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The Wolf Den
The Wolf Den
Elodie Harper | 2021 | History & Politics
9
9.0 (1 Ratings)
Book Rating
(As you may expect from the subject matter of this book, I am highlighting trigger warnings of rape, sexual abuse, violence, slavery and suicide.)

“May I know love’s power, if never its sweetness.”

The Wolf Den is a magnifying glass into the world of Pompeii’s prostitutes: forgotten women who are owned and controlled by both men and society. This no-holds-barred novel follows Amara, a beautiful and educated doctor’s daughter who was enslaved after the death of her father and now is a she-wolf, a prostitute in Pompeii’s largest brothel, The Wolf Den.

Elodie Harper’s novel is told entirely from Amara’s perspective. This gives our main character a rare sense of power, the power to provide names to these previously nameless women and to make the reader care for these women, becoming entirely invested in their story. Alongside Amara; Dido, Victoria, Cressa, Beronice and Britannica experience violence, desperation, pain and loss but also highlight the power of friendship. This is not an easy read at all but Harper’s characters are so captivating it was impossible to put this book down.

Amara herself is such a complex character: she has an overwhelming amount of inner strength as she accepts her fate as a slave. At times this is heart-breaking when you gain glimpses of her previous life but accepting her fate does not mean Amara ever stops striving for freedom. She may have to change her idea of what happily ever after consists of but Amara will never stop working towards it, no matter the cost.

By no means is Amara perfect, there are definitely some questionable actions by our protagonist. However, Harper paints the she-wolves lives so acutely and tragically that the reader can never blame Amara: we don’t always agree with her actions but you can see that she has to protect herself because she literally has no one else to do it for her.

Amara is also clever, sometimes too clever for her owner Felix who is quick to punish her for speaking out of turn. However, once Amara proves that her previous education can be profitable, Felix is on board, taking Amara down a new path and raising the reader’s hopes of a happy outcome for our favourite she-wolf. This is a credit to the characterisation within this novel: that as the readers witness possible happy endings being ripped away, our sheer desperation increases with Amara’s.

Despite her fascinating characters, Elodie Harper does not rest on her laurels and completely immerses her readers in the landscape of Pompeii. From the filthy cobbled streets to the graffiti to the shops, inns and sellers in the forum, everything is described in the most magnificent historical detail.

Harper also entrenches her characters in the class system, whereby a customer of a higher social status is often a target but seemingly out of reach for the she-wolves: a lower class of man is easy to attract but can often be violent. And love? Well that is just a fantasy!

Initially I have to tell you that I was slightly disappointed by the ending of The Wolf Den: the chapters leading up to the finale were so emotional and action-packed that the final lines almost fell flat. HOWEVER, this was all turned on its head when I was told The Wolf Den is merely the first in a trilogy! Now that I know Amara will be back I am eager to see what else she has in store for us.

Thank you to Netgalley for the opportunity to read this e-ARC in exchange for an honest review.
  
House of X/Powers of X
House of X/Powers of X
8
8.0 (1 Ratings)
Book Rating
I regret that it took me almost a month to finish my re-visit of HoX/PoX, but it did. And, not because the book sucked (COVID-19's mandatory "Stay-at-Home" shit starts to grate on the nerves, y'know?)! ANYWAY...
***
Say what you want about Marvel and their annoying reboot kerfuffles, but this whole "Dawn of X" that Jonathan Hickman is helming? FUCKING BRILLIANT, okay?!!? I swear to ya, the X-books haven't been this exciting or even remotely relevant in about twenty years! And as some who's been reading the X-books since the late 70's (yeah, I'm THAT old!), you can be sure that means something!

I have been bored with Wolverine's character the last handful of years. Other than the film LOGAN, I thought his character was overused and something of an ass, if I have to be honest. However, here? Holy crow, I am digging the ol' canucklehead again! Thank you, Mr. Hickman!

