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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.
  
Victim: The Cursed Forest
Victim: The Cursed Forest
2020 | Adventure, Exploration, Horror, Maze, Miniatures
I mean, who WOULDN’T be frightened out of their undies when one of their traveling mates just suddenly becomes… something else… and chases them through a very odd forest? But yet, here is where we now play. In a vast forest with danger around every curve, and a horrific presence taunting the party with the imminent possession of their very bodies. A far cry from prancing about a candied forest in an attempt to reach the summit: Candy Castle. Board games have definitely evolved, and boy am I glad for that!

Victim: The Cursed Forest (which I shall from here call simply “Victim”) is a horror survival game where players assume the roles of survivors of a plane crash. Each survivor, which in the game are actually called Victims, must race against time and nightmare fiends in order to reach the safety bunker until saviors come rescue them. However, early in the game one of their own is possessed by the lurking horror and then turns on the party to pick them off one by one. It’s up to the victims to race to the bunker and input the correct code to open its hatch to relative safety!

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


To setup, basically shuffle each deck separately, and place the Bunker map tile in the bottom six of the stack, then split that into two stacks. Place out all the chits however makes sense for your table (organized for me, thank you), and each player chooses one of the characters to play and collects all their goodies. The Start Tile is laid down, the player minis are placed upon it and the chase is on!
Each turn the players will have several choices of actions to complete, with two actions available to be taken on their turn. Primarily, players will be Running around the map to different tiles and exploring their special characteristics. Some tiles allow players to search them for Item cards, some allow players to Decode as an action, and some also require players to pass certain tests of abilities. These tests correspond to each player’s abilities of Agility, Intelligence, Vitality, and Luck. The ability scores are different for each character and can be improved or worsened throughout the game. Character boards also will show each character’s special skills that can be used on a turn.

Once all players have completed their two actions in turn order, the last player will flip an Event card that may be active for the entirety of the next round. Sometimes these Events affect only characters on certain tile types, or even adjust ability scores and Items held. However, at the end of the second or third round of play (depending on the number of players), the ominous Curse Phase is completed.

The Curse Phase is a special one-time insert that has all players make a test against one of the four abilities. The lowest score for the test then becomes the host for the Evil that will ravage the party and wreak hell on the other players. The player no longer controls their chosen character, but immediately becomes the Evil that was drawn and now plays the game against the other players. The Evil takes their turn at the end of the round, just before the Event card is drawn.

Once the Evil enters play in earnest, the game quickly shifts from a nice exploration and map building game to a race against time to earn bunker password tokens from the Decoding tiles and avoid all attacks from the now raging Evil chasing the players. I will not describe the entirety of battle and Evil special abilities, but battle is a very simple Attack roll vs. Defense roll for one wound. When a player sustains two wounds, they are considered to have a Critical Injury and may only Crawl to another player in hopes of receiving healing or to arrive on a tile with healing properties upon it. However, a character that has been Critically Injured is ripe for the Evil’s Death Skill. The Death Skill is how the Evil is able to remove characters (and thusly players) from the game and decrease the odds of the Victims’ victory.


Play continues in this fashion of players taking their turns, then the Evil takes their turn, then the Event card is drawn as the last part of each round, until either the players collect the correct tokens to solve the hatch passcode and earn safety, or the Evil takes out the required number of characters for their victory. All this can be accomplished in a mere 45-90 minutes. Absolutely.
Components. Never having heard of Hexa House prior to arranging for this review, I had no idea what to expect in terms of components. However, this game comes in a very large box, the insert is kind of perfect (which is saying a lot, especially since it is a vacuum form), and everything inside the box is really great! I’m not really a miniatures kinda guy, but I can appreciate them. Standees are just as good to me, but I think these minis are above-average from my experience. The cards, the art style, the custom dice, everything just hits really well.

So you probably noticed my weird ratings graphic up top. Well, I will admit that my graphic design skills are, well, amateur at best. So I just created a 5 point 5 because I really feel this one is just amazing. Now, some people may have some small issues with the rule book, but please read it with a grain of salt: I believe they originate in Thai or Laotian languages and are translated to English. I didn’t have problems reading it at all, but had a couple questions. I tried playing several different ways when I had these questions, and usually just one option was really viable anyway.

That said, everything else about this game is truly wonderful. I sincerely enjoy that sudden shift near the beginning of the game where one player becomes the big baddie and comes for the rest of the players. Depending on placement and buddy systems that formed in the first part of the game, the Evil player will have either a feast setup before themselves, or have to do a bit of work to track down the characters to orchestrate their attack. I know I didn’t go into a whole lot of detail on what the Evil player can do on their turns, but it boils down to basically Hunt (run), Attack, and trap.

This base game ships with six Victims and six Evils. I have yet to see all the Evils in my plays, as the mechanic for determining which Evil surfaces is dependent on a draw of a card from a shuffled deck. That said, even when an Evil enters the game that I have played before, the players were different, and the map was different, and the placement of characters was different, so it did not feel “samey” to me at all.

