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Purple Phoenix Games (2266 KP) rated Disney Villainous in Tabletop Games
Jan 6, 2020
I am a sucker for a great theme. Or themes that turn the game around. Such is the case with Disney Villainous. Not often does a game allow you to play AS the bad guys against the good guys. That premise is interesting to me, and as I saw this release last year, I just knew I had to have it. Now that I have played it several times, with and without the first expansion, what do I have to say about it? Read on.
Disney Villainous (“Villainous” from here on) is a card game that pits players against each other in a race to complete individualized objectives to win the game. Players are in direct competition with each other and have devices to employ to spoil the plans of their competitors. Can Maleficent place out curses on all the lands in her realm before Hades can have three Titans storm on Mount Olympus? Can Prince John attain 20 power before either of them win the game? Such is Villainous.
DISCLAIMER: This game has a few standalone expansions now, with more on the way I’m sure. We are using components from the base game as well as the first expansion, “Wicked to the Core,” for this review. Should we decide to review the expansions as standalone games, we will link to the new material here. Furthermore, I do not intend to cover every single rule included in the rule book, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy from the publisher directly or from your FLGS. -T
To setup, each player will choose a big bad to play. Each character comes equipped with a colored pawn, a realm board with four locations, a deck of cards with matching pawn colored backs, a Fate deck with white back, and a playbook with tips on how to play that character. Also give every player a reference card that details the actions available. Shuffle each deck separately, give the starting player zero power from the cauldron, the second player one power, the third player two power, etc. Each player draws a hand of four colored back cards. Begin the game with the pawns on the leftmost location on the realm board and you are now ready to play.
Play works thusly: move your pawn to any unlocked location, complete any or all actions available at the location, draw your hand back up to four, next player. You MUST move on your turn, unless a card allows you to stay at your current location on your next turn. Once moved, the location will either show two or four options for actions. These could include play a card, activate a card, discard a card, gain power tokens, move an item or ally, move a Hero card, vanquish a Hero, or play cards from an opponent’s Fate deck. Some actions are self-explanatory (gain power tokens, et al), but some require further explanation.
Some cards will have an activation symbol displayed on them. This means that a pawn has to have been moved to a location with an activate card symbol, and the player must pay to activate the card for its special abilities. Easy. Moving an item, ally, or Hero typically means physically moving the cards from one location to another adjacent location. This is important for some villains’ objectives: cards need to enter play in one location but travel to another as part of the win condition. When a villain moves to a location with the Fate symbol, they will choose an opponent, look at the top two cards of their Fate deck, and choose one card to play and one card to discard. These are especially devious and can greatly hinder the player’s progress. In addition, when a Fate card resides on a realm board it covers the top symbols of a location, thus nullifying the player’s ability to use these symbols on future turns. Using the vanquish symbol requires a Hero to have been played on your board, and having enough strength in allies and items to meet or overcome the Hero’s strength. Heroes and any allies/items used in the fight are then all discarded to the appropriate discard piles.
Play continues in this manner until one player has achieved their victory condition.
Components. I have good and bad news. Good news first. The components are absolutely fabulous! Those pawns. SOOOO good. Each is a somewhat abstracted figure of the villain, but with some concrete callbacks and recognizable features. They are just so dang fun to handle and play with. I think the cards are good quality, but I forgot what they feel like outside of the sleeves I put mine in. The board components are great, the cauldron is flimsy, unnecessary, and unwieldy when putting back in the box, especially if you have one or more expansions. I have not found a decent way to put everything back in one box, so I am resigned to having both boxes with me every time I want to play. That’s the bad. I also have put all my sleeved cards into plastic deck boxes in the main game box along with the cauldron. Everything else gets put in the expansion box. I hope a better storage solution is on the horizon along with future expansions…
So as you can see from our rating graphic on top that we are spread out on this one. I love it, but I don’t see it ever breaching my Top 10 list. It does have a tendency to overstay its welcome with all the Fate cards making it more and more difficult to win the game. Once a player seems to be near winning every other player gangs up, or seems to when I have played. I get that it may come off as a negative, and the play length as well, but it’s all part of villains out-villaining each other. While Josh rated it as a three and may not ever willingly ask to play it, I have it at a five because I think it’s a great game with a wonderful theme, amazing components, and tons of expandability. With that, we at Purple Phoenix Games give Disney Villainous a boding 16 / 24. If you are a big Disney fan, can live with the Take That, and want something that looks incredible on the table, pick it up.
Disney Villainous (“Villainous” from here on) is a card game that pits players against each other in a race to complete individualized objectives to win the game. Players are in direct competition with each other and have devices to employ to spoil the plans of their competitors. Can Maleficent place out curses on all the lands in her realm before Hades can have three Titans storm on Mount Olympus? Can Prince John attain 20 power before either of them win the game? Such is Villainous.
DISCLAIMER: This game has a few standalone expansions now, with more on the way I’m sure. We are using components from the base game as well as the first expansion, “Wicked to the Core,” for this review. Should we decide to review the expansions as standalone games, we will link to the new material here. Furthermore, I do not intend to cover every single rule included in the rule book, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy from the publisher directly or from your FLGS. -T
To setup, each player will choose a big bad to play. Each character comes equipped with a colored pawn, a realm board with four locations, a deck of cards with matching pawn colored backs, a Fate deck with white back, and a playbook with tips on how to play that character. Also give every player a reference card that details the actions available. Shuffle each deck separately, give the starting player zero power from the cauldron, the second player one power, the third player two power, etc. Each player draws a hand of four colored back cards. Begin the game with the pawns on the leftmost location on the realm board and you are now ready to play.
Play works thusly: move your pawn to any unlocked location, complete any or all actions available at the location, draw your hand back up to four, next player. You MUST move on your turn, unless a card allows you to stay at your current location on your next turn. Once moved, the location will either show two or four options for actions. These could include play a card, activate a card, discard a card, gain power tokens, move an item or ally, move a Hero card, vanquish a Hero, or play cards from an opponent’s Fate deck. Some actions are self-explanatory (gain power tokens, et al), but some require further explanation.