And I am going to keep this next bit Spoiler-free, just in case there is anyone reading this review and they have not yet finishing a'readin' it... Who knew [SPOILER-FREE] was a frikkin' mutant?! Again, I am a reader of the X-Men since the late 70's, but I still never had an even inkling that they were a mutant! And the way it was all presented? EPIC! I wanted to hate it, because it sounded so frikkin' trope-ish, without any redemptive potential! None of us likes to be proven wrong, but in this, yeah, I'll take it! Hickman did a smashing job with this plot point, one in which I am apt to conclude that when "Dawn of X" reaches its pinnacle (whenever this is.. <u>Thanks, COVID!!</u>), it's gonna come back around and it's a'gonna pack one hell of a punch!

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And I am fairly certain that what I am about to say is not going to be a spoiler, as I feel this has been true for some time now, but good Lord, Professor X is a dick! He is playing chess, with a board in his head that only he knows of, and anyone who is close to him gets relegated to "pawn status"!

I totally get where he, Erik (Magneto) and [SPOILER-FREE] are working towards with the whole mutant-nation of Krakoa, I truly do! But, with Xavier keep his hand of cards close to his chest, it seems sketchy at best! While we have seen Xaviers in past X-books where he wasn't as good as we thought, but it got old hat, y'know? Here? Yeah, I'm in for the long haul, as I am curious where this is all going to go and I suspect it's not going to go well as far as Xavier is concerned!

And amaz-a-balls as Hickman is with all this, it would be so unbecoming of me if I didn't address the fab art on both series! We had Pepe Larraz on HoX, while R.B. Silva handled the art for PoX. And let me tell ya, both of them did bang-up jobs, really bringing the icing for two already outstanding "cakes"! Bravo, gentleman, bravo!

So, time to wrap this up.. If you have any vested interest in all things mutant-related and have felt severely disappointed in the way things have been handled for the last twenty years plus, then you sincerely owe it to yourself to read this book! Worse case scenario? You're a closed-minded S.O.B., like I used to be, and there's just no pleasin' yer ass!

Peace. y'all!
  
Ant-Man and The Wasp: Quantumania (2023)
Ant-Man and The Wasp: Quantumania (2023)
2023 | Action, Adventure, Fantasy, Sci-Fi
Middle of the Road Marvel
The good news for long-time, hard core Marvel Cinematic Universe fans is that the next “big bad” in the Marvel Cinematic Universe has been unleashed and we will now get to see “Kang The Conqueror” (in his permutations) battling our heroes for the foreseeable future.
The bad news is that for casual fans – and folks that are just plain tired of the MCU – things are going to get more complex and convoluted as the MCU heads deeper into the “Comic Bookiness” of their source material.

Such is the case with ANT-MAN AND THE WASP: QUANTUMANIA, the 3rd standalone Ant Man film starring Paul Ruud, Evangeline Lilly and Michael Douglas. It is a very “Comic Bookie” film in that it takes the audience to the “Quantum Realm” and all the quirky characters and locations therein.

Director Peyton Reed (who helmed the previous 2 Ant-Man films) leans into this “Comic Bookieness” in that he accents the weird and bizarre and creates comic-book-like panels on the images on the screen. Consequently, this makes the film interesting to look at, but for the most part, there is not much substance under the surface.

For their part, Ruud, Lilly, Douglas, Michelle Pfeiffer (returning from the 2nd Ant-Man film) and newcomer Kathryn Newton (taking over the role of Ruud’s daughter, Cassie) are game in what they are asked to work with and react to (mostly to a green screen with CGI filled in later) and they all are winning (enough) presences on screen to spend a very enjoyable time with.

Jonathan Majors is on-board as Kang the Conqueror (a version of him was seen at the end of the first season of the Disney+ series LOKI) and he brings his considerable acting chops, gravitas and weight to the proceedings. He is a force to be reckoned with which was apparent from almost the first time he commanded the screen in this film. It will be interesting to see where he takes things from here.