I will admit that the most frustrating aspect of the game is the bunker hatch passcode. Okay, so once the Bunker tile is placed, a new component enters play: the Bunker board. A hole in the middle of the board is to house a Gate Token. This Gate Token is simply a target number that the players need to achieve using the different Number and Symbol Tokens won from successful Decode actions. The Number Tokens are simply 1-6, and the Symbol Tokens are plus/minus/multiply/divide. Therefore, in order to meet the Gate Token showing 35 players would need to gather 6 x 5 + 3 + 2. That is seven different successes at the Decoder tiles, and best case scenario has players pulling those exactly and no others. When you are playing a game that is a race against time (or death, in this instance), these little setbacks can cost the entire game – that is, if players simply cannot pass the test needed for a success at the Decoder tile. Frustrating, yes, but also a very cool addition to this style of game.

Victim has completely surprised me, and I am so thankful I had the opportunity to add this to my collection. My strong recommendation is that if you see one of these in the wild – GRAB IT. There are hours and hours of gameplay in this box, and I haven’t even touched the expansion for it yet (expect another review of that in the near future as well). Purple Phoenix Games officially gives this one a 5.5 / 6 (we NEVER do half points), but I feel like with even more plays, and with the expansion to be added soon, this may give my Top 10 list a shakeup still this year. If you are a fan of games like Betrayal at House on the Hill and Posthuman, then you need to check this one out for sure. Oh, did I mention that there is a LOT of dice rolling here too? Guess I just left that until the end for my dice-chucking lovers.
  
Millennial Manatees
Millennial Manatees
2020 | Card Game
I am totes Gen X. Tail end, mind you, but still not a Millennial. That said, I can still appreciate things I have missed out on due to age gaps and generational differences. I want to make so many jokes right now but I genuinely do not want to offend anyone, let alone an entire generation of people. So I won’t. Enjoy the review.

Millennial Manatees is a worker-placement(ish) card(ish) game for one to four players. In it players are assuming roles of manatees tasked with paying off their identical student loan debt: 20 coins. The first player to make wise venture investments and create the best ROI will be crowned the winner! Please keep reading. This game is not at all a powerhouse economic simulation. It’s a fun game with manatees, avocado toast, and IT COMES IN A FANNY PACK.

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 fanny pack. 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 directly from the publisher (or Amazon if you wish) or from your FLGS. -T


To setup carefully empty the contents of the fanny pack game box(?) and unfold the game board. Upon it will be placed separated (but shuffled) face-up decks for Basic, Salty, and Big Mood venture cards. Next to these shuffle the Volunteer cards and place the deck face-down. Shuffle the remaining Manatee cards and place somewhere around the game board. Each player chooses a color of manatee and takes all the components matching its shirt color. Unlike the photo below place all “fanatee pack” tokens with the 7 coins side face-up and each player will start the game with three coins. The players will set their debt trackers at the starting position of the debt track, and the first player receives the avocado toast token. Yes, the big one you see below.
Each round begins with the avocado toast holder and continues around the table. The first player will place their manateeple (ooh I like that one) on any card or printed space on the game board. Options include: Basic, Salty, or Big Mood venture cards, Volunteer cards, Boomer Handout board space, Take the Toast board space, and Pay Back Student Debt board space. Once the current toast holder has placed their manateeple the next player may place on any other non-occupied space or card available. Note: the Pay Back Student Debt space is always available for any number of manateeples.

For the cost in coins printed on the cards, the Basic, Salty, and Big Mood venture cards can be purchased and placed in the player’s tableau of cards. This represents the player investing in certain business ventures in the hopes of earning more coins in the long run. Once a player has a venture card in front of them the card will specify how it will be activated and the benefit therein. Many cards allow the player to collect coins, but sometimes cards allow for stealing of other players’ coins or other nefarious doings.

The volunteer cards are drawn face-down and once read by the drawing player are kept face-down in their tableau until the proper game phase activates it or the player plays it to the discard pile.

Once a player decides they want to pay down their debt they will visit the Pay Back Student Debt space on the board. When they do this they will immediately use ALL coins they have earned and apply it directly to their debt by moving their tracker down the line by the amount paid.

By placing the manateeple on the Take the Toast space, that player simply takes the toast token and becomes the first player of the next round. By placing the manateeple on the Boomer Handout space the player will gain one coin during the Manatee phase.

The Manatee phase consists of the first player flipping the top card of the Manatee deck. Most of the cards in this deck are art depictions of manatees in different attire and hairstyles. When a Manatee card is flipped during this phase, all players reference any venture cards in their tableau to see if the manatee will trigger their card. For example, a manatee may be dressed in an orange shirt, wearing sunglasses, and holding a yoga mat. For those players whose venture cards are triggered by any of these items, their cards will bestow their benefits. There are two other types of cards in this deck as well, but I will let you experience these when you play.


Turns continue in this fashion of placing manateeples in unique spaces or cards, resolving any immediate effects, playing volunteer cards, flipping and resolving Manatee cards, and paying down student debt until one player has paid off the entire sum and wins the game! Then the hardest part of the game will commence: attempting to put all the components back in the fanny pack so that they are not damaged. Good luck.
Components. This game has some pretty spectacular components coupled with some really great art. Obviously, having a game packaged in a fanny pack is just delightful, even though I typically despise non-boxed games. Secondly, all the wooden manateeples and avocado toast tokens are just amazing to behold and handle. The cards are good quality and the game features incredible art throughout. I am a big fan of this art style – it is very cartoony and very cool. This theme is just perfection and the game that lies beneath the theme is very surprising.