Some cards will have an activation symbol displayed on them. This means that a pawn has to have been moved to a location with an activate card symbol, and the player must pay to activate the card for its special abilities. Easy. Moving an item, ally, or Hero typically means physically moving the cards from one location to another adjacent location. This is important for some villains’ objectives: cards need to enter play in one location but travel to another as part of the win condition. When a villain moves to a location with the Fate symbol, they will choose an opponent, look at the top two cards of their Fate deck, and choose one card to play and one card to discard. These are especially devious and can greatly hinder the player’s progress. In addition, when a Fate card resides on a realm board it covers the top symbols of a location, thus nullifying the player’s ability to use these symbols on future turns. Using the vanquish symbol requires a Hero to have been played on your board, and having enough strength in allies and items to meet or overcome the Hero’s strength. Heroes and any allies/items used in the fight are then all discarded to the appropriate discard piles.
Play continues in this manner until one player has achieved their victory condition.
Components. I have good and bad news. Good news first. The components are absolutely fabulous! Those pawns. SOOOO good. Each is a somewhat abstracted figure of the villain, but with some concrete callbacks and recognizable features. They are just so dang fun to handle and play with. I think the cards are good quality, but I forgot what they feel like outside of the sleeves I put mine in. The board components are great, the cauldron is flimsy, unnecessary, and unwieldy when putting back in the box, especially if you have one or more expansions. I have not found a decent way to put everything back in one box, so I am resigned to having both boxes with me every time I want to play. That’s the bad. I also have put all my sleeved cards into plastic deck boxes in the main game box along with the cauldron. Everything else gets put in the expansion box. I hope a better storage solution is on the horizon along with future expansions…
So as you can see from our rating graphic on top that we are spread out on this one. I love it, but I don’t see it ever breaching my Top 10 list. It does have a tendency to overstay its welcome with all the Fate cards making it more and more difficult to win the game. Once a player seems to be near winning every other player gangs up, or seems to when I have played. I get that it may come off as a negative, and the play length as well, but it’s all part of villains out-villaining each other. While Josh rated it as a three and may not ever willingly ask to play it, I have it at a five because I think it’s a great game with a wonderful theme, amazing components, and tons of expandability. With that, we at Purple Phoenix Games give Disney Villainous a boding 16 / 24. If you are a big Disney fan, can live with the Take That, and want something that looks incredible on the table, pick it up.
What can I say about <i>Revenger</i>?
It was my first ever Space Opera and it has opened my eyes to a whole new genre.
It was my first ever Space Opera and it has primed my taste-buds for more.
It was my first ever Alastair Reynolds and now I want more.
Revenger itself was amazingly well written. As mentioned above this was my first book from Alastair Reynolds and it was just the kind of book I could get into again and again; the writing style flowed with a shocking ease and the plot line was very Firefly-esque with a hint more action and a smidge more ‘oh-shit’ factor.
Revenger follows the story of Adrana and Arafura Ness – two sisters from Mazarile whose sick father had made some very poor choices in business – as they embark on a journey into space to end all journeys.
It begins with Adrana convincing her younger sister Arafura to escape into Neural Alley for a reading by Madam Granity. There’s aliens, robots and weird looking men with bad attitudes and then there’s Captain Rackamore. Pol Rackamore is the captain of the Monetta’s Mourn – a sunjammer spaceship – and he’s in need of a new Boney on his ship as his current one is getting too old to ‘read the bones’ and I mean that in the literal sense of the word.
Adrana convinces Cap’n Rack to take both her and Arafura on board the Monetta in the position of new Bone Readers (with the aide of Cazaray the current Boney) and that is where the story really begins. We’re introduced to the rest of the crew and the Monetta sails off into the Empty in search of baubles. As they sail towards their first bauble Arafura becomes a lot closer to the rest of the crew while I feel that Adrana is doing her best to stay away from them all even though she’s front and center.
Story progresses and little hints are dropped about Bosa Sennen and Cap’n Rack’s long lost daughter. There’s several shocking deaths, a mad woman, a kidnapping or two and a young girl bent on revenge.
Around the mid way mark Arafura changes, subtly at first and then a lot more drastic and she becomes Just Fura. This is where the story becomes a lot darker and a lot less like Firefly and a lot more like the Firefly from hell; the second half of this book is based around Fura getting Revenger on Bosa Sennen for what she did and the things that Fura puts herself through to get where she needs to be? She started off as a little timid and shy but after the 50% mark she changed completely and became hard and unyielding.
You know how they say that the future is bright? That brightness is swallowed by the Empty and the future is dark and full of terrors (oh yeah I went there) there’s a doctor with a God complex, a father with a total lack of regard for his daughters, a totally bad ass soldier robot with logic barricades and all sorts of other people.
I think I loved the world building the most about Revenger it was such a smooth transition from place to place and from time to time that it was almost seamless; my second favourite thing was the characters – hands down they were some of the best characters I’ve ever read and I’d love to see if AR takes this book any further as it was seemingly left open for another book but we shall see.
The book gave off a distinctly pirate feeling but with the space element it felt more like Firefly than it did Pirates of the Caribbean which as a fan of both was saying something. Pirates sailing the high skies rather than the high seas! Some of the characters left much to be desired – Bosa, Adrana and Dr Moonface I’m looking at y’all – but the likes of Rack, Prozor and Paladin more than made up for them.
The dialogue was great and the story wasn’t overly scientific which sometimes can be an issue for me, I like my books to be a little less science fact and a bit more science fiction but with Revenger, I felt like AR was giving us regular folk an explanation without going overboard on the description.
It was my first ever Space Opera and it has opened my eyes to a whole new genre.
It was my first ever Space Opera and it has primed my taste-buds for more.
It was my first ever Alastair Reynolds and now I want more.
Revenger itself was amazingly well written. As mentioned above this was my first book from Alastair Reynolds and it was just the kind of book I could get into again and again; the writing style flowed with a shocking ease and the plot line was very Firefly-esque with a hint more action and a smidge more ‘oh-shit’ factor.