The problem with this film is that it is (mostly) style with very little substance. Necessarily, the plot drives a more dramatic, darker theme to this Ant-Man film than in previous outings and the film suffers because of it. One of the charms of the Ant-Man films is that Director Reed was able to lean into the inherent goofiness of Paul Ruud and the absurd idea of him being able to shrink. That quirkiness and sense of fun is gone – as are regular characters played in the past 2 films by the likes of Bobby Canavale, Judy Greer, Randall Park (who has a blink or you’ll miss him cameo) and (most egregiously) Michael Pena.

What they are replaced by are some quirky “Quantum Realm” characters – most of whom are CGI and are voiced by some very good voice performers – it just doesn’t hit the same, since the overall theme is darker. Katy M. O’Brian and William Jackson Harper (who is rounding into a very intriguing performer) bring gusto to their roles as a few members of the Quantum realm, which helps pick up the sagginess of this film, but not enough. Not even a Bill Murray appearance can elevate this film to something funner than it is.

All in all a “fine” entry in the Marvel Cinematic Universe – and one that will remind you very much that you are watching a film based on Comic Book characters – but it falls squarely in the middle of the MCU entries...a catalogue of which is becoming very deep (maybe too deep), indeed.

Letter Grade: B

7 stars (out of 10) and you can take that to the Bank(ofMarquis)
  
Posthuman
Posthuman
2015 | Adventure, Dice Game, Exploration, Fighting, Science Fiction
So many storytellers have attempted to predict, or at least depict, the future of humanity. Many assert that a cataclysmic event will trigger some dark post-apocalyptic culture of humanity’s last breath on Earth. Others would have us fleeing to the stars to colonize and begin our species anew. But what if the former was correct and instead of becoming X-Men humans would rapidly mutate and become… something else entirely?

Posthuman is set in that dark post-apocalyptic horrorscape and is an exploration adventure game with character upgrading and dice-driven combat. The twist here is that humans are trying to escape the mutant creatures to The Fortress, a safe haven for all, but once infected may turn mutant and also turn on the party to prevent that glorious end. In this review, however, I will be playing through the solo rules, and they do not have players turning into mutants during the game. Bummer, eh?

DISCLAIMER: We are using the Kickstarter Deluxe version of the game. We do have the Defiant expansion from the KS campaign, but will not be using it for this review (I don’t think). Also, we do not intend to cover every single rule included in the rule book, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy from the publisher directly or from your FLGS. -T


To setup consult the rulebook, as there are so many decks of cards and character setup steps that need to happen that I just cannot detail here. Once setup your play area will look something like the photo below. Once setup is complete you are ready to begin your journey to The Fortress.
Posthuman is played over a series of rounds until the player wins or loses. The only way to win is to enter The Fortress before the Event deck runs out, and obviously the only way to lose is to run the Event deck out of cards or become a mutant by suffering five scars.

A round consists of several phases. The first phase is Event Resolution. The player will flip the top Event card and resolve its text. These Events could be a one-shot bad (or good) thing for the player, or may be an ongoing Seasonal Event that will stay in play until another Seasonal Event is drawn.

After the Events, characters will need to Eat to survive. Characters will be able to forage for food in a subsequent phase, but know that food is very important and if characters go too long without eating they will be suffering penalties of their Health and Morale.

Once fed (or starved, I suppose), the player will Declare an Action from the following: Camp, Forage, Scout, or Move (in multiplayer there is an additional action as well). To Camp players will forego any other action to heal their character. When a character Forages they will flip the current tile’s marker to show it may no longer be foraged and draw a Supplies card to see what supplies they will be able to gather. These could be more food tokens, ammo, equipment or weapons. To Scout a character will draw terrain tiles equal to the number of exits shown on their current terrain tile. The player will place the tiles however they want and this will provide insight into future locations and what they may hold. Lastly a player may Move into a connected terrain tile and begin having encounters upon it.