I say the game beneath the great art and theme is surprising because I was completely not expecting to like this one as much as I do. At its heart it is a very light worker-placement game with hints of take that and based on using currency as victory points. I like all of those mechanics quite a bit, so combining these with aforementioned art and theme works for me on another level.

I feel this game is something I can bring out with almost any crowd of adults and have a smashing great time. There are so many little jokes packed into this little game that make me giggle every time I see them. And come on, a first player token that is avocado toast? It’s too good! I love all the colors assaulting my eyes, and I love all the hate-placement that happens, and I didn’t know that I love manatees as much as I now do.

Look, I am usually pretty positive about the games I play. But I also play a lot of stinkers. This one, thankfully, delivers a super fun game experience in an hour or less, even though the theme is absolutely ridiculous. But I also find that so charming. If you are looking for that special WOW game that is relatively light but incredibly satisfying to play, I strongly recommend checking out Millennial Manatees. Purple Phoenix Games gives this one 10 / 12 soy super americanos (is that a thing?). Display the pink fanny pack with pride next to all your super-serious games and watch as your visitors flock to it and ask what it is. Then play it with them and watch them fall in love as we did. I am very happy to now have this one in my collection.
  
Pirate's Mark
Pirate's Mark
2020 | Card Game, Party Game, Pirates
I simply cannot get enough of pirate games! I know some gamers are tired of pirates and zombies and Mediterranean trading, and I most certainly understand that. However, I’m just a sucker for some themes, and pirates are one. I am also growing to love press-your-luck style games for that giant helping of luck. I mean, how different is it from rolling a die and basing turns on those results? In this case it is flipping over cards instead of flipping the number of cards rolled. Similar, but different. In any case, today I take a look at Pirate’s Mark from first-time designers, artist, and publisher. Let’s see if I have found a treasure or contracted scurvy from the ordeal.

Pirate’s Mark is a bluffing, bidding, press-your-luck card game about finding treasure in the sea and avoiding contracting the Pirate’s Mark: the mark of death. In it players are pirates searching the seas by boasting about how many treasures they expect they will find, flipping over cards, and dealing with any consequences of their pulls. The last pirate to remain unmarked at the end of the game will be the winner and richest of all pirates on the vast seas.

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


To setup, include the correct number of cards as described in the rulebook for the number of players. Once the cards are shuffled they will be laid out in a 10 x 15 grid on the table, face-down. The Compass Rose card and die are placed near the card grid and the game is ready to begin!
On a turn a short bidding round commences with players announcing how many cards they believe they can pull from the grid without uncovering a Pirate’s Mark card. This bidding goes around the table with bids increasing with each player until one player calls the bluff and forces the last player to bid to take their turn. That player then pulls a number of cards face-up from the sea and resolves any cards that are immediate, stashes cards that are treasures, and holds cards that contain the phrase, “Play this card,” to be used at a later time.

If the turn is uneventful, by not revealing any Pirate’s Mark cards, then the game continues with bidding and pulling. However, once a pirate reveals a Pirate’s Mark card, they are marked and cannot participate in the bidding any longer (unless they find a way to unmark themselves, which IS possible). Marked players can get back in the game by calling another player’s bluff correctly. There is indeed risk here as a marked player that incorrectly calls a bluff is permanently dead and out of the game.


There are some more rules for the end of the game phase called, “Duel Mode,” but I will let you discover those on your own. Play continues in this fashion until one player is standing and unmarked. This player wins the game and the others need to pack up the 130 cards that were setup. Okay, I added that last part.
Components. This game is a ton of square cards and a fantastic d12 that is only used for the two-player variant. The cards are all glossy, but good quality, and feature photos (akin to screencaps from movies) instead of illustrations. I find the theme to be very present in not only the press-your-luck and bidding/bluffing mechanics, but also in the design of the cards and the photos used. It feels like a piratey game and plays like a piratey game. Like I said, the d12 is fabulous, and I actually happen to own a set of dice that I use for my RPG campaigns… sometimes. All in all the game has some good components and looks great on the table.

So I have some good AND bad news to deliver. First the bad. Some cards that are pulled are way too overpowered. One is called “Blackbeard’s Sword.” It allows the player to “peek under the number of cards left in your bid.” I used this card on a bid of 22 cards and was able to pull all safe cards because this allowed me to see 22 cards and avoid any Pirate’s Marks. Super OP if you ask me. The only other bad I have here is setup. There are 130 cards to be sorted, shuffled, and laid out in a nice-looking grid before the game can be played. For those of us with slight or full-blown OCD that is a nightmare. Luckily, I only stress if the cards are way out of whack instead of just slightly askew.

