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Mutants
Mutants
2019 | Card Game, Fighting, Video Game Theme
Boy, we have some crazy ideas when it comes to what the world will look like in the future. Flying cars? Probably. Robot house butlers? Maybe. Mutant fighters that can be formed immediately and placed into battle seconds after “birth?” Now, that’s a stretch. But, embrace the stretch here, because Mutants is all about it.

Mutants is a crazy-themed deck building, hand management, fighting, card game for one to four players. Usually in this instance I would put together a Solo Chronicles review, but I wanted to first get the multiplayer rules down and then delve into solo. In any case, this game pits players against each other in a royal rumble where controlling mutants to fight one another most effectively and efficiently will earn the player riches galore. Come check out the world of Mutants.


To setup, well, there are many steps. The biggest and perhaps most confusing step is creating the decks of mutants that will be used by players throughout the game. I will recommend you follow the rulebook for drafting your team, or simply use one of the provided pre-constructed team suggestions. Otherwise, place the main board on the table, along with the power and scoring tokens for each player. Players choose their player board according to color chosen, take their starting deck, and divide their Advanced Mutant deck into three piles, with the top card flipped face-up. Players draw a hand of six Basic Mutant cards (one of each type initially) and the battle may begin!
Mutants is played over five rounds, tracked on the main board. Each round encompasses three phases: Crush the Competition, Move Active Mutant, and Take Action. As the game progresses, the power tokens for players will be moving up and down the Power Track. If, at the start of the current player’s turn, an opponent’s power token is located in one of the last three Power Track spaces (named the Dread Zone), and the current player’s token is on the Fury Space (furthest along the Track), then the current player will score immediate bonus points by Crushing the Competition.

The first turn will not utilize the Move Active Mutant phase, but on subsequent phases, this will need to be resolved. A player’s board consists of three main slots: Left Mutant, Active Mutant, and Right Mutant. Mutants may only enter the Active Mutant slot in the middle, so if a Mutant is currently placed in that slot, it will need to be moved either to the Left or Right slot, at the player’s discretion. Should all slots be filled, one of the Mutants will need to be moved off the board to make room for the new one. Once this happens, the Mutant’s Leave Ability (at the bottom of the Mutant’s card) will activate. This could give the player more Power, some Attacking abilities, or other unique abilities. Once a card leaves their slot and applies their Leave Ability, it is placed in the Discard space at the bottom of the player board.

Now that the Active Mutant slot is available, the current player may choose from one of the Take Action choices: Deploy Mutant, Breed, or Incubate. To Deploy Mutant, simply play a card from hand to the Active Mutant slot, activating the Deploy Ability once placed. These Deploy Abilities could range from cycling (draw a card from the deck and discard a card from the hand), gaining Power, or even reactionary abilities. Breeding Mutants requires the player to discard two cards from hand whose type icons match those of one of the face-up Advanced Mutant cards atop the player board. Discarding these cards allows the Advanced Mutant to enter play on the Active Mutant slot. Finally, the player may instead choose to Incubate an Advanced Mutant from one on offer by discarding one card (and it does NOT need to match icons) and placing the chosen Advanced Mutant on the Incubator slot on the left side of the board. These incubated Advanced Mutants will be placed atop the draw deck at the end of the round, so it will be drawn during the next round.

If at any time a player needs to draw a card from their draw deck and there are no cards remaining, they will first choose a card from their Discards to Freeze, by placing it in the appropriate Cryo Freezer on the right side of the player board. Frozen cards will be scored at game end, and can really boost a final score.

At the end of the round players will perform a few more tasks and setup for the next round. First, the Power Tokens are scored according to which is in first place along the Track and so on, using the red and black VP numbers printed on the main board. The round marker is advanced one level, and each Mutant in Incubation is moved to the players’ draw decks. Players then draw a new hand of six cards, and Power Tokens are reset according to the previous round’s placement, in reverse order. The player whose Power Token is now furthest behind will be the starting player for the next round.


Play continues in this fashion of moving Mutants around, taking actions, and jockeying for supremacy along the Power Track until the end of the fifth round. At that time, the final VPs are awarded for the Power Track placement, and all cards in the Cryo Freezer are tallied. The player with the most VP at the end of the game is the winner of Mutants!
Components. Okay, I have some thoughts here, and more than just, “oh hey, they are nice.” The game comes with a bevvy of cards, some wooden tokens, and a couple “boards.” I used quotations because only the main board is an actual board. The player boards are slick cardstock and, while functional, feel a little cheap. The cards themselves are all super great and the artwork is appropriate and quite excellent. I have a couple issues with some other components, however. The Power and Score Tokens are the only wooden components in the box and I just do not understand them. They look like Sauron/Spartan helmets, or someone who is crying because they just shoved a fork into the power outlet. Now, there are four of each type in different colors, and though the colors aren’t the primary colors we have grown to accept for our player colors, they have swapped out the green for purple, and I think the game is colorful enough to include more exciting colors. So I’m not a fan of the Power and Score Tokens. Similarly, I don’t really understand the insert that comes with the game. I see that it is setup to hold TONS of cards, and maybe there were/are plans for many many expansions, but the base game can be housed in two of the 14 total card slots provided. Also, I have no idea what is going on in the middle of the insert, but I also don’t own any of the expansions yet, so hopefully those molded spots are actually meant to hold something. Everything else, though, is great!