Most of the action in Posthuman comes as a result of having encounters on terrain tiles. Depending on where the character meeple is located on the Central Board track encounters will be drawn from the level one, two, or three decks and encountered immediately. Most of the encounters are combats, and I could write another whole post on combat, but I will spare you the details and merely say that combat is very involved and encompasses many steps to resolve. At the end of the combat a character may receive the encountered creature card as a VP trophy to be spent later on upgrades. The VP card may also instruct the player to move the meeple one space closer to The Fortress on the Central Board track. The other type of encounter card presents choices for the player to make or stat tests to overcome via die rolls.


Play continues in this fashion until the player wins by reaching The Fortress, or by losing to the forces set against them.
Components. This box is chock FULL of components and they are all super high-quality and enjoyable to play with. I do have a couple issues with some bits. Firstly, the player boards are quite small, and the tracking cubes are not meant for big meaty paws at all. Similarly, the tracking chits to be used for stats on the player board are flimsy and don’t really stay in place too well. Also the game comes with two different shades of gray player meeple colors and NOT a purple option. Shame! Shame! Shame!

When all is said and done Posthuman delivers an exciting experience on the table for a solo player and indulges the player’s need to roll dice on the regular. Just me? Didn’t think so. The combat is great, but I found myself discarding more enemies than defeating in some games and that is quite annoying. One game I refused to Scout at all and that totally bit me in the booty. So Scout, y’all.

Just know that playing this solo is NOT a cakewalk at all. I watched a playthrough video where the host won the game but nearly every roll of the die was favorable and every combat successful. Even still, she nearly ran out of time and lost the game. So games really can come down to the wire. Now, I haven’t really gotten very close to winning yet, but my day is coming!


I like this one a lot, and will certainly be going back to it for my solo plays. I have been playing some really great solo games lately, and I am very thankful for that. Posthuman, however, I don’t think will get much multiplayer action at my house. The rules are plentiful and the people I normally game with do not enjoy rules-heavy games. Similarly, I don’t think the theme is for everyone. I dig it, but different strokes and all. If you are in the market for a new (to you) game that can be played solo or multiplayer with an interesting theme and is pretty difficult, look up Posthuman. Just stay away from the mutants. These do NOT want to recruit you to their school for gifted people.
  
Illumination
Illumination
2021 | Medieval
Ancient Medieval books. We all love ’em, right? Full of bright beautiful pictures of angels fighting demons, knights fighting dragons, dogs fighting squirrels(?), and monks fighting armed bunnies?? Hey, what’s going on here? Okay, I have played enough Alf Seegert games to know that everything comes with a hint of quirk, but now I need to pore through my non-existent collection of old tomes to find instances of monks warding off sword-brandishing rabbits. Ohhhhh, maybe this is about children’s books! Man, times were weird back in the day.

Illumination is a game about two monks who are tasked with illuminating the pages of manuscripts with drawings in the hopes of becoming the next head of the Scriptorium: The Scriptmaster, one might say. However, one of the monks gets a little itch and begins to draw irreverent subjects, like demons, dragons, and such. Which monk will earn the made-up-by-me title of Scriptmaster? Guess you will have to play to find out.

DISCLAIMER: We were provided a copy of this game for the purposes of this review. This is a retail copy of the game, so what you see in these photos is exactly what would be received in your box. I do not intend to cover every single rule included in the rulebook, 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 online or from your FLGS. -T