Revenger follows the story of Adrana and Arafura Ness – two sisters from Mazarile whose sick father had made some very poor choices in business – as they embark on a journey into space to end all journeys.
It begins with Adrana convincing her younger sister Arafura to escape into Neural Alley for a reading by Madam Granity. There’s aliens, robots and weird looking men with bad attitudes and then there’s Captain Rackamore. Pol Rackamore is the captain of the Monetta’s Mourn – a sunjammer spaceship – and he’s in need of a new Boney on his ship as his current one is getting too old to ‘read the bones’ and I mean that in the literal sense of the word.
Adrana convinces Cap’n Rack to take both her and Arafura on board the Monetta in the position of new Bone Readers (with the aide of Cazaray the current Boney) and that is where the story really begins. We’re introduced to the rest of the crew and the Monetta sails off into the Empty in search of baubles. As they sail towards their first bauble Arafura becomes a lot closer to the rest of the crew while I feel that Adrana is doing her best to stay away from them all even though she’s front and center.
Story progresses and little hints are dropped about Bosa Sennen and Cap’n Rack’s long lost daughter. There’s several shocking deaths, a mad woman, a kidnapping or two and a young girl bent on revenge.
Around the mid way mark Arafura changes, subtly at first and then a lot more drastic and she becomes Just Fura. This is where the story becomes a lot darker and a lot less like Firefly and a lot more like the Firefly from hell; the second half of this book is based around Fura getting Revenger on Bosa Sennen for what she did and the things that Fura puts herself through to get where she needs to be? She started off as a little timid and shy but after the 50% mark she changed completely and became hard and unyielding.
You know how they say that the future is bright? That brightness is swallowed by the Empty and the future is dark and full of terrors (oh yeah I went there) there’s a doctor with a God complex, a father with a total lack of regard for his daughters, a totally bad ass soldier robot with logic barricades and all sorts of other people.
I think I loved the world building the most about Revenger it was such a smooth transition from place to place and from time to time that it was almost seamless; my second favourite thing was the characters – hands down they were some of the best characters I’ve ever read and I’d love to see if AR takes this book any further as it was seemingly left open for another book but we shall see.
The book gave off a distinctly pirate feeling but with the space element it felt more like Firefly than it did Pirates of the Caribbean which as a fan of both was saying something. Pirates sailing the high skies rather than the high seas! Some of the characters left much to be desired – Bosa, Adrana and Dr Moonface I’m looking at y’all – but the likes of Rack, Prozor and Paladin more than made up for them.
The dialogue was great and the story wasn’t overly scientific which sometimes can be an issue for me, I like my books to be a little less science fact and a bit more science fiction but with Revenger, I felt like AR was giving us regular folk an explanation without going overboard on the description.
Matthew Krueger (10051 KP) rated Clue (1985) in Movies
Nov 3, 2020
The Multiple Endings (2 more)
The Cast
The Humor
All Time Favorites
Ive seen Clue about nine times now and it has become a tradition to watch Clue every October. I remember watching clue the first time and i laughed my ass off and i still do that. The humor is excellent, the cast is excellent, the multiple endings are excellent. Everything about Clue is excellent.
The plot: Based on the popular board game, this comedy begins at a dinner party hosted by Mr. Boddy (Lee Ving), where he admits to blackmailing his visitors. These guests, who have been given aliases, are Mrs. Peacock (Eileen Brennan), Miss Scarlet (Lesley Ann Warren), Mr. Green (Michael McKean), professor Plum (Christopher Lloyd), Mrs. White (Madeline Kahn) and Col. Mustard (Martin Mull). When Boddy turns up murdered, all are suspects, and together they try to figure out who is the killer.
The film was produced by Debra Hill and the story was by John Landis.
In keeping with the nature of the board game, the theatrical release included three possible endings, with different theaters receiving one of the three endings. In the film's home video release, all three endings were included.
The multiple-ending concept was developed by John Landis, who claimed in an interview to have invited playwright Tom Stoppard, writer and composer Stephen Sondheim, and actor Anthony Perkins to write the screenplay. The script was ultimately finished by director Jonathan Lynn.
A fourth ending was filmed, but Lynn removed it because as he later stated, "It really wasn't very good. I looked at it, and I thought, 'No, no, no, we've got to get rid of that.'" In the unused fourth ending, Wadsworth committed all of the murders. He was motivated by his desire for perfection. Having failed to be either the perfect husband or the perfect butler, he decided to be the perfect murderer instead. Wadsworth reports that he poisoned the champagne the guests had drunk earlier so they would soon die, leaving no witnesses. The police and the FBI arrive and Wadsworth is arrested. He breaks free and steals a police car, but his escape is thwarted when three police dogs lunge from the back seat. This ending is documented in Clue: The Storybook, a tie-in book released in conjunction with the film.
Carrie Fisher was originally contracted to portray Miss Scarlet, but withdrew to enter treatment for drug and alcohol addiction. Jonathan Lynn's first choice for the role of Wadsworth was Leonard Rossiter, but he died before filming commenced. The second choice was Rowan Atkinson, but it was decided that he wasn't well known enough at the time, so Tim Curry was eventually cast.
Mrs. White's famous "Flames" speech was improvised by Madeline Kahn.
A documentary about the movie is being made, including interviews already filmed with the director, writer, and several cast members including Lesley Ann Warren, Michael McKean, Colleen Camp, and Lee Ving.
I love Clue, it is one of my all time favorite films. In my top ten best films of all time at number #3 and just excellent.
Happy Halloween everybody.
The plot: Based on the popular board game, this comedy begins at a dinner party hosted by Mr. Boddy (Lee Ving), where he admits to blackmailing his visitors. These guests, who have been given aliases, are Mrs. Peacock (Eileen Brennan), Miss Scarlet (Lesley Ann Warren), Mr. Green (Michael McKean), professor Plum (Christopher Lloyd), Mrs. White (Madeline Kahn) and Col. Mustard (Martin Mull). When Boddy turns up murdered, all are suspects, and together they try to figure out who is the killer.
The film was produced by Debra Hill and the story was by John Landis.