Now for all the good. I like this game quite a bit. To offset some of the OP of the aforementioned card, the game comes with some pretty great Lucky and Curse cards to be pulled. A couple Lucky cards are, “Drop Anchor,” which ends the player’s turn when revealed, thus negating any Mark pulls, and “Flying Dutchman,” which can be played on a marked player to instantly kill them. Now, I do not condone murder normally, but when playing a pirate game, it is to be expected. The Curses pulled are equally unlucky. “Winds of Fate” allows the person who called the bluff to choose the rest of the cards to be pulled for your turn. OUCH! Especially if they had used “Blackbeard’s Sword” and know where one or more Pirate’s Marks are hidden. Similarly unlucky is “Isla Muerta” which penalizes the player if they have 10 or more treasure cards and pull a Pirate’s Mark – they die instantly from the curse! These are just a few examples of some cards that can be encountered during play, and there are a whole lot more of them included.

I do so enjoy bluffing and luck-based games more and more, and Pirate’s Mark certainly gives it to me on those fronts. Being able to just whisk away 20 or more cards because you happen to have that coveted card you used is devilishly fun. Watching the other players seethe with envy as you pull treasure after treasure and avoid Marks is like winning $20 on a scratch-off. It won’t change your life, but it will give a shot of adrenaline and euphoria for a few minutes. I think Pirate’s Mark fills a void of straight bidding, bluffing, and luck that certainly matches the theme perfectly, and remains a good game as well.

Also, if you happen across one of the expansions, “Parrghty Mode,” it adds another five players to the game and bumps up the count of cards in play from 130 to a whopping 168! This is not for the small of table. I wish there was room inside the base game’s box to fit these extra cards, but alas, there is not.

So if you are like me and enjoy games on the lighter side that perfectly match game to theme, then you have to check out Pirate’s Mark. Purple Phoenix Games gives this one a haunting 8 / 12. I certainly recommend it and will now be finding a place in my main shelf unit for it. Hmm, which game do I make walk the plank…?
  
Roma (2018)
Roma (2018)
2018 | Drama
Amazing performances by leading actresses (0 more)
Left far too little on the cutting room floor (0 more)
Caught in a bad Roma
Contains spoilers, click to show
It’s been a long while since I watched a film deserving of a truly, harshly negative review. I have gotten so close so many times, and I’ll be damned if Netflix hadn’t gotten close to earning that with the fridge-logic that ruined Bird Box. Even Bird Box, though, feels enjoyable in retrospect compared to another Netflix exclusive: Alfonso Cuarón’s Roma.
Since I’m in a clear minority on this film, I feel obligated to preemptively address some common criticisms. If Roma had been produced in English, presented in color and with any score, it couldn’t fix the fact that I simply dislike Roma’s genre. Sure, I’ve liked slice-of-life drama films, and modern period pieces do fine by me. Pretentious Oscar-farming arthouse flicks like this, though, never win my praise.
Roma follows Cleo, a housemaid in Mexico City. Cleo has gotten pregnant and the presumed father, Fermín, leaves her to buy cigarettes before the baby’s even born. Her employer, Sofía, is dealing with a cheating spouse. What follows is two hours of both of these women marginally helping each other with their respective situations. As slice-of-life films do.
Since it's a slice-of-life film, much of the story just basically happens. You'll remember a scene here or there that happened, even if it was ultimately insignificant. In one scene for instance, Cleo goes to confront the baby daddy, who’s at a huge martial arts class. She spectates and proves to be the only one able to perform a certain yoga pose. Which is important because it helped add another few minutes to the film.
Cleo goes into labor not long after this confrontation, but her daughter ends up being stillborn. This all happens in the midst of the Corpus Christi Massacre. What the heck was the Corpus Christi Massacre, you may ask? According to this film, it was a brutal inconvenience on Cleo’s way to the hospital after her water breaks. This actual historical event simply happens and is never addressed for one second more. You know, just like in Titanic where the shipwreck just makes things inconvenient for Rose and Jack.
The last major scene in the film comes when Sofía invites Cleo to come with her family on a trip to the beach, not as staff but to help Cleo cope with the tragedy of losing her child. While they’re there, Sofía leaves the children in Cleo’s care for two freaking minutes, and two of the kids nearly drown. Cleo, though, can’t swim, and so she stands out in the water as the kids rescue each other. And that's about as close as Roma gets to a cohesive plot. Cleo only came with them to help her grieving, which meant she could be there to be powerless while her employer’s kids save each other’s lives. Bad things happen to us, the film teaches, so that good things can coincidentally happen in our proximity.
In fact, coincidence seems to be the running theme, here. Remember the Corpus Christi Massacre? No? What if I call it “the scene where Cleo goes into labor”? Maybe that helps? Fermín briefly held Cleo at gunpoint in the middle of it. Again, mere coincidence. Just like it’s a mere coincidence that she goes into labor the same day as a massacre that killed 120 people. As coincidences do.
Roma isn’t an aggressively bad film. There are a rare few moments within Roma’s 2-hour runtime where you think, “I can see that clip showing up during a Facebook video binge,” but again: These are moments more rare than our current president ordering a rare steak. That rarity has everything to do with the fact that the movie has so few moments, at all. The rest is shots that linger too long from angles that repeat themselves all too often. It’s like Cuarón asked someone, “What does a movie like Juno need to be better?” They responded, “Nothing.” So Cuarón packed Roma with nothing.
Which brings up one of my biggest criticisms of Roma: The cinematography is bland. Cuarón shot practically the entire film on one camera, set a specific distance from the subject, and kept takes running as longer than they should have, padding out a short-film’s worth of content to feature length. It’s bland cinematography that somehow earned an Oscar for Best Cinematography.
Gravity showed us what Cuarón was capable of. Beyond bringing a seemingly authentic view of space to the big screen, Gravity offered variety. Yes, the huge collision scene in Gravity takes on the feel of a one-take scene, but even then, the camera moves with the action. And if your attention moves away from the foreground the shot, you’re able to see other important things going on. With Roma, though, your foreground is your film. Period. And to be sure, you'll be kept at arm's length from that foreground at all times, both metaphorically and cinematically.
There's a number of reasons why Roma wasn't the Best Picture, this year. Gravity proved that Roma is not Cuarón’s best film. Bo Burnham–yes, that Bo Burnham–wrote and directed a better slice-of-life film with Eighth Grade. And Roma might not even be the past year’s best black-and-white film; I dare suggest that Cold War may have been better.
To give it the credit it’s due, Roma’s cast rightly earned nominations for their performances. Yalitza Aparicio and Marina de Tavira earned Best Actress nominations for their roles, and for their part, their performances were authentic as can be. It's the least the Academy could do for having them endure Cuarón's lengthy takes.
But now that I've given it credit, I demand my time back for the scene of Fermín going Star Wars Kid meets Full Monty.
  
