sometimes forget you’re literally just laying tiles on cards. The next thing I love about this game is how deceptively strategic it is. Laying tiles to form a legal path across cards is not complicated, but doing so while also trying to earn extra points by completing missions (like placing 3 tiles of the same shape in a row, for example) adds a strategic element that you don’t expect. You’re not only trying to finish your run the fastest, but you’ve also got to fulfill the requirements for multiple mission and gadget cards too. One misplaced tile could decimate a run for you, so you’ve always got to be thinking several tiles in advance.
Going along with that, another neat thing about Jetpack Joyride is that all players are drawing tiles from a common pool. There is a finite number of tiles, and a specific number of the different shapes, so if the shape of tile you need is gone from the pool, you’re outta luck! You have to think and move quickly, otherwise you might get knocked out of a run, and that costs you valuable end-game points. For such a simple game, Jetpack Joyride also has a lot of variability. All lab cards are double-sided, and can be mixed and matched in any combination, as long as they are in a numerical set of 1-4. There are so many possibilities, chances are you won’t ever play with the same card combo twice….and if you do, chances are you won’t remember it 😛 All of these aspects elevate this game from a simple party game to a strategically fun game that can be played with any player count.
Overall, I think Jetpack Joyride is great. After my first play, I rated it a 4+, but after a few more I’ve changed my rating to a 5. As you can see from our scores above, Travis and our guest judge Luke enjoyed it as well. It’s a nice, light game that can be used as a filler between heavier games, or as a main-event game all on its own. Definitely a game I will use with newer gamers, and the strategic side will keep me coming back for more. I think Jetpack Joyride will get a lot of playtime from me, and it was worth my investment on Kickstarter. Purple Phoenix Games gives it a jet-powered 15 / 18.