In keeping with the nature of the board game, the theatrical release included three possible endings, with different theaters receiving one of the three endings. In the film's home video release, all three endings were included.
The multiple-ending concept was developed by John Landis, who claimed in an interview to have invited playwright Tom Stoppard, writer and composer Stephen Sondheim, and actor Anthony Perkins to write the screenplay. The script was ultimately finished by director Jonathan Lynn.
A fourth ending was filmed, but Lynn removed it because as he later stated, "It really wasn't very good. I looked at it, and I thought, 'No, no, no, we've got to get rid of that.'" In the unused fourth ending, Wadsworth committed all of the murders. He was motivated by his desire for perfection. Having failed to be either the perfect husband or the perfect butler, he decided to be the perfect murderer instead. Wadsworth reports that he poisoned the champagne the guests had drunk earlier so they would soon die, leaving no witnesses. The police and the FBI arrive and Wadsworth is arrested. He breaks free and steals a police car, but his escape is thwarted when three police dogs lunge from the back seat. This ending is documented in Clue: The Storybook, a tie-in book released in conjunction with the film.
Carrie Fisher was originally contracted to portray Miss Scarlet, but withdrew to enter treatment for drug and alcohol addiction. Jonathan Lynn's first choice for the role of Wadsworth was Leonard Rossiter, but he died before filming commenced. The second choice was Rowan Atkinson, but it was decided that he wasn't well known enough at the time, so Tim Curry was eventually cast.
Mrs. White's famous "Flames" speech was improvised by Madeline Kahn.
A documentary about the movie is being made, including interviews already filmed with the director, writer, and several cast members including Lesley Ann Warren, Michael McKean, Colleen Camp, and Lee Ving.
I love Clue, it is one of my all time favorite films. In my top ten best films of all time at number #3 and just excellent.
Happy Halloween everybody.
Hadley (567 KP) rated Heart-Shaped Box in Books
Jun 18, 2019
Unlikable characters (1 more)
Parts that weren't needed
Which one of us hasn't imagined being a successful rock star? The main character of this novel is an aging one, who has become the stereo-typical hard-ass that is expected of a death metal rock star. We begin with Judas Coyne, who hasn't made an album in years, and who is constantly running from his past- - -a habit he acquired when he ran away from home in Louisiana at the age of 19, and this is the problem that permeates Hill's 'Heart-Shaped Box.'
'Heart-Shaped Box' does a successful job of not only painting a picture of ghosts, but also of the spirits that reside in animals (like a witch's familiar), but the likable characters in this book are few and far between. Coyne treats women as objects(he literally only calls them by the State name they are from,such as Florida), and also ended his own marriage by refusing to throw away a snuff film he had obtained from a police. When the story begins, Coyne is shacked up with a young woman (nearly 30 years younger) he calls Georgia; she is described as a stereo-typical goth: black hair, black nail polish, pale white skin. This description of the women Coyne has been with seem to be about the same, but maybe a different hair color, but any other woman that is ever mentioned in the book is either very old or very overweight.
Coyne, a collector of all things dark, buys a dead man's suit that is supposedly haunted by a woman's deceased stepfather. Quite quickly things begin to happen after the suit arrives, including a decaying smell, first noticed by Coyne's 'girlfriend,' Georgia: " I know. I was wondering if there was something in one of the pockets. Something going bad. Old food." She makes Coyne take a look at the suit to see if there is something dead inside of it, but he never finds the source of the smell. Instead, he finds a picture of a young girl in one of the pockets, a girl that is very familiar to Coyne, a girl he once called 'Florida.'
Coyne doesn't seem to take any of the signs seriously that he may be haunted by a ghost that wants to harm him and anyone who comes in contact with him. Until Coyne finds himself sitting inside his restored vintage Mustang in a closed-off barn: " He snorted softly to himself. It wasn't selling souls that got you into trouble, it was buying them. Next time he would have to make sure there was a return policy. He laughed, opened his eyes a little. The dead man, Craddock, sat in the passenger seat next to him. He smiled at Jude, to show stained teeth and a black tongue. He smelled of death, also of car exhaust. His eyes were hidden behind those odd, continuously moving black brushstrokes."
Craddock turns out to be, without giving too much away, a man who was a spiritualist in his living life. He wants nothing but pain and misery for Coyne, who happened to kick his young step daughter to the curb a year before. The parts of the story that deal with both Coyne and Craddock interacting are the most interesting ones. Without these interactions, the story would have fallen very short.
That said, 'Heart-Shaped Box' had quite a few faults to it. Readers may notice that some pages contradict themselves on the very next page, Hill's overuse of Georgia's bangs (hair) as a description for all of her facial expressions, also Hill's habit of being repetitive with words that he uses to describe most things, the unbelievable part where Coyne- - - a collector of occult items- - - claims he has never used a Ouija board before (and lacks the knowledge of how to use one), and last but not least, chapter 34, a chapter that was not needed and completely stopped the story in it's tracks.
And speaking of things that were not needed in the story- - - a part where Georgia has a gun in her mouth, ready to commit suicide, Coyne can only think to remove the gun and replace it with his penis. I understand that Hill may have been going for unlikable characters from the beginning, to really have Coyne play the part of a jaded man, but sometimes Hill seems to go too far. Every book has to have a character to root for, otherwise your readers will put the book down, luckily, this book has Bammy; she is Georgia's grandmother, unfortunately, in less than 15 pages, she never appears in the story again. "You strung out? Christ. You smell like a dog." Bammy says to Georgia after she and Coyne show up at her home.
Is this book a good ghost story, yes, is this story a great horror story, no. Hill lacks on likable characters enough that I don't think a lot of people could enjoy this book. If I were to recommend it, I wouldn't recommend it to teenagers because of a much talked about snuff film, drugs and suicide. I don't think I would read this again.