Mass Transit
Mass Transit
2021 | Card Game
Remember back in the day when you used to get off work, have to walk a ways to the bus station, then hop a train to the marina so you could grab a boat, and then walk the rest of the way home? No? Just me? Well imagine having to plan six different peoples’ treks home this way. Which way is the easiest? Can they all make it home by dinner time? Did that guy just prematurely jump off the boat to try to get to the train? What am I even doing here?

Mass Transit is a cooperative, network building card game where players take on the roles of urban planners attempting to lay routes for commuters to head to and from work in the Big City. As the game is cooperative, all urban planners either win or lose together. But in either case, it’s the commuteeples (maybe?) that win or lose.

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


To setup, assemble the Big City tiles to make a sweet hexagon. Each commuteeple (ok I think I’m not doing this one any longer) is placed on their worksite in the Big City. Shuffle the big deck of Mass Transit cards and deal each player four cards. The players choose a first player and the game may begin!
On a turn players will need to play at least two of their cards and can play up to all four if they wish. The choices of card play are to add it to a route line or discard it for movement. To add the card to the route line, players simply choose a route line and place the card at the end. This extends the route by one card. To finish a route, players will need to place the suburb card at the end of a line with the appropriate number of cards (some suburbs may show a 4, which means they can only be placed once four route cards have been placed in the same line).

The other way to play cards are to discard them for movement. Cards are discarded out of the game and used for the printed movement type. Green cards are walking, blue are ferry, gray are bus, red are train, and yellow are unavailable to use for movement. For example, a player could discard a green walk card in order to move the meeple one card closer to the suburb card, or could use a red train card in order to move the meeple from one train station icon to the next (which could actually move the meeple over several cards at once). There are some movement restrictions, such as the inability for meeples to simply jump out of a vehicle at a Traffic Stop in order to take an alternate movement type.


If the players can all work together (without expressly verbalizing strategy) and move all six meeples to their suburb homes before a player is unable to play two cards from their hands, they win! However, should a player be unable to play the required two cards from their hand and all meeples are not in their comfy homes, the players all lose together in sweet sadness.
Components. I absolutely love the interconnecting Big City tiles. They are just the right size, and even hold the draw deck. Speaking of the deck, the cards are all nice quality with slight linen finish and excellent graphic stylization. Mass Transit looks great on the table and when finished, looks like a funky subway map with little blue meeples. The meeples come with a sticker sheet, and while you can add your favorite stickers to one side of the meeple, we opted to just randomly add stickers to both sides and it works for us. I have zero issues with the components, and have come to expect that from Calliope Games titles.

All in all, this little game packs a great experience into about 15 or 20 minutes. What I really enjoy is trying to figure out the best usage for the cards in hand. Is it better to use the gray card to add to the route or to use it for fast travel (any Skyrim fans out there?)? To add to this thinkiness, the rules explicitly state that players are unable to discuss strategies, but can hint aloud at what they may be considering. So while this is not a silent game, players will need to carefully decide how best to communicate what they wish the party to accomplish without specifically stating such.

Mass Transit is a game that I can easily pull out and play with my 10-year-old twin niece and nephew, with other adults, or with harder gamers. When a small game can be so versatile, it certainly earns a place in my collection. If you are also looking for a small box game with a smallish table footprint and great presence, consider picking up a copy of Mass Transit. Purple Phoenix Games gives this one a blues travelin’ (hehe) 11 / 12. Pro tip: use the yellow cards early and for route addition only, as they cannot be used for movement. Also, stay away from alpha gamers, and they might not be able to handle the communication ban.
  