As with many games that are well endowed with components, setup can be a bit of a task. The game will be focused around a few main areas. First, the three manuscript pages are placed on the table in any orientation, with the purple wild Drollery tiles placed on one text box on each page. The Monastery mat is placed nearby as well, with the Abbot pawn randomly placed on a blank station. This pawn will be moved around the map during play to determine which rituals may be performed at any one time. Each player will have their own player mat, upon which will be placed their starting gold (1 for the Reverent player and 5 for the Irreverent player), as well as their starting nine Illumination tiles. The rules mention separating all the Illumination tiles into stacks of three, choosing three of these stacks to flip over and place on the play mat without altering the order. This is very important to keep the tiles in their randomized order. The remainder of the tiles are to be placed nearby in stacks of three. Each player is dealt one starting Scriptorium card and a random Crusade card that will offer bonuses at the end of the game. Once all setup, the game may begin with the Reverent player’s turn.
On a turn, the active player will choose from their mat one row or column of three tiles to be played. They take the three tiles and place them upon one of the three book pages on the table, in the margins. From there the player can choose any tile from the margin to place onto the page in any order they wish, upon any quill icon they choose (except for coin tiles – those simply grant two coins immediately). If the tile is placed on a quill of a matching color to that of the tile, the player will immediately collect one coin and place it on the player mat. If the tile is placed on a quill and orthogonally touches a tile of the matching color, the player then collects a Ritual token of the same color. These Ritual tokens are used in sets of three, four, or five in order to earn VP for end of game scoring. Each purple Drollery tile is wild for the purpose of placement and Ritual token collection. Each tile placed will collect its earnings immediately, and any coins earned may be spent immediately as well.

A player may use coins for several purposes throughout the game: move a tile from the margin of one book to the margin of a different book, move the Abbot one space along the track for Ritual purposes, or to draw a Scriptorium card. The other resources are Ritual tokens, and may be spent during the turn as well. In order to spend these, the Abbot must be on the matching location on the Monastery board, and the player may spend three, four, or five matching tokens to perform the Ritual. They discard the tokens, place one of their cubes upon the appropriate icon on the Monastery mat for VP at game end.

At any time during the turn Scriptorium cards may be played. These are very special cards that allow the player to complete certain actions that break the normal rules. This could be a free movement of the Abbot, or switching places of two tiles on the player mat, or even banishing one of the opponent’s tiles to another book entirely.

Why mention the battles in the intro if they are not part of the game? They are. Once opposing foes are placed orthogonally from each other, and all involved tiles are completely enclosed by other tiles or board obstacles, a Bounded Battle will begin. Battles are simple to resolve as it requires players to count the number of combatants on both sides and whichever side has more forces wins the battle. The winner places their cube on the appropriate battle card near the Monastery mat, and the loser gains coins equal to the number of their tiles lost to battle. Tiles that are lost are simply flipped to its opposite side.


Play continues in this fashion of players choosing and placing tiles, drawing and using Scriptorium cards, performing Rituals, and resolving Bounded Battles until both players pass their turn. The game is then over and VP counted in all their places around the play area. The player with the most points becomes the next Scriptmaster Flex and is able to enhance or defile as many manuscripts as they like!
Components. This game has a lot of components, but they are mostly cardboard tiles, cardstock cards and mats, and wooden cubes. The quality is all very fine, as to be expected with Eagle-Gryphon games. The art, for me, is the biggest drawback of the game. I UNDERSTAND why it looks the way it does – in trying to stick with a Medieval manuscript theme some decision were made on the style. It just doesn’t vibe with me. I took a look at the new edition of The Road to Canterbury, by the same designer and publisher, and loved the look of it. I REALIZE that the tiles are supposed to be not only reminiscent of the art style of that time period, but also imaginations of monks and their doodles, but it’s just not for me. I do like the looks of everything else except the art on the tiles, and when that’s the majority of the components I am looking at, I sigh a little. I am absolutely no artist, and I can acknowledge that the art presented is very good and in line with the theme. Oh well.

The game play is very solid, and I do like it quite a bit. Everything makes a lot of sense as to why you are doing the actions, and the most difficult thing to comprehend the first time through is the Bounded Battles. You see, battles don’t immediately happen when you pit one foe against another. In fact, all tiles engaged need to be surrounded by other tiles or battleground obstacles before battle can begin. This allows both sides to add more tiles to help sway the balance of power, and can get a little confusing for some players. Not ME, of course, but SOME players (ok it was totally me the first time through). I am thankful that resolving the battles are pretty simple, and winning battles gives the victor a cool five points.