For me, art and components are very high on my list of items that affect how much I enjoy a game. Now, I can live with the wonky Power and Score Tokens, and I suppose I don’t mind carrying around a giant box of cards, when the game could ALMOST fit inside a box the size of Bohnanza or Point Salad or the like. That said, I have definitely enjoyed my plays of Mutants. The rulebook is a little daunting at first, mostly because the theme is unique and the game style is similarly different to me. Once the game gets into the thick of it, though, strategy and tactics take over so strongly. Each card is carefully considered for its usability as either a card to be played or discarded for varying effects. I love that about this game.

This is certainly more than a “deck builder,” even though deck building and hand management are at the forefront of the mechanics here. You aren’t necessarily building your deck and cycling through it quickly enough for me to consider this a true deck builder alone, but using each card for different purposes certainly increases the replayability with Mutants. When is the best time to freeze a card versus keeping it in the deck for its abilities? Do I move off the Left Mutant or keep it around for another turn? Why did I pick these Advanced Mutants during the draft, when I have crappy supporting cards? Every play of Mutants has been a wonderful challenge of maximizing my deck and choosing just the right opponents to attack with my monstrous creations. Purple Phoenix Games gives this one a horrifically delightful 5 / 6. I hate having to bling out my games, but I think I will probably try to find replacements for the Power and Score Tokens (though maybe a little spray paint will help?), and look into grabbing one or all of the expansions so that I may be able to fill up that confusing insert. I look forward to my next games of this, and to getting the word out on this little gem I finally tried.
  
40x40

Purple Phoenix Games (2266 KP) rated Boba Boss in Tabletop Games

Nov 21, 2019 (Updated Nov 21, 2019)  
Boba Boss
Boba Boss
2020 | Action
If you are a fan of Purple Phoenix Games then you probably know of our love affair with Happy Salmon. It’s an excellent dexterity card game and it just works in so many different situations. So when I saw the promo video for Boba Boss (linked below) I thought that we might have a contender on our hands. Was I right?

Boba Boss is a quick-playing modular action/dexterity card game of filling your orders for demanding customers of your delicious boba tea. You appease them by filling their order cups with brew, but your opponents are also trying to fill their cups as quickly as possible. Are you able to complete your orders before your competitors?

DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and I do not know if the final components will be similar or different, or if the Kickstarter campaign will alter or add anything through stretch goals. -T

To setup, you will need to decide which modules of the game you wish to incorporate. The game comes ready to play out of the box for an easier first game. I suggest you play this way to get familiar with how the game plays before you start adding in different modules. Or don’t. I’m not your mother.

Once the game is setup your objective is this: fill all your cups. You do this by frantically flipping cards from your deck hoping to get Straw cards. One straw will fill one cup. Two straws will fill two cups. Play needs to be brisk because the other players are flipping over cards as well and some of them will instruct the player to unflip (re-flip? Probably the same thing…) your readied tea card. This means that you must hope to flip over more straw cards to fill your cups.

There are three ways to play Boba Boss and they all have to do with the spill cards. These are cards that will have text on them in different colors. The three modes of play are identified by using three aspects of the spill cards: splatter color, text color, text text. So a spill card could have a red background (splatter color). If the round is played using splatter color and you flip over one with a red splatter color, you may unflip a readied red cup. The next round you may choose to play these cards with the text color. Each card will also have bubble text in different colors. So maybe that same red splatter card will have green text, so you would unflip a readied green tea card. And the final mode is text text. This means that same card may have the text in green but the word actually spells out “purple,” in which case you will unflip a purple player’s readied tea card. Play continues in this fashion until someone yells, “BOBA!” indicating they have two or less cups to fill. Once a player has filled all their cups they must yell, “BOBA BOSS!” And then they are crowned the victor.

This is just the base base game. Like I said, this game is modular in that you can add different dimensions of difficulty to it to have just a ridiculously confusing and frenzied play experience. One such module will add “optional flavors” to your game to increase the chaos and replayability. One example is shown below – “Karatea” (karate). When you draw and play Karatea you are to kick (flick) another player’s tea cup card where they will need to reset it to continue play. This just increases the time needed for the kicked player to win and just causes mayhem in the process. These extra flavor cards were provided to us but we just could not get all of them into play. The “Royaltea” and “Tea Rex” cards are favorites of ours.

Components. Again, we were provided with a prototype version of this game, so components may end up being very different from what we played with. This game is a box of a ton of cards. Thankfully the cards provided were glossy because they are handled A LOT. The glossy protection will help with survival of the game while being obsessively played. We appreciate that. The art is great on the cards, and the colors are fabulous. No issues with components from us, even in this prototype version.