Descent: Journeys in the Dark (Second Edition)
Descent: Journeys in the Dark (Second Edition)
2012 | Adventure, Exploration, Fantasy, Fighting, Miniatures
Plenty of expansions (1 more)
Decent quality miniatures
App can be buggy (1 more)
One side can snowball after a couple of wins
Descent: Journeys In The Dark has been around a long time now, starting as a huge dungeon crawler and morphing into a tactical skirmish / objective-based campaign game. It is supposed to be played with 2-5 players with 1 player being the "Overlord", controlling all the monsters and playing nasty cards on the other players playing the group of heroes (at least 2 heroes required). The game is a fun dice-chucker with a decent amount of strategy and on the whole, well balanced.

With a couple of big-box and half a dozen small-box expansions, not to mention the various hero & monster packs, there is a ton of stuff available and if you own everything, you will be able to choose from 72 heroes with 22 different class decks; fight against 45 different monster types, and encounter around 15 lieutenants over a total of 182 different scenarios. That's plenty to keep you quiet for a while.


So many cards...
Descent: An Overview In The Dark

Descent is a scenario-based game where you work through a tree of different missions, choosing the next one based on whether the heroes or the Overlord worn the last. Each scenario will have specific objectives - anything from stealing an item and reaching the exit to interrogating prisoners and defeating a fearsome Lieutenant of the Overlord. Some of the monsters to be encountered are specified in the scenario text with other free groups able to be chosen from traits specific to that scenario. This gives some variety meaning you will never face exactly the same monsters if you replay the scenarios.

The good players choose a hero from the stack of basic skill types - Fighter, Healer, Scout or Mage and then choose from one of the many class decks for each type so the Fighter could be a Knight or a Berzerker, the Mage a Necromancer and the Healer a Bard, etc. These decks give each hero their skills and form their general strategy.

Meanwhile, the Overlord player chooses one of two Basic decks of cards that will form the base of his defence against the heroes. One deck is more about springing traps while the other has more things to enhance monster attacks. After choosing the basic deck, the Overlord can choose a specialist deck. These can be used to fine tune the Overlord's strategy and at first, only one card is available, the others will be purchased with experience points after each scenario. Finally, if the relevant expansion packs are available, the Overlord can choose a Lieutenant deck which adds further depth to his strategy and also offers the chance to bring a powerful figure into play later in the campaign.


Solo? How So? Redjak has the answer.

With all that going on, it sounds like a fairly daunting if not impossible task to play a solo game of Descent but a fan going by the name of Redjak created two card-driven AI decks - Redjak's Automated Monster Variant (RAMV) and Redjak's Automated Overlord Variant (RAOV). These decks both allow a player, or group of players to play the game as a fully co-operative experience with the cards replacing the Overlord player.

I will say that it is preferable if you have a grasp of the basic rules before jumping into these variants as there can be a lot going on if you are trying to learn the game and the solo rules at the same time. It's probably best to only choose two heroes at first as playing four heroes is more involved but ultimately more rewarding.

These variants are available to download and print out and are also available from the Printer Studio website if you search, although if you are not in the US, then shipping gets expensive.


RAMV

The Monster AI deck is the simpler of the two AI's, being just concerned with the monster actions and leaving out all the Overlord's cards. I haven't played much with this variant but the rules are fairly straightforward. You will set up 4 decks - an Event deck, a Dark Influence deck, a Conditions deck and a Monster deck.

After choosing a scenario to play, you draw cards from the Monster deck, finding ones with icons matching those of the current scenario. This keeps things random and you will always have different things to fight. The selected monster groups will then be placed in "Teams" underneath a row of team cards that will give them their activation order. Finally you will place the encounter objective card for the current scenario. This will give you specific things for each monster group to focus on in terms of stopping you from winning.

You will take your turn alternating hero and monster groups, drawing cards at various points when the monsters should react to attacks, certain scenario triggers ond other in-game events.

It is a fairly simple system but it works really well, giving a solid, straightforward dungeon crawl feel of exploring a map and fighting monsters while trying to complete your quest. Definitely a good starting point and good if you want a 'quick' dungeon crawl.


RAOV

This is the meat, the full experience. Although daunting at first, if you are familiar with the game rules (and have possibly played RAMV a bit), then it will make sense once you get stuck in.

RAOV differs over RAMV in only having one deck, but the rule book is more in depth describing how everything gets played.

You set up as normal, decide on what decks the Overlord will be playing with, draw his starting hand of cards placing them face up on the table. (This variant uses D10 dice anytime you have to make selections)

and take all your heroes actions. If at any point one of your actions would trigger an Overlord card, then that card is played and discarded. Having an open hand means that there are fewer surprises and the Overlord cant be as evil as a human player would be, but it is still tricky and knowing what cards might trigger forces you to think about your strategy in a different way.

Once the heroes have all activated, then the Overlord take its turn, playing any cards that would trigger at the start of the turn. Then, you flip over the top card of the AI deck and activate the first monster group. These cards have a primary target, shown by the corresponding hero symbol and several secondary targets. This gives the monster a focus for its actions. The main text of the card is a list of actions and essentially you work down the list doing whatever actions you are able. Each monster that activates will draw a new card and follow it's orders.

That in a nutshell is it. The Overlord's cards will trigger at the first available opportunity and the monsters will follow a list of options. Once you get used to it, it flows really well and doesn't feel too fiddly at all.

