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The Bloody Inn
The Bloody Inn
2015 | Adult, Economic, Horror
It’s cliche to post a game review like this so near to Halloween, so I will probably hold off on that. However, what a perfect game to go along with the macabre tone of the Halloween season! Get this: you and your family own a motel in a small town where many travelers stop to rest. You are strapped for cash, so what is a logical step in achieving wealth? Of course! Murdering and robbing your customers upon their stays! No? Not a typical business model? Unsustainable? Pfft. You just aren’t robbing the right customers…

The Bloody Inn is a card-drafting, hand management, horror game of recruiting accomplices and having them carry out dastardly deeds to secure the most money at the end of the game. In it, players take on the roles of one of the inn’s staff members and control pawns in their evil schemes in order to swindle and kill for mountains of francs (it’s set in France, pre-Euro).


To setup, place the main board on the table, give each player the components of their color choice, two Peasant cards, a 10 franc (f) check, and a player aid card. The “traveler deck” is assembled and shuffled per the rules, and placed on the Entrance side of the board. Players choose one room to place a key token in their color, and several gray neutral key tokens are placed in other rooms. Unsuspecting travelers will be staying in these rooms each night. Per the rules, the greediest player is given the first player card and the mischief may begin!
The Bloody Inn is played over several rounds, and each round has players completing three phases: Welcome Travelers, Player Actions, and End of Round. Players will Welcome Travelers to signify the start of the round by the first player drawing one card from the deck at a time and choosing in which room they will be placed.

After Travelers have been welcomed and turn in for the evening, the second phase may begin: Player Actions. In turn order players will be able to perform two actions each round. Players may choose from five different actions, and actions can be repeated for the second action of the round. Players may Bribe a Guest by discarding cards from hand equal to the printed value on the target card’s front. Initially all players simply employ the two starter Peasants, so Bribing is only performed on cards that show a value of 0-2. When a player Bribes a guest, they essentially spend cards from hand to recruit the new guest to their employ. These new employees (accomplices) are then available to be used on future actions. One or two Peasants may also be Bribed from the bistro, adding to a player’s hand of usable human resources.

A player may instead choose to Kill a Guest by similarly discarding the appropriate number of accomplices and adding the freshly-slain guest to their tableau, face-down. The card backs feature a coffin with their “rank” (action number) printed on it. Corpses normally cause no issues, but they will need to be buried under an Annex in order to collect the money in their pockets. Players may use an action to Build an Annex by discarding the appropriate number of accomplices and using a card from hand to build and staff the Annex. Annexes can be used for the action printed on the card bottom, and/or as a housing for corpses, with the Corpses being sent to any player’s Annex via the Bury a Corpse action. Discard the requisite number of accomplices to bury a corpse, and avoid suspicion from the Law.

If none of these actions are attractive to the player, or if they simply wish, they may instead Pass and launder money from the village notary. To do this, either reduce the number of francs from the Wealth Track on the main board in order to gain a 10f check, or turn in a check for 10f on the Wealth Track.

Once all players have taken their two actions, the End of Round is performed. Firstly, if any Travelers remain belonging to the Police type (signified by pistol icons on the top of the card), they will conduct an investigation, finding any unburied corpses. Should a corpse be found in this way, the owning player will need to pay 10f for the local undertaker to dispose of the body respectfully. This not only costs the player 10f, but also the amount of money that could have been gained if they had only buried them or dealt with the Police traveler prior. Next, the Travelers who remain all wake up feeling refreshed and leave the inn by being placed in the discard pile. Once the board has been cleared of all Travelers, accomplices must be paid their wages for their help. For each accomplice in hand, the players must pay 1f from the Wealth Track.