As if we didn’t already have enough stress in our lives, along comes Boba Boss and makes us sweat in the first 60 seconds. This game is such an adrenaline rush as you are trying to fill customer orders for boba tea. Playing with three different game modes and tons of different cards to be added in modular fashion makes for an excellent balance of chaos and brain adaptation that you just don’t get anywhere else. Honestly, as you can see from our preview, we had so much fun playing that we didn’t have time to take photos of much of the game, but we hope in adding our photo along with a graphic and video from the publisher that you will forgive us. We are very excited to watch this Kickstarter campaign and hopefully our readers will give it a chance. It fills a unique niche and earns a place next to our beloved Happy Salmon. High praise for a great game.
  
A Monster Calls (2016)
A Monster Calls (2016)
2016 | Drama, Fantasy
The acting (2 more)
The CGI
The tree was like a giant Groot
No closer with Dad and bully (0 more)
Imaginative, fun and emotional
This was a fantastic film. I did not know much going into this movie other then there being a giant tree monster. This movie took my breath away. From the acting to the CGI. The animation sequences made to look like water colors was just brilliant.

You just never new what to expect out of the movie which is always a good thing. You don't know if the tree is good or if it is evil. Something you think the tree is just a big jerk trying to pull one over on Conner. I like how they made it seem that the monster was growing inside of Conner, showing that Conner was the monster, even though I never thought that during the movie. I thought he was just a kid in trouble. Bully's at school, dad not there, mom sick and a Grandma that treated him like a baby. Eventually you new he was just going to act out. When he did there was no punishment. They just told him why bother. I thought this was either because he could learn from his mistakes or that everyone felt sorry that his mom was dying. I think he just wanted to be punished for acting out. But no punishment did seem like his punishment.


The water color stories in the movie were done really well, it felt like you were falling into the story. It showed there is many ways to take life or how to interpret life experiences. What you do is what matters most. In the end Conner just had to learn the truth.


There is a monster tree lurking in all of us, we just have to listen for it. See the movie and you will know why.
  
TS
The Secret of Joy
10
10.0 (1 Ratings)
Book Rating
Thoughts: This is such a sweet heart-warming story about life and love, and takes the drama of ex-wives and love-sick ladies to a whole new level, giving it life and plausibility at the same time. How did Melissa do it? No idea. But she won me over.

This book asks a lot of questions about marriage, relationships, and love. Does the author answer all the questions? Not really—but she answers the ones that she needs to, and as for others, she lets her readers decide the answers for themselves. THE SECRET OF JOY makes the reader think about what forgiveness really is, what it means to love someone, and the responsibility of loving them.

Characters: Joy was my favorite character. She was a rough-tough-don’t-mess-with-me-you-cant-make-me-cry kinda girl. She held her facade well (most of the time) but when she showed her true colors, she was a gem. Michael, Rebecca’s boyfriend, was a bit of a confusing character. At first I really liked him but as the story went on, I got fed up with him and kept thinking “Rebecca, dump him, please.” I almost cried when Rebecca’s dad died. These characters in this story will beckon you.

Writing: Melissa held me captive with her unique writing style. It was relaxed and smooth, and flowed well, something that could be read aloud without too much problem.

Content: There was only an occasional swear word, and some mention of sex, but no details.

Recommendation: Ages 14+ to anyone craving a light-hearted sit-by-the-fire-with-tea kind of book.

**Thank you to Sarah from Pocketbooks for supplying my review copy!**
  
60 Quick Knits: 20 Hats*20 Scarves*20 Mittens in Cascade 220™
60 Quick Knits: 20 Hats*20 Scarves*20 Mittens in Cascade 220™
Sixth & Spring Books | 2010 | Art, Photography & Fashion
10
10.0 (1 Ratings)
Book Rating
Cascade 220 is an inexpensive good quality wool in hundreds of colors. However, any yarn of the same weight (or even a different weight if you want to get creative and do something funky) can be substituted if needed.

 60 Quick Knits is a fantastic book! The patterns are beautiful and inspiring, each one is unique and holds potential for a million variations of decor, color, stitch patterning etc. There are patterns for kids, like bunny mittens, a lion scarf, a cupcake hat, and more sophisticated patterns like textured tam, hugs and kisses mittens, and even some patterns for the guys like a pocket scarf and tweed mittens.

Here is a preview of some of the patterns photographs I mentioned.

(http://lh6.ggpht.com/_-sER6e5xCaQ/S7fChi20hXI/AAAAAAAACkg/RsTyBqnFFac/s1600-h/60%20knits%20preview%5B4%5D.jpg)

Each pattern tells the level of experience needed to complete it, has one or two high quality good photographs, very good clear instructions, and graphs with keys. In the front of the book is a list of abbreviations, and a conversion table from US needle sizes to Metric needle sizes.

The book doesn’t attempting to teach someone to knit, so you’ll need a good knitting teaching book, or a teacher, or some foreknowledge before you can use it. I find this a good thing, since the book is focusing on patterns rather than instruction.

When I got this one in the mail, I swear I drooled. My mom and I flipped through the pages oooh-ing and aahhh-ing. I’m going to have trouble picking which one to make first!

Recommendation: Knitters at any level

60 Quick Knits is released by Sixth&Springs books on April 6th.
**review copy provided by publisher**