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Purple Phoenix Games (2266 KP) rated Tiny Epic Quest in Tabletop Games

Jul 29, 2019 (Updated Jul 9, 2020)  
Tiny Epic Quest
Tiny Epic Quest
2017 | Adventure, Dice Game, Fantasy, Video Game Theme
Our next review in the Tiny Epic series is Tiny Epic Quest! I know that we have not been reviewing them in chronological order of release – we are kind of just reviewing them in the order we have discovered and played them. Every Tiny Epic game has its own place in the family, so how does Tiny Epic Quest fit in? Keep reading to find out!

A world at peace has been thrust into chaos once more as mysterious portals have opened across the lands, spewing forth treacherous Goblins! The citizens need heroes – and that is your specialty! Traverse the lands to fight Goblins, learn magic spells, and delve into ancient temples to find powerful artifacts to aid in your battle for good.

Disclaimer: I do not intend to rehash the entire rulebook in this review, but give a general overview of the rules and the gameplay. If you want to read the rules more specifically, pick up a copy of the game at your FLGS or directly from the publisher. – L

Tiny Epic Quest is a game of area movement, dice rolling, and push your luck, in which players are trying to amass the most end-game victory points. How do you earn VPs? By completing quests, fighting Goblins, and learning spells! A game of Tiny Epic Quest is played over 5 rounds, and each round is broken into 2 phases – the Day Phase and the Night Phase. The Day Phase consists of 4 turns where you will can move your heroes. A turn plays out like this: the starting player selects one of the 5 available movement cards and moves 1 hero according to those restrictions. Following clockwise, each other player may move 1 hero in the same manner, or choose to Idle and not move. Once everyone has moved or idled, the next turn starts and play continues as before. After 4 movement cards have been performed, the Day Phase ends.

Moving on to the Night Phase, players have the opportunity to perform the actions associated with the card regions onto which they moved during the Day Phase. If you moved to a Goblin Portal, for example, you now have the chance to fight. On your turn in the Night Phase, you will roll the Adventure Dice and resolve them in an attempt to complete your goals – defeating goblins, completing temples, or learning spells. Quests can be completed in either the Day or Night Phase, depending on the requirements. When you complete a quest, collect the card and hang onto it for end-game scoring. The Night Phase ends when all players have opted to Rest (either by choice or by becoming exhausted), and the round is over. Perform the round resolutions (refill goblin portals, etc.), and then continue on to the next round. After 5 rounds, tally up your VPs, and the player with the most is the winner!

For such a ‘tiny’ game, Tiny Epic Quest definitely has a lot going on. The amount of strategy required for this game is pretty intense. You not only have to decide where to move your heroes, you also have to think about what you want to do and how you want to earn your VPs. Do you want to take a combative approach and try to kill as many goblins as possible? Do you want to try your luck at learning high-level spells? Or is your strategy dictated by the current quest cards in play? Not only do you have to figure out your own strategy, you are also trying to figure out how your opponents are playing as well. Will you try to beat them to a temple first or will you let them do their own thing as long as they don’t interfere with your plans? There is no single right way to play this game, and that’s what makes it so engaging and fun with every play.

That being said, this game also has a fair amount of push your luck in the form of the Adventure Dice. Not all of the die faces are beneficial to you, and they are resolved in a specific order. Damage always is dealt to you first, and if you take too much damage, you immediately become exhausted. When that happens, all of your heroes are returned to your starting castle, and any progress you had made on goblin fights, temple tracks, or spell-learning is lost. You really have to be thinking about how far you are willing to go, and if it is worth one more roll of the dice to risk success or complete failure.

Tiny Epic Quest is kind of a double-edged sword for me. I enjoy games that require decent strategy, but I also am not too fond of push your luck games. This game can sometimes feel like it’s working against you – all of your strategic setup in the Day Phase could be undone with some unfortunate dice rolls in the Night Phase. No matter how solid your strategy is, the dice will ultimately seal your fate. Don’t get me wrong, part of the fun of Tiny Epic Quest is figuring out how to bounce back after a poor Night Phase. But dice can be brutal sometimes and that can take away from your enjoyment.