Other aspects I really enjoy are the Scriptorium cards and the Rituals. Again, the Scriptorium cards can be drawn for two coins during the game and can provide excellent rule-breaking choices to the players. Any time a game has cards that bend the rules, I generally am a fan. The Rituals are merely tokens that are collected and then turned in for points. This doesn’t necessarily sound that interesting until I reveal that a player board only has space for seven items: Ritual tokens AND coins included. So a player may be stacking up coins, and not have space for Ritual tokens or vice versa. Hard choices need to be made sometimes, but to help with that Ritual tokens can also be used like a coin, but not the other way around. So there is no buying Ritual tokens. Having that restriction of seven items on hand is a really nice touch, and makes each turn important.

So all in all I enjoyed my plays of Illumination. I have yet to try the solo version that is included, but I will soon. I feel that of the two Medieval series games I have played I prefer The Road to Canterbury, but I do like the different feel of Illumination. Having a solo mode is also very attractive to me because my wife and I do not always have matching schedules where we can game together. I like Illumination for the actual gameplay, but the art is a turn-off for me. Purple Phoenix Games gives this one an irreverent 4 / 6. If you are looking for something a little different that features some interesting game play, tons of choices, yet is restrictive as well, take a look at Illumination. Try not to complete too many wine and candle rituals though. Those two things don’t mix very well in my experience.
  
Tales of Evil
Tales of Evil
2020 | Adventure, Horror, Miniatures, Murder & Mystery
It is no surprise that following the enormous success of Netflix’s “Stranger Things” that creators would begin developing ideas borrowed from the show’s setting or characters. Of course we have seen games in this “80s kids Goonie-esque adventure game” genre before, and I have to say that I love the setting. When I saw the Kickstarter campaign for Tales of Evil I was immediately drawn to it. Did my investment pay off or is this one a gnarly bust?

Tales of Evil is a cooperative, horror, storytelling, adventure game that uses a unique new “Fusion System” throughout the game. Players will be taking on personas of kids from the 1980s who belong to a club named “Pizza & Investigation.” I do not wish to reveal too much in this review, so I will be covering this as a Solo Chronicles using one character going through the introductory tutorial mission.

DISCLAIMER: We are using the Kickstarter Deluxe version of the game. We do have the expansions from the KS campaign, but will not be using those for this review. Also, we do not intend to cover every single rule included in the rule book, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy from the publisher directly or from your FLGS. -T


To setup, well, just follow the setup instructions in the rulebook. There’s too much for me to explain here. For one character playing the tutorial scenario, the game setup should look similar to what is pictured below. Maybe. The rulebook does not specifically state WHERE each item should be placed, so players will have ultimate freedom to setup items where they see fit to be most efficient for themselves.
Players in Tales of Evil will have no real “turn structure” as most games do, because all players will be adventuring together as a group. So characters will be moving as a group and never splitting the party (RPGers breathe a sigh of relief… maybe). However, as with many adventure games of this style, once players explore into new areas certain markers will placed on the board (Clue, Darkness, Mystery, Search, etc). These markers signify different actions that can be taken, or entrances to areas that are blocked or found, or something that could be traced from one area to another. The leader of the group for the time being is in possession of the Walkie-Talkie and will make all final decisions for the group after any discussion (for solo players, it is just a nice prop). Usually searching for items will result in a card draw and upon the card will be a test to pass using the stats on the player character mat to roll dice for successes. Of course, the other side of that are horrible losses as well.


Players will be traipsing through the area and reading passages from two actual books: the Story Book and the Event Book. Most of the action happens in the Story Book and it will guide players through the story and once choices are made or tests succeeded/failed, the book will instruct players what to do next and to which section to turn to further the story (a la Tales of the Arabian Nights). The game continues in this fashion until the story ends with victory or defeat.
Components. Why yes, that is a real spoon in the photo above. No, it does not come with the game. I will explain in a bit. The components in this game are great. Each character has their own mat for organization, action cards, equipment cards, and status cards that dictate the difficulty of the game and how the character degrades over time in the horror-filled mission. Some components are even glow-in-the-dark! A nice touch, but certainly unnecessary. I find everything to be wonderful quality, even the cards that are kind of polarizing on the KS comments are nice (people are complaining that they are not linen-finished, but I believe the publisher made the right call to make them matte finished if the linen obscured the look and art on them). Thumbs up for components from me.