'Heart-Shaped Box' does a successful job of not only painting a picture of ghosts, but also of the spirits that reside in animals (like a witch's familiar), but the likable characters in this book are few and far between. Coyne treats women as objects(he literally only calls them by the State name they are from,such as Florida), and also ended his own marriage by refusing to throw away a snuff film he had obtained from a police. When the story begins, Coyne is shacked up with a young woman (nearly 30 years younger) he calls Georgia; she is described as a stereo-typical goth: black hair, black nail polish, pale white skin. This description of the women Coyne has been with seem to be about the same, but maybe a different hair color, but any other woman that is ever mentioned in the book is either very old or very overweight.
Coyne, a collector of all things dark, buys a dead man's suit that is supposedly haunted by a woman's deceased stepfather. Quite quickly things begin to happen after the suit arrives, including a decaying smell, first noticed by Coyne's 'girlfriend,' Georgia: " I know. I was wondering if there was something in one of the pockets. Something going bad. Old food." She makes Coyne take a look at the suit to see if there is something dead inside of it, but he never finds the source of the smell. Instead, he finds a picture of a young girl in one of the pockets, a girl that is very familiar to Coyne, a girl he once called 'Florida.'
Coyne doesn't seem to take any of the signs seriously that he may be haunted by a ghost that wants to harm him and anyone who comes in contact with him. Until Coyne finds himself sitting inside his restored vintage Mustang in a closed-off barn: " He snorted softly to himself. It wasn't selling souls that got you into trouble, it was buying them. Next time he would have to make sure there was a return policy. He laughed, opened his eyes a little. The dead man, Craddock, sat in the passenger seat next to him. He smiled at Jude, to show stained teeth and a black tongue. He smelled of death, also of car exhaust. His eyes were hidden behind those odd, continuously moving black brushstrokes."
Craddock turns out to be, without giving too much away, a man who was a spiritualist in his living life. He wants nothing but pain and misery for Coyne, who happened to kick his young step daughter to the curb a year before. The parts of the story that deal with both Coyne and Craddock interacting are the most interesting ones. Without these interactions, the story would have fallen very short.
That said, 'Heart-Shaped Box' had quite a few faults to it. Readers may notice that some pages contradict themselves on the very next page, Hill's overuse of Georgia's bangs (hair) as a description for all of her facial expressions, also Hill's habit of being repetitive with words that he uses to describe most things, the unbelievable part where Coyne- - - a collector of occult items- - - claims he has never used a Ouija board before (and lacks the knowledge of how to use one), and last but not least, chapter 34, a chapter that was not needed and completely stopped the story in it's tracks.
And speaking of things that were not needed in the story- - - a part where Georgia has a gun in her mouth, ready to commit suicide, Coyne can only think to remove the gun and replace it with his penis. I understand that Hill may have been going for unlikable characters from the beginning, to really have Coyne play the part of a jaded man, but sometimes Hill seems to go too far. Every book has to have a character to root for, otherwise your readers will put the book down, luckily, this book has Bammy; she is Georgia's grandmother, unfortunately, in less than 15 pages, she never appears in the story again. "You strung out? Christ. You smell like a dog." Bammy says to Georgia after she and Coyne show up at her home.
Is this book a good ghost story, yes, is this story a great horror story, no. Hill lacks on likable characters enough that I don't think a lot of people could enjoy this book. If I were to recommend it, I wouldn't recommend it to teenagers because of a much talked about snuff film, drugs and suicide. I don't think I would read this again.
Kristy H (1252 KP) rated Little Wonders in Books
Mar 19, 2020
Quinn Barrett's mantra is about being perfect. But that all crumbles when she's caught on camera at the Little Wonders Preschool Halloween parade screaming at her young son, Hamilton, and destroying his (you guessed it) perfectly-created spaceship costume. As president of the Little Wonders board, a perfect mom, and a designer, Quinn supposedly has it all together. But when fellow Little Wonders mom Daisy McGulch captures her meltdown on her phone and it goes viral, Quinn's perfect life is over. As for Daisy, she's terrified that Quinn (and the other Little Wonders parents) will find out she's responsible for the video. She's having a hard enough time fitting in the posh New England town and Little Wonders world. Daisy, with her tattoos, blue hair, and love of cosplay, isn't exactly like the other moms. But then Daisy and Quinn find themselves thrust together--and soon--maybe even friends. What will happen if Quinn finds out what Daisy did?
"In dark moments, when Quinn Barrett looked back and analyzed what caused the destruction of her entire life, she should have known it would happen at the Little Wonders Preschool Happy Halloween Costume Parade (and Dance Party)"
This book started off incredibly slow for me. Though, in its defense, I was reading it while sick with the flu and not exactly in the reading mood (or in the mood for anything, really). It took me a long time to warm to Quinn and Daisy--they just weren't the type of characters you (well, me) immediately take to. And, really, I'm a tough sell on these "mom" type books. I know these horrible type of parents exist--and these snotty schools--but some of these people and their actions just seemed so over-the-top.
I'm glad I kept reading, though, because eventually Daisy and Quinn grew into full-fledged characters, even if some of the other parents remained crazy caricatures and stereotypes. Daisy is sweet and funny, with her love of pop culture, and Quinn is relatable, with her flaws and desire for perfection. The book captures a lot of the difficult elements of parenting; what parent hasn't felt alone and out of their depth at points?
There are some really humorous moments, and I liked Daisy and Quinn's friendship a lot. Some of the events seemed a bit transparent, but Daisy and Quinn's eventual growth and my need to root for them turned this into a 3.5-star read.
"In dark moments, when Quinn Barrett looked back and analyzed what caused the destruction of her entire life, she should have known it would happen at the Little Wonders Preschool Happy Halloween Costume Parade (and Dance Party)"
This book started off incredibly slow for me. Though, in its defense, I was reading it while sick with the flu and not exactly in the reading mood (or in the mood for anything, really). It took me a long time to warm to Quinn and Daisy--they just weren't the type of characters you (well, me) immediately take to. And, really, I'm a tough sell on these "mom" type books. I know these horrible type of parents exist--and these snotty schools--but some of these people and their actions just seemed so over-the-top.