So where does Tiny Epic Quest fit into the family? I would say it’s a cousin that you like, but don’t see too often. I enjoy playing this game from time to time, but it is definitely not my go-to Tiny Epic game. The rulebook could use some simplification, and for being a Tiny Epic game, it is kind of a table hog. Some of the strategy for me is negated by the dice-rolling mechanic, but it could also be because I am a notoriously bad dice roller… Would I recommend Tiny Epic Quest? Ultimately, yes I would. I may not personally like some of the aspects of play, but the game itself is engaging and entertaining. If you haven’t checked this one out yet, give it a shot! Purple Phoenix Games gives Tiny Epic Quest a valiant 9 / 12.
  
Firefly Adventures: Brigands and Browncoats
Firefly Adventures: Brigands and Browncoats
2018 | Entertainment, Miniatures, Science Fiction
Okay! Yes. Firefly, a great IP. Check! Gale Force Nine, a publisher that brought a previous Firefly game to life and was pretty darn good. Check! Solo, Cooperative, or Competitive? Check! So far so good, so how does it stack up and have I finally found my gorram Firefly love?

Firefly Adventures: Brigands and Browncoats (from here just Firefly) is a miniatures skirmish game that can be played as a one-off game experience or as a campaign style story game. In it players will either control one or more Crew (the heroes of the show) or all of the Goons (the bad guys). For the solo experience I will be detailing here the solo player will control all characters on both sides. The Crew will be attempting to pull off The Rescue Job by rescuing an injured comrade hostage stashed in one of the 10 buildings on the board. After the hostage has been rescued all Crew and hostage must make it to the landing pad area before time for the Job runs out.


To setup, follow the instructions on the included Job pamphlet (there are four included in the box). The beginning of the Job will look similar to the photo below, though other components outside the board setup may be in whatever location fits the player best. After Equipment cards have been revealed and shopping completed, the game may begin in earnest, and best be quick – you only have 50 Moments to complete the Job!
Firefly is a turn-based minis game, but turns will probably never be in the same order. Each action taken by a character costs Moments in time, tracked by the brown Moments tracker around the board. Each character, be they Crew or Goons, will have their own Time Marker to show where in the 50 Moments the character currently resides. The character whose Time Marker is furthest in the rear of the pack will take their turn next. On a turn characters will have several choices of actions to take: Move, Complete a Test, Heal, Assist, or even Brawl and Shoot!

This Job focuses on gathering Intel from a terminal in one of the buildings or by chatting up nearby Cowboys. These Intel chips may be turned in for information to help narrow down exactly in which building the hostage is being held. Along the way, however, certain events may cause the Crew to have to “act heroic,” which means swapping out their gray “casual” mini for their green “heroic” mini in order to complete the event. Funny thing though, once a Crew member acts heroic, if ending their turn within line of sight of a Goon, that Goon becomes Alerted and joins the Timeline with their own mini and Time Marker. The Goons will now be trying to take out the beloved Crew member! As in the photo below, poor Mal is being surrounded by Goons with Zoe and Jayne nearby to help.


When all is said and done, Crew and Goons will be taking actions and spending Moments to do so. Should the Crew get to the landing pad with the hostage in tow the Crew wins! However, if time runs out on the Job (as it did with me twice) then the Job has failed. In either case the Crew may receive Rewards in various amounts of credits or Intel or other rewards that they may carry with to the next Job if playing a Story (several Jobs in succession).
Components. I am a HUGE fan of the components in this box. Not only are the minis great, the tokens chunky, and the artwork very good, but each 3D building is pre-assembled right out of the box. They nest very tightly and neatly within the box (whose bottom is also a very large building), but you will need to provide a bunch of baggies or other storage means because all the small components will be dumped into these buildings otherwise. I love all the components in this game, and they are all wonderful to handle… except one – the Time Markers. These are the tokens that represent the characters on the Moments tracker. As characters move along the tracker their Time Markers will be placed on a blank spot, or more often than not, on top of a stack of other Markers. No problem usually, unless your big man-hands tend not to be dextrous enough to grab the top Marker cleanly off the stack and it causes a giant mess of Time Markers on the board. I mean, not that it happened to me several times, of course…

In any case, Firefly is a marvelous scenario-based minis game that I have had nothing but great times playing – even solo! I honestly cannot imagine having more fun by adding more players, so this may be another “solo only” game for me. I will probably try it with my wife, maybe, or someone else once the COVID is gone. I love being able to figure out how best to maneuver each character in order to achieve the goals of the Job, but then something always causing me to have to act heroic and end my turn in LOS of a Goon, so now they are coming after me. I would not necessarily compare it to an action-programming game where you make plans only to have randomness obliterate them, but it certainly adds a giant amount of tactics to the game. In fact, during one play Mal alerted four Cowboys at once, and then the game was no longer a strategic stealthy experience but an all-out melee just to survive. I lost the Job, but only by a few Moments.