I wanted to wait until my final thoughts to explain the whole “Fusion System” that is in play here. Tales of Evil uses the catchphrase, “You will get into the game and the game will get into you!” Now, I’m not sure exactly how this game is getting into me, but I’m certainly digging the game and this Fusion System. You see, some cards (in the tutorial, remember, so I’m not really giving much away here) will give players 60 seconds to grab a kitchen spoon for some benefit and a debilitation if they are unable to find one – hence the spoon in my photos. Another card relies on the character (and also then the player) removing their shoes. Still yet another deals with fire or people smoking in the vicinity. If there is fire nearby in real life, it affects the effects of the card drawn. It’s ingenious and I love every little bit of it! I can’t wait to see how the Fusion System will work in this game more and how it can be applied to other games in the future.

All in all I love everything about Tales of Evil. The setting is great, the Pizza & Investigation kids are awesome, and the game itself is incredibly engaging and makes you really think about the choices you make within. Perhaps the haunting feeling of doubting some choices is how the game gets into you, because I did find myself wondering what would have happened had I chosen a different course for some instances. I am very drawn to this game and I want to tackle all of the scenarios. Even solo! And another great thing about Tales of Evil is the fact that a player (or players) can join a game already in progress! So if I am exploring solo and my wife decides she wants to hop in, she just grabs a character mat, sets up the character, and dives right in with me. I LOVE games like that. So versatile.

While I should probably stop gushing at this point I just can’t. This game is so much fun and worth every penny spent on it. I implore you, if you are a fan of exploration adventure games in this vein you definitely need to snatch up a copy whenever you see one. And if you love it as much as I do let me know. We can swap adventure stories.

Oh did I mention the designer is even created a way for us normies to create our own scenarios and upload them to other Tales of Evil players? Yeah, I’m fascinated by that as well…
  
Enola Holmes (2020)
Enola Holmes (2020)
2020 | Adventure, Crime, Drama
A Winning (enough) combination
I'm a sucker for Sherlock Holmes. I grew up watching the fantastic black and white Holmes films from the 1940's starring Basil Rathbone and Nigel Bruce. I checked out '70's Holmes flicks like MURDER BY DECREE and the 7 PERCENT SOLUTION and then re-fell-in-love with Holmes with the Jeremy Brett BBC SHERLOCK HOLMES TV series of the 1980's and, of course, Benedict Cumberbatch's modern take on the master sleuth in the 2000's was "must see TV" for me. I was even on-board with Robert Downey Jr's. "take" on this iconic sleuth and was thrilled when Sir Ian McKellen portrayed an elderly Sherlock Holmes in MR. HOLMES.

So...I eagerly awaited the Netflix treatment of the "younger" sister of Sherlock Holmes in ENOLA HOLMES -and, I gotta say, I wasn't disappointed.

Based on the Young Adult series of novels by Nancy Springer, ENOLA HOLMES introduces us to the (heretofore unknown) younger sister of Sherlock and Mycroft Holmes. Raised by a fiercely independent mother in the late 1880's, Enola goes searching for her when she goes missing and gets mixed up in the "The Case of the Missing Marquess" along the way.

Millie Bobbie Brown (STRANGER THINGS) is a winning, charismatic (enough) performer as Enola. She is a steady and sure hand at the helm of this ship throughout the course of this 2 hour and 3 minute adventure. While I would have liked her to command the screen more with her presence, she does enough to make it a good, solid, effort.