I'm glad I kept reading, though, because eventually Daisy and Quinn grew into full-fledged characters, even if some of the other parents remained crazy caricatures and stereotypes. Daisy is sweet and funny, with her love of pop culture, and Quinn is relatable, with her flaws and desire for perfection. The book captures a lot of the difficult elements of parenting; what parent hasn't felt alone and out of their depth at points?
There are some really humorous moments, and I liked Daisy and Quinn's friendship a lot. Some of the events seemed a bit transparent, but Daisy and Quinn's eventual growth and my need to root for them turned this into a 3.5-star read.
Becoming a Marihuana User
Book
OG Kush. Sour Diesel. Wax, shatter, and vapes. Marijuana has come a long way since its seedy days in...
Kristy H (1252 KP) rated Our Little Secret in Books
Apr 12, 2018
Excellent, well-written suspense novel from debut author
"All love stories are crime stories and all crime stories, love. If you say that's not true, you're not looking properly. Perhaps when two people join, it's inevitable, the things they'll damage in each other." ~Angela to Novak*
Angela is being held for interrogation at the police station. Detective Novak wants only thing from her--to know where Saskia is. But Angela cannot comply; instead, she tells Detective Novak a story, one starting with her senior year, when she fell in love with a boy named HP. As she tells her tale, it becomes clear it is one of love, sadness, betrayal, and anger. Does Angela know where Saskia is? And can we trust her?
This was a really fascinating and different book, and it was so refreshing to read something that felt original and unlike so many of the suspense novels I've read lately. I will say upfront: Nay is an excellent storyteller, and I found this novel to be wonderfully written. Parts of this story actually hurt me to read, because it was so vividly told. I could so clearly picture the events unfolding and visualize this tale of teen love gone wrong.
I loved the idea that our entire book is Angela, trapped at the police station, telling the story of the last several years of her life to Detective Novak. It seems unconventional, and it is, but it worked well for me. It took the unreliable narrator trope to a different level, and it was so much better than the drunken, rambling, angry unreliable narrator that we see so often. Angela tells her tale of woe and bitterness to the Detective, with only minor interruptions as he provides some pieces of new evidence that occasionally cast doubt upon her viewpoints. As such, we are left to guess how truthful she is being with all of us. Every statement she makes is charged with double meaning. I found the entire thing to be incredibly compelling and oddly fascinating. I was completely hooked, madly flipping the pages to find out what happened next. Even more, I was amazed at how Nay created sympathy toward a character who wasn't all that likeable at times. I was rooting for her, even when I knew I probably shouldn't.
I felt this faltered only a little near the end, where I wasn't quite sure I was on board with everything, but it certainly wasn't enough to diminish my love of the novel. And the actual ending is excellent and basically redeemed it all. Overall, this was an excellent, well-written, suspenseful novel. Angela is a dynamic and complicated character who immediately draws you in with her narration. I was constantly second-guessing her as I read and found the entire novel to be incredibly powerful and satisfying. Apparently this is Nay's first book, which is even more impressive. Can't wait for the next one. Definitely worth a read! 4+ stars.
I received a copy of this novel from the publisher and Netgalley in return for an unbiased review (thank you!).
*all quotes from an advanced reader copy and subject to change
Angela is being held for interrogation at the police station. Detective Novak wants only thing from her--to know where Saskia is. But Angela cannot comply; instead, she tells Detective Novak a story, one starting with her senior year, when she fell in love with a boy named HP. As she tells her tale, it becomes clear it is one of love, sadness, betrayal, and anger. Does Angela know where Saskia is? And can we trust her?
This was a really fascinating and different book, and it was so refreshing to read something that felt original and unlike so many of the suspense novels I've read lately. I will say upfront: Nay is an excellent storyteller, and I found this novel to be wonderfully written. Parts of this story actually hurt me to read, because it was so vividly told. I could so clearly picture the events unfolding and visualize this tale of teen love gone wrong.
I loved the idea that our entire book is Angela, trapped at the police station, telling the story of the last several years of her life to Detective Novak. It seems unconventional, and it is, but it worked well for me. It took the unreliable narrator trope to a different level, and it was so much better than the drunken, rambling, angry unreliable narrator that we see so often. Angela tells her tale of woe and bitterness to the Detective, with only minor interruptions as he provides some pieces of new evidence that occasionally cast doubt upon her viewpoints. As such, we are left to guess how truthful she is being with all of us. Every statement she makes is charged with double meaning. I found the entire thing to be incredibly compelling and oddly fascinating. I was completely hooked, madly flipping the pages to find out what happened next. Even more, I was amazed at how Nay created sympathy toward a character who wasn't all that likeable at times. I was rooting for her, even when I knew I probably shouldn't.
I felt this faltered only a little near the end, where I wasn't quite sure I was on board with everything, but it certainly wasn't enough to diminish my love of the novel. And the actual ending is excellent and basically redeemed it all. Overall, this was an excellent, well-written, suspenseful novel. Angela is a dynamic and complicated character who immediately draws you in with her narration. I was constantly second-guessing her as I read and found the entire novel to be incredibly powerful and satisfying. Apparently this is Nay's first book, which is even more impressive. Can't wait for the next one. Definitely worth a read! 4+ stars.
I received a copy of this novel from the publisher and Netgalley in return for an unbiased review (thank you!).
*all quotes from an advanced reader copy and subject to change
Pitching and Closing: Everything You Need to Know About Business Development, Partnerships, and Making Deals That Matter
Alexander Taub and Ellen DaSilva
Book
Everything you need to build revenue-generating partnerships. Corporations have profited from strong...
Debbiereadsbook (1202 KP) rated Midnight Heist (Outlaws #1) in Books
Mar 1, 2021
Fabulous start to this series, and to Ms McIntyre's MM path. Keep em coming!
Independent reviewer for Archaeolibrarian, I was gifted my copy of this book.
Grif needs to infiltrate Dan Torres' company to ruin it. But one look at Dan and Grif knows he's all kinds of innocent, but equally dangerous. Dan knows there's something bad going on in his company, now he's taken over from his father, but the Board is all old men stuck with old opinions and old ways. When Dan finds out what Grif has planned, he sees it as a perfect way to get what he wants. But what happens after?