Ahh, this one is fabulous, and I am so happy that I have finally found that perfect-for-me Firefly game. If you are a fan of the Firefly mythos and are looking for a game that does it justice while having a ton of replayability, then please check out Firefly Adventures: Brigands and Browncoats. I am seriously also considering purchasing the expansions to add Book, Inara, Simon, and River. I mean, how could you NOT want to add River to your game?? I’ll be in my bunk.
  
Don't Stop Believin'
Don't Stop Believin'
Olivia Newton-John | 2019 | Biography, Health & Fitness, Music & Dance
6
6.0 (1 Ratings)
Book Rating
I was obsessed with Olivia Newton-John as a little girl. As a little girl, I knew all of her songs by heart, and I had watched all of her movies over and over. I do admit that as I grew up, my obsession faded. However, when I saw Olivia's autobiography, Don't Stop Believin', on the shelf at my local library, I decided to give it a read. While it was enjoyable, it just came across as kind of preachy.

Olivia Newton-John rose to fame in the United States as the character of Sandy in the movie Grease. She also had a bunch of hit songs and records afterwards. Olivia's autobiography does mention her rise to fame although I felt as if there wasn't enough time spent on her rise to fame. She does write about her time with Grease and other films as well as recording her songs throughout the book. I felt the movies and songs were written about well.

We get a taste of her life as a child in England and Australia, although I felt she didn't discuss her pre-fame life too much. I would have liked to read more about her childhood instead of just being rushed into when she started performing. I know Olivia Newton-John likes to keep her private life out of the limelight, but when writing an autobiography, it's important to give the reader a little more details than what Don't Stop Believin' gave us.

There was so much name dropping throughout this book! While I understand that famous people know other famous people, sometimes I felt as if Olivia was dropping names just for show instead of because it fit the story. You have a lot of famous friends. We get it!

Another thing that annoyed me about the book was how some parts seemed like an advertisement for her Olivia Newton-John Cancer Wellness and Research Centre as well as for her husband, John Easterling's, herb company. I know she's done so much for her cancer center, (which I give her mad props for), but she goes on and on about how great and lovely of a place it was especially after she was an inpatient there. Of course the staff would treat her better when her name is on the building! There's more than one chapter devoted to how great the place is. I'm sure it is lovely, but I felt like I didn't need to a chapter (and more) about how great it is. As for her husband's herb company, she went on and on towards the end of the book how his herbs really helped her out which is great, but again, does the reader really need the specifics and being told over and over again how helpful it was?

The major thing that annoyed me was how preachy Don't Stop Believin' was in a lot of chapters. In fact, it made me feel guilty sometimes that I rely on modern medicine. Olivia writes how she'd rather take the natural approach to fighting off viruses and diseases, and I get that because I don't like to take medicine needlessly either, but sometimes, it's the best thing. However, I just felt that Olivia was berating those who choose to go the medicinal route. I felt like she was implying that natural remedies work better than modern medicine. This can be dangerous especially if someone gets off their medicines they need to survive to try the natural approach. People should always discuss any changes of medication with their doctors.

To me, Don't Stop Believin' writes like someone who's always been privileged and sheltered throughout their life. A lot of it feels like Olivia Newton-John is out of touch with reality and like she's living in La-La Land. I just found it hard to relate to her throughout the book. Yes, she has gone through some hardships such as deaths in the family, her cancer diagnoses, and her ex-boyfriend disappearing, but for the most part, her autobiography is just too sunshine and rainbows for me to truly relate.

Don't Stop Believin' flows beautifully though, and the writing is done very well, so it has that going for it. I did find myself enjoying the book most of the time when Olivia wasn't been preachy or advertising something. There were some interesting tidbits about her life throughout the book.

Trigger warnings include some profanity use, death, cancer, drinking, and smoking.

Overall, Don't Stop Believin' isn't a bad book, quite the contrary. It's just a bit too hippie dippy for me to have truly enjoyed it to its fullest. I did find the book interesting though despite some flaws. I would recommend Don't Stop Believin' by Olivia Newton-John especially to those who have been diagnosed with cancer as this book does come with a bunch of positivity when it comes to dealing with cancer.
  