The supporting cast is just as good. Helena Bonham Carter (FIGHT CLUB) is perfectly cast as Enola's (and Sherlock's and Mycroft's) mother - she has that fierce streak of independence and "don't mess with me" energy while carving her own path. She is the type of character that one would go looking for if she went missing. Sam Claflin (HUNGER GAMES: CATCHING FIRE) is finely unrecognizable (at least to me) as Mycroft - written in this piece as the more "traditional" of the Holmes family and Henry Cavill (MAN OF STEEL) brings a strong arrogance to his portrayal of Sherlock. He also brings something else - heart - to this character, a character trait that has "traditional" fans of this character up in arms. For me, it works well in the context of this film.

As for the film itself - it is good (enough). I found myself enjoying the mystery and the characters and enjoyed my time in this world. It's not anything new, but it's like putting on a pair of old shoes - comforting to wear.

This is an adaptation of the first book of the series, and I, for one, hope that there are more. It's a winning combination that was pleasant to watch.

Letter Grade: B+

7 1/2 stars (out of 10) and you can take that to the Bank(ofMarquis)
  
Tales &amp; Games: The Hare &amp; the Tortoise
Tales & Games: The Hare & the Tortoise
2011 | Animals, Book, Card Game, Kids Game, Racing
I don’t know if I approve of the box art where the Tortoise is smashing the head of the Hare while throwing peace signs, but other than that, this is a cute little game of betting, racing, and a pinch (hear that, Tortoise? A PINCH!) of take-that. Read on to learn how this game has fared in my collection.

We all know the story of the Tortoise and the Hare, where quick but cocky Hare naps during the race while “Slow and steady wins the race” Tortoise passes him and ultimately does, in fact, win the race. From what I remember of this story, it was a race between the Hare and the Tortoise. However, in this little bookbox game our titular heroes are joined in the rematch race by Wolf, Lamb, and Fox. Who do you think will win this silly race? Place your bets!

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

The winner of Tales & Games: The Hare & The Tortoise (which I will try not to write again) is the player who can get their favored characters across the finish line first. This is accomplished throughout the game by players throwing cards on their turn to help characters jockey for position. Each character has a special ability to help them achieve victory, and utilizing these abilities at just the right time could mean the difference between the podium or the port-a-potty.

To setup, build the race track using the provided tiles in any fashion you prefer. Place the Start tile, the Finish Line, and the winner’s podium in their places, set out the character animeeples, and deal each player a secret betting card (with the starball on the back). These cards will dictate who you want to win the race. Deal each player seven cards from the checker board backed deck, and have each player choose one of the dealt animals as their secondary choice for the race. You are now ready to play.

On a player’s turn they will play any 1-4 cards they want provided the set of cards played feature the same animal. This will continue around the table until eight animal cards have been played, OR four of the same animal. At that point, the animals will move and activate any special abilities. These abilities vary by animal, and I won’t be listing out each ability, but each animal can move differently depending on how many cards of each animal are played. Play continues in this fashion until three animals have crossed the finish line and claimed their spots atop the podium. Each spot on the podium scores appropriately (5 VP for 1st, 3 VP for 2nd, 2 VP for 3rd place), and the players who own betting cards of the winning animals total their points for the game and a winner is decided.

Components. This is one of the IELLO Tales & Games series that are presented in a nice little book-shaped magnetic box. The box is cool, the insert is… serviceable, and the cardboard components are great. The cards are good, and the animeeples are cute. So overall IELLO gets two claws up from me.

I do not have many betting games that I actually enjoy, so having this little nugget of joy on my shelves feels good. When my children are old enough to really get into gaming, I feel confident that I can pull this out, read the included fable, and play the game with them easily. You’re just throwing cards trying to get your preferred animals to win a race. It’s a great, easy, fun little game that has always gone over well each time I have pulled it out. It will never join my Top 10 Games Ever list, but it is definitely an Old Faithful game that I will have available to whomever would like to play. If you like light racing and betting games with cute themes, then you need to play this one. Purple Phoenix Games gives this a carbo-loaded 9 / 12.