An Open Dungeon

As well as the two AI variants, Redjak also created Delven Deep - a deck of cards each displaying a different map tile that you can use to play a completely randomly generated dungeon crawl. I have yet to try this out, but it is another option if you don't fancy playing through a scripted scenario and just want to explore a random map, killing things.


For The Digital Generation

Fantasy Flight Games have also released an official, free companion app on Android, Steam and IOS that will take control of the Overlord player. This app comes with, I think 2 campaigns - a short training story and a larger, full campaign. Other campaigns a random dungeon generator are available to purchase in the app. None of the printed scenarios are playable using this app and it doesn't use any of the overlord cards, plot decks, event cards or encounter cards.

I will say that I am not a fan of apps for board games and it was actually this app in particular that soured me on the whole idea. Many people really enjoy this app and it has breathed a new lease of life into the game, but unfortunately on my first playthrough, it decided to crash near to the end of a campaign and I essentially lost 6 hours of gaming. I would have had to start all over again from the beginning. That was not a fun experience and put me off completely.

The app borrows heavily from Redjak's work, giving you a list of options to work through when activating the monsters, and various other triggers. Unlike the printed scenarios, all the maps in the digital stories are hidden until you explore them, so you never know what you will encounter. Also, there is a hidden timer in the program that means if you take too long exploring, fighting or whatever, then the game will start throwing nastier and nastier events at you. This makes the game much more of a race than its cardboard cousin and ramps up the difficulty at a fast pace making you feel like you never have enough time to do what you want.

In My opinion, RAOV is the best way to play Descent solo. It uses absolutely everything in the box and gives the most realistic feeling of playing the complete game.
  
A Songbird Novel Box Set #3 (Geronimo, Hole Hearted, Rather Be)
A Songbird Novel Box Set #3 (Geronimo, Hole Hearted, Rather Be)
Melissa Pearl | 2017 | Fiction & Poetry
10
10.0 (1 Ratings)
Book Rating
A Songbird Novel Box Set #3 (Geronimo, Hole Hearted, Rather Be)
I have bought these books as individual stories, but I will leave my review for all three on the boxset.

Geronimo
Geronimo is Jane's story. We got a small insight when we had Sarah and Justin's story in Rough Waters, but this one goes into detail about how the tragic events of that day affected Jane's life. I loved how Jane and Harry got together, no angst, no drama, just two people out to enjoy as much as they could. Of course, knowing how the previous Songbird novels have gone, I was waiting for the other shoe to fall. And it did! Fate plays a bit part in this story, whether you believe in it or not, but pushing any doubts to one side, I loved how this story panned out.

With a smooth pace, well-written characters, and slow-building angst, this is a story with an abundance of emotion so be prepared! With no editing or grammatical errors to disrupt the reading flow, this is a book to lose yourself in. With a nice hook into the next book, the Songbird series continues to delight, and Geronimo is most definitely recommended by me.

Hole-Hearted
Hole Hearted is the latest fantastic addition to the Songbird series, and features Felix, Troy, and Cassie. Felix and Cassie are nephew and aunt who didn't know each other existed until it became obvious that Felix's mum wasn't going to survive her battle with cancer. Troy is a counsellor who wants to help this pair professionally, but also on a personal note.

I won't go into the story itself, except to say that it is exceptionally written, will have you crying if you're anything like me, and will tug at your heartstrings throughout. With a smooth, flowing story, there were no editing or grammatical errors that disrupted my reading flow. In fact, the only thing that disrupted me was either my tears, or when I had to listen to the music that was mentioned! This playlist was right up my alley, and I loved every song!!

An absolutely amazing addition to the Songbird series, and I really can't recommend this book or the series highly enough.

Rather Be
Rather Be is the tenth and final book in the Songbird series, and gives you the same emotional impact as every book that I have read by this author. Charlie and Nixon were best friends throughout school, and became more during one short break in Yosemite. However, life (and Nixon's father) had different plans than them getting together. So for four years, these two go their separate ways until a chance snowstorm strands them both at JFK airport. Charlie seizes the opportunity of spending time with the man she has always loved but can never have. Nixon can't believe that Charlie is here with him once more, and all his old feelings resurface.

The pacing in this book is superb, it never flags in any area. The writing is smooth and there are no editing or grammatical errors that disrupted my reading flow. The soundtrack that accompanies this story is absolutely spot on, and like with all the books in this series, I love how it tells a story too. There was an added extra in this book though, and I LOVED IT!!! Every couple from the previous books in the Songbird series feature cameo appearances in the Chix storyline! Sheer perfection. We get a small snapshot of their lives and that left me with the warm fuzzies. Definitely and absolutely recommended by me.
  
A Robot in the Garden
A Robot in the Garden
Deborah Install | 2015 | Fiction & Poetry
8
8.0 (2 Ratings)
Book Rating
So Sweet
This ebook was provided by the publisher via NetGalley in exchange for an honest review

What would you do if you found a robot in your garden? That is exactly what, as the title suggests, 34-year-old Ben has to answer on making this discovery early one September morning. Set in the near future where many people have androids in their houses to do the chores they do not wish to do, finding a robot is not a completely unsettling event. What is unusual, however, is that this particular robot is the opposite of the modern, shiny models: he appears to be a mishmash of Japanese fine art and something you would find on a scrap heap.