So! Ms McIntyre is a firm favourite with me, her paranormal books have been mostly 4 and 5 stars but I didn't much care for her Discord series. This one, though??
Brilliant! It really does hit THAT spot, you know? The one that you don't know needs hitting but when it does, it goes BOOM and you start to lose track of the time and the next thing you know, you've done sod all this afternoon but read a brilliant book!
The attraction between Grif and Dan is instant and powerful and burns bright and so freaking hawt throughout the book. They both they should NOT be doing this, but neither can stay away. They KNOW that this will lead them down a dangerous and, quite probably, deadly path but both of them are prepared to risk it. And they DO risk it, once it all comes out and everyone knows what's going on.
It's quite clear who the bad guy is at the company, what's not so clear is how far up it goes, how far it's spread and who else is involved. It's STILL not clear, to be honest!
I loved the team of Outlaws! Scarlet, especially. Sometimes, Scarlet is a she, and sometimes Scarlet is a he. I got a little confused at first, and thought it a typo, but when it happens a couple of times, I figured that's just Scarlet, you know? I loved how Dan and Leo, his best friend, slot so beautifully into the team. And maybe, just maybe, there are a few clues to whose story might be next. These guys are deadly, and they make no apologises for that, but what they do is get the bad guys and they do it the best way they how, from the inside out. Anyone who gets in their way, well, silly of them really!
I found myself waiting for the L word. I kept thinking, its-a-coming, any mintue now, and it doesn't and I LOVED that it doesn't! Grif and Dan aren't really the lovey-dovey sort. Oh, there is love here, it's quite clear from the things they feel for each other, don't get me wrong, but it's not VOICED and I think when they DO voice that word, its gonna be spectacular!
Fabulous start to this series, and to Ms McIntyre's MM path. Keep em coming!
5 full and shiny stars
**same worded review will appear elsewhere**
Grif needs to infiltrate Dan Torres' company to ruin it. But one look at Dan and Grif knows he's all kinds of innocent, but equally dangerous. Dan knows there's something bad going on in his company, now he's taken over from his father, but the Board is all old men stuck with old opinions and old ways. When Dan finds out what Grif has planned, he sees it as a perfect way to get what he wants. But what happens after?
So! Ms McIntyre is a firm favourite with me, her paranormal books have been mostly 4 and 5 stars but I didn't much care for her Discord series. This one, though??
Brilliant! It really does hit THAT spot, you know? The one that you don't know needs hitting but when it does, it goes BOOM and you start to lose track of the time and the next thing you know, you've done sod all this afternoon but read a brilliant book!
The attraction between Grif and Dan is instant and powerful and burns bright and so freaking hawt throughout the book. They both they should NOT be doing this, but neither can stay away. They KNOW that this will lead them down a dangerous and, quite probably, deadly path but both of them are prepared to risk it. And they DO risk it, once it all comes out and everyone knows what's going on.
It's quite clear who the bad guy is at the company, what's not so clear is how far up it goes, how far it's spread and who else is involved. It's STILL not clear, to be honest!
I loved the team of Outlaws! Scarlet, especially. Sometimes, Scarlet is a she, and sometimes Scarlet is a he. I got a little confused at first, and thought it a typo, but when it happens a couple of times, I figured that's just Scarlet, you know? I loved how Dan and Leo, his best friend, slot so beautifully into the team. And maybe, just maybe, there are a few clues to whose story might be next. These guys are deadly, and they make no apologises for that, but what they do is get the bad guys and they do it the best way they how, from the inside out. Anyone who gets in their way, well, silly of them really!
I found myself waiting for the L word. I kept thinking, its-a-coming, any mintue now, and it doesn't and I LOVED that it doesn't! Grif and Dan aren't really the lovey-dovey sort. Oh, there is love here, it's quite clear from the things they feel for each other, don't get me wrong, but it's not VOICED and I think when they DO voice that word, its gonna be spectacular!
Fabulous start to this series, and to Ms McIntyre's MM path. Keep em coming!
5 full and shiny stars
**same worded review will appear elsewhere**
Purple Phoenix Games (2266 KP) rated Mitropia in Tabletop Games
Apr 21, 2020
Have you ever had a crush on someone and just wanted to surround them with your presence? Too creepy? Okay, have you ever been at odds with your sworn enemies and learned to settle your differences by transporting yourselves to the plane of the gods to engage in a battle of strategic placement and enveloping in order to determine supremacy? Too specific? Well, the latter is the premise for the game Mitropia.
Mitropia is an area majority game that can end in several fashions. To setup your first game, please use the setup instructions in the rule book to form the playing area. However, the more you play, the more you might like to change it up and try out some wacky board formations. Every player receives a player mat featuring a tribe with different special abilities. They will each also receive the matching colored warrior tokens (and bag if present), cards from the two decks according to the setup in the rules. Each player will place their chieftan (two stacked warrior tokens) on the board. The game is ready to be played!
DISCLAIMER: We were provided a near-retail prototype copy of this game for the purposes of this review. These are preview copy components, and I know the final components will be a little different from these shown (upgrades!). Also, it is not my intention to detail every rule in the game – and the rules will certainly be tweaked from this version and the rules we used to play it. You are invited to download the rulebook from the publisher’s website, back the game through the Kickstarter campaign running April 16 – May 17, 2020, purchase it from your FLGS, or through any retailers stocking it after fulfillment. -T
Game play is relatively simple. Players are attempting to score points by occupying and/or surrounding terrain tiles. Some tiles are worth more points than others depending on tribe abilities and other factors. The game ends once there are no more legal plays, all players have passed, or a chieftan has been captured by an opponent. Points are then tallied and a victor is determined.
On a turn, a player will make a “move,” which is a strange term as the player is actually placing out a warrior token. The placement of the warrior is dependent upon a move pattern card that is showing on the player mat, or one from the player’s hand to be discarded. These move cards show where the warrior can be placed (like Onitama‘s movement cards). Move cards can be combined with special action cards to make interesting warrior placement upon the board. Again, the goal of the game is to encompass as much terrain as possible, and surround your opponents to capture their warrior tokens.