Samurai Spirit
Samurai Spirit
2014 | Animals, Fantasy, Fighting
One of the best parts of the board gaming experience is finding a fun group of people with whom to play! Sometimes, though, coordinating a game night is easier said than done. We all must occasionally forego the group experience and face the world as the Lonely Only. But fear not! The world of solo-play is a vast and exciting realm! What follows is a chronicle of my journey into the solo-playing world – notes on gameplay, mechanics, rules, difficulty, and overall experience with solo variations of commonly multiplayer games! I hope this will provide some insight as you continue to grow your collection, or explore your already owned games!

As a Samurai, you spend your life traveling across the land to help those in need. Most recently, you and a handful of other Samurai have been contracted by a small village to defend them against a clan of invading raiders. Only by working together, and by using your extensive training, will you succeed in keeping this village safe!

Samurai Spirit is a cooperative game of press-your-luck. Players take on the role of a Samurai, each with a unique power, and take turns drawing cards and fighting off the invaders or offering support to your fellow Samurai. Invaders can have recurring negative effects, so strategize wisely on how best to combat them and see how far you can push your luck each round. If you are able to survive through 3 rounds (waves) of invaders with at least one surviving farmstead and family, the Samurai are victorious and the village is saved! If any of the Samurai are killed, or the village has been completely destroyed by invaders, then the game is lost. As a solo game, Samurai Spirit plays essentially the same as in group play, with only 2 main differences – the solo player controls 2 Samurai instead of 1, and the support tokens from the unused Samurai are each available for use once during the game.

For such a neat theme, this game falls short for me. It seems simple enough, but there are areas of ambiguity in the rules that lead to some confusion. For starters, the text size is so small that I am not able to find any information at a quick glance! The text itself is not always clear either – like when, at the end of a round, the rules say to collect all cards used this round, does that include cards that have been discarded due to Samurai abilities? How about the cards of the Intruder stack that are presumably discarded after being revealed? The rulebook offers no clarification, and I honestly still don’t know the right answer.

The order/layout of the rules feels mismatched too – relevant information is not always grouped together, and I find myself flipping between several pages at a time trying to figure out one single thing. For example, in the ‘Fight’ action description, it says that if you reach your Kiai value exactly, you can activate your Kiai ability. You have to turn the page to a different section to see exactly what activating that ability means, and then you have to flip an additional 2 more pages to see what each individual Kiai ability is! Why not just put them all in one place? It would certainly be easier to understand if all relevant information was grouped together.

The prominent mechanic of Samurai Spirit is press-your-luck, and I would definitely say that this game is very luck-based. When setting up the game, the initial deck of cards is randomly selected and that can impact whether or not you are able to complete certain requirements each round – if there aren’t enough hat/farm/doll cards for each Samurai, you are guaranteed to incur a penalty at the end of every round. Actual gameplay is very luck-based too, and for me it feels like there are no good ways to strategize – your choices are all dependent on the luck of the draw. You can push your luck to draw more cards and use special abilities, but since you are suffering from recurring penalties each turn, it feels futile to keep going at a certain point.

For me, Samurai Spirit is repetitive and kind of boring – suffer penalty, draw card, and repeat until you eventually pass or the deck runs out. It’s like a too-complicated version of blackjack in which the deck is stacked against you. It’s such a bummer because the theme and artwork are neat, and the gameplay (in theory, at least) should be effective. But the actual execution is too reliant on luck to be successful.

I do quite a bit of solo gaming, but this game is never one that I willingly decide to play. I honestly only broke it out recently as a refresher for this review. Perhaps it is better at higher player counts, but since that is not where most of my gaming occurs, Samurai Spirit is a dud for me.

https://purplephoenixgames.wordpress.com/2019/02/06/solo-chronicles-samurai-spirit/
  
Deception: Murder in Hong Kong
Deception: Murder in Hong Kong
2014 | Bluff, Deduction, Murder & Mystery, Party Game, Spies / Espionage
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/
  
TP
The Problem with Forever
8
7.8 (5 Ratings)
Book Rating
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.
  
Clerks II (2006)
Clerks II (2006)
2006 | Comedy, Drama
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.
  
Mysterium
Mysterium
2015 | Deduction, Murder & Mystery, Party Game
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.
  
Horrible Bosses (2011)
Horrible Bosses (2011)
2011 | Comedy
9
7.4 (8 Ratings)
Movie Rating
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.
  
Fantastiqa
Fantastiqa
2012 | Adventure, Fantasy
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.