As Ben discovers, the robot, named Tang is broken and is in need of urgent care and repair. Ben becomes obsessed with trying to pry information out of the robot as to where he came from and to whom he belongs to. Bringing Tang into the house is the last straw for his wife, Amy, who after letting him know all his faults – unemployment, never achieved anything – walks out on him. Now alone, with no one else to worry about, Ben is determined to locate Tang’s creator and save the robot’s life.

What continues is a wild goose chase across America and over to Asia as the strange pairing – human and robot – follows hints and clues that could help them reach their destination. Along the way Ben gets to know Tang and learns to love him in the same way a father loves a child. No matter what mischief Tang gets himself into, Ben is always there to fix the situation. The only thing he cannot fix is Tang’s internal parts, and time is running out.

Initially the story was about a man who wanted to prove he could achieve something to show his sister and his, now, ex-wife that they were wrong about him. However later on in the novel Ben realizes he is changing for himself, not for anyone else, and the person – or robot – that has helped him to achieve this is Tang. On the other hand it is also a humorous tale that explores a character that is unable to connect to the world around him. Tang is like a human toddler who needs constant care and attention, and is fascinated by everything around him. With Ben’s love and attention he proves to the world that he is much more than a rusty metal box.

A Robot in the Garden is a gem of a novel that is guaranteed to make the reader laugh. It is also touching and emotionally engaging, with both heartwarming and heart wrenching moments. Deborah Install has created an accurate representation of a character that has no understanding of the happenings in the world around it, basing many hilarious instances on those of her young son.

Whilst reading this book I could not help but compare it to the film Short Circuit (1986) in which a robot is electrocuted and gains human intelligence. I kept picturing the storyline of A Robot in the Garden in my head and thinking up ways it could be portrayed on screen. Whether there are plans to make it into a film I have no idea, but I am sure it would make prize-winning picture.

Do not be put off by its science fiction classification; A Robot in the Garden is no War of the Worlds or Doctor Who type of story. Instead it is a brilliant piece if fiction suitable for all adults. Those with children will laugh at the similarities between Tang and their offspring, whereas those without will sympathise with Ben’s struggles to keep the robot under control. All in all a great novel.
  
Dumb and Dumber To (2014)
Dumb and Dumber To (2014)
2014 | Comedy
5
4.9 (10 Ratings)
Movie Rating
It is hard to believe that it is been 20 years since Jim Carrey and Jeff Daniels brought the moronic Harry and Lloyd to the big screen. The comedic adventures of the well-meaning but idiotic best friends became a box office smash and has maintained a loyal worker fans despite the highly disappointing prequel that was made in an attempt to extend series. With the Farrelly brothers back in place to write and direct the long-awaited follow-up it should come as no surprise as to what viewers are in store for with “Dumb and Dumber To”.

Lloyd (Jim Carrey) has been an institution for the past two decades while Harry (Jeff Daniels), visits him lawyerly once a week. When the reason behind Lloyd’s institutionalization becomes clear Harry informs his old friend that is in desperate need of a kidney transplant. With his options limited, Harry visits his family whom he has not seen in quite some time and goes through some mail that had been delivered over the years.

Harry learns that an old acquaintance was pregnant and in an effort to see if the child he never knew he had could be a donor, the bumbling duo sets out to find child Harry never knew he had. This is easier said than done as the mother (Kathleen Turner), give the child up for adoption and her only effort to communicate resulted in a letter being returned to her with a note asking her not to write again.

Undaunted Harry and Lloyd set out from their Rhode Island home and venture down to Maryland before learning that the object of their quest is already left for New Mexico to attend a very important conference. The duo decided to head on to New Mexico with a third person in tow not knowing that he secretly is aiming to do away with them in a con limited inheritance scheme.

As anyone who’s seen the previous film will remember, traveling with Harry and Lloyd can be extremely dangerous to one’s physical and mental sanity and the ensuing years have done nothing to change this. In short time duo arrives at their goal but finds their natural tendencies to get in and cause trouble has followed them resulting in a series of chaotic misadventures.

While many of the jokes and situations were recycled from previous films including Lloyd’s daydreaming about a perfect date and various car pranks, one thing that is undeniable is the great chemistry and timing between the two leads. The material certainly strains its PG-13 rating in terms of suggestiveness but even though some of the jokes do not quite succeed and the plot is at best paper thin, it was sure good to see these two back in action.

The film is at best a guilty pleasure because it will be easy to say it was kind of dumb and meandering at points and that the two characters were not given much to do other than an act that was funny 20 years earlier but may seem a bit strange to date considering both Daniels and Carrey have shown they are capable of doing so much more.

For me I looked at it is a bit of a nostalgic guilty pleasure that despite the shortcomings and faults offered some enjoyable although mostly forgettable distractions in between some good laughs. For those willing to take more the same and can temper their expectations accordingly you will likely find this trip one worth taking if nothing else than for the nostalgia.

I for one am hoping that we haven’t seen the last these two in action but I certainly would like to see them come back with a better script and certainly do not want have to wait 20 years for this to happen.

http://sknr.net/2014/11/14/dumb-dumber/