In addition to simply placing out new warriors to claim lands and surround opponents, using terrain types to their fullest is a strategy not to be ignored. Wormholes are teleport locations, and mountains are impassable. Using just these features can wreak havoc on unsuspecting opponents. Mountains can especially be brutal when being used as an obstacle to facilitate surrounding enemies. When you play Mitropia be warned: mind the mountains.
Play continues in turns until a win condition or game end condition has been met. The players tally points to declare a victor, and then setup to play again for the player will definitely want to play another.
Components. Again, this is a near-retail prototype copy, so the components are very close to what will be available and in each box upon a successful Kickstarter campaign. That said, these components are amazing! I told the publisher the day after receiving the game that I was very impressed with what was packed in the box. Now, I haven’t been able to Tetris the components back in the box and have the cover fit flush since I opened it, but what is inside the box truly is wonderful. The player discs are all nicely-painted wood bits. The player mats, cards, and terrain tiles are all great quality. The art on everything is super stellar, and I just love playing with everything! You know the feeling when you’re playing a game that just has that perfect tactile quality? That’s Mitropia. And this copy isn’t even upgraded!
So here are my thoughts on this beast. I have never played Go, and I’m not really sure I want to after having Mitropia in my hands. I probably will play Go sometime, but I can only picture myself wishing I had been playing Mitropia. There is just something about having special abilities and slight differences that really improves my enjoyment. I love being able to see my turns several rounds in advance, but then having to switch tactics because an opponent has thwarted my evil plan at the last moment. I love being able to sit and think about my plays. I do not suffer from analysis paralysis, and this is a caveat I have for the game – do NOT play with AP-prone opponents. There is a lot going on here and so many options on a turn. AP sufferers can just stare at the board frightened of playing the wrong move or deciding whether or not to play a special ability card. However, I think this is a fantastic game with an excellent theme overlaid. If you are looking for a thematic game of Go that looks beautiful, is colorful instead of boring, allows players to have special powers and abilities, card play similar to the award-winning Onitama, then you certainly owe it to yourself to give a look at Mitropia. Please head over to the Kickstarter campaign that ends May 17, 2020 and check it out to learn even more and see what others are saying about it. I will be guarding my copy like you wouldn’t believe.
Mitropia is an area majority game that can end in several fashions. To setup your first game, please use the setup instructions in the rule book to form the playing area. However, the more you play, the more you might like to change it up and try out some wacky board formations. Every player receives a player mat featuring a tribe with different special abilities. They will each also receive the matching colored warrior tokens (and bag if present), cards from the two decks according to the setup in the rules. Each player will place their chieftan (two stacked warrior tokens) on the board. The game is ready to be played!
DISCLAIMER: We were provided a near-retail prototype copy of this game for the purposes of this review. These are preview copy components, and I know the final components will be a little different from these shown (upgrades!). Also, it is not my intention to detail every rule in the game – and the rules will certainly be tweaked from this version and the rules we used to play it. You are invited to download the rulebook from the publisher’s website, back the game through the Kickstarter campaign running April 16 – May 17, 2020, purchase it from your FLGS, or through any retailers stocking it after fulfillment. -T
Game play is relatively simple. Players are attempting to score points by occupying and/or surrounding terrain tiles. Some tiles are worth more points than others depending on tribe abilities and other factors. The game ends once there are no more legal plays, all players have passed, or a chieftan has been captured by an opponent. Points are then tallied and a victor is determined.
On a turn, a player will make a “move,” which is a strange term as the player is actually placing out a warrior token. The placement of the warrior is dependent upon a move pattern card that is showing on the player mat, or one from the player’s hand to be discarded. These move cards show where the warrior can be placed (like Onitama‘s movement cards). Move cards can be combined with special action cards to make interesting warrior placement upon the board. Again, the goal of the game is to encompass as much terrain as possible, and surround your opponents to capture their warrior tokens.
In addition to simply placing out new warriors to claim lands and surround opponents, using terrain types to their fullest is a strategy not to be ignored. Wormholes are teleport locations, and mountains are impassable. Using just these features can wreak havoc on unsuspecting opponents. Mountains can especially be brutal when being used as an obstacle to facilitate surrounding enemies. When you play Mitropia be warned: mind the mountains.
Play continues in turns until a win condition or game end condition has been met. The players tally points to declare a victor, and then setup to play again for the player will definitely want to play another.
Components. Again, this is a near-retail prototype copy, so the components are very close to what will be available and in each box upon a successful Kickstarter campaign. That said, these components are amazing! I told the publisher the day after receiving the game that I was very impressed with what was packed in the box. Now, I haven’t been able to Tetris the components back in the box and have the cover fit flush since I opened it, but what is inside the box truly is wonderful. The player discs are all nicely-painted wood bits. The player mats, cards, and terrain tiles are all great quality. The art on everything is super stellar, and I just love playing with everything! You know the feeling when you’re playing a game that just has that perfect tactile quality? That’s Mitropia. And this copy isn’t even upgraded!
So here are my thoughts on this beast. I have never played Go, and I’m not really sure I want to after having Mitropia in my hands. I probably will play Go sometime, but I can only picture myself wishing I had been playing Mitropia. There is just something about having special abilities and slight differences that really improves my enjoyment. I love being able to see my turns several rounds in advance, but then having to switch tactics because an opponent has thwarted my evil plan at the last moment. I love being able to sit and think about my plays. I do not suffer from analysis paralysis, and this is a caveat I have for the game – do NOT play with AP-prone opponents. There is a lot going on here and so many options on a turn. AP sufferers can just stare at the board frightened of playing the wrong move or deciding whether or not to play a special ability card. However, I think this is a fantastic game with an excellent theme overlaid. If you are looking for a thematic game of Go that looks beautiful, is colorful instead of boring, allows players to have special powers and abilities, card play similar to the award-winning Onitama, then you certainly owe it to yourself to give a look at Mitropia. Please head over to the Kickstarter campaign that ends May 17, 2020 and check it out to learn even more and see what others are saying about it. I will be guarding my copy like you wouldn’t believe.