Play continues in this fashion until the main Traveler deck has been depleted twice. Then, players add up their francs and the player with the most in francs and checks is the winner, and just the greatest little murderer/robber/briber in all the land!
Components. This game really has a modest amount of components, but they are all similarly great quality. The main board acts as the inn’s room display, the Wealth Track, AND the bistro (where Peasants are discarded, as opposed to being placed in the normal discard pile). I love when components pull double or triple duty. That said, the player aids not only remind the players of the phases and actions from which they may choose, but it also provides the player with a starter Annex that can be used to bury their first corpse! HOW COOL IS THAT?! However, the greatest thing that stands out in regards to the components is the overall look and feel of the game. The character artist for this one is Weberson Santiago, and he has also illustrated games such as the new Quest (the new version of The Resistance: Avalon), Coup, and the new Whirling Witchcraft. I adore his art style, even though I shouldn’t. My typical preference of character art is semi-realism (like that of Kwanchai Moriya), but this style is really unique and perfectly applied to the theme. Great matchup of artist and game here. I do have one silly wish for this game: PLEASE change the player colors. I mean, I am so tired of having the choice between red, blue, green, and yellow. Take a Cue from my good friend Scott Brady and use one of the more interesting color choices. I mean, even to fit in with the theme here a more appropriate palette could include a brown, black, orange, and yellow or something. Be bold!!

I knew right away that this was a great game for me. Yes, the theme is super dark and macabre, which is rare for me to enjoy, but I would only play this with adults anyway so I am unbothered by it. However, the puzzle that lies within this box is one that I thoroughly enjoy solving every round. What I neglected to mention up top is the fact that when actions are taken (Bribing, Killing, Building Annexes, and Burying Corpses) if you happen to have certain card types in hand, then the cost of discards is reduced by the number of cards present. For example, if I were to Bribe a Police card from the rooms in my first action, they have an affinity for killing (messed up, I know) and will thus help me to perform a Kill action on the next turn by reducing the number of accomplices I would need to discard for that action. Side benefit: by taking the Police Travelers off the board, they then will not perform their investigations in the morning.

Another aspect I truly enjoy about The Bloody Inn is that many cards have that dual-purpose mechanic I appreciate. The player aid is also an Annex. Brilliant! Many of the Annex cards can also offer one-time or recurring powers. It’s just so satisfying to grab cards that can combo well with each other in order to fulfill your evil plans. Every card is important, and when they can offer more than one benefit, I am a happy gamer.

I cannot express how happy I am to have decided to purchase this one. I have seen the BGG ratings and rankings, but always thought I wouldn’t like it due to its very adult theme, but boy was I wrong! This is one of the best games I have played recently and I hope to even bling it out a bit, maybe even with new player colors like I suggested earlier. Laura and my wife were able to join me for this one and they agree with me – this one is excellent and definitely worth consideration into anyone’s collection. Purple Phoenix Games gives this one a dastardly 15 / 18. Yeah, it’s perfect for Halloweentime, but also for ANY time. If you are looking for something a little grim and grisly with lighter rules and lots of interesting choices, you need to check out The Bloody Inn. Grab lots of Police cards and go on a killing spree for me!
  
Alice in Wonderland (2010)
Alice in Wonderland (2010)
2010 | Action, Family, Sci-Fi
The characters, the plot, the artistry (0 more)
Cheshire Cat and others are cartoonish (0 more)
A is for Artful
Contains spoilers, click to show
As with another of Tim Burton’s films, Sleepy Hollow, Alice in Wonderland strays significantly from the original material. And, in a vein similar to Sleepy Hollow, decapitation is a much-discussed topic.

Alice is introduced to the audience as a child who has strange dreams. In the subsequent scenes, an older Alice is seen in a carriage with her mother. She is unwittingly on her way to her engagement party, and she is fully expected to accept the offer of marriage from someone who seems quite ill-suited for her. “Your life will be perfect. It’s already been decided,” says her sister Margaret.

Elements of the engagement party offer foreshadowing for the alternate reality Alice soon finds herself in. Instead of accepting her suitor’s proposal, Alice runs away and follows a rabbit wearing a waistcoat into an exceptionally large rabbit hole. There, she is found falling with a variety of household objects, including one particularly friendly piano.

Once in Wonderland, Alice’s world has literally turned upside-down. She falls from her perch on the ceiling to the floor. Alice solves a puzzle of many locked doors, using the expected growing and shrinking mechanisms, and then she emerges into a strange topiary. There she is greeted by the rabbit and other residents of Wonderland, who argue whether this Alice is “the right Alice.”

Many of the traditional characters are found in this Wonderland, but most of the ominous poetry associated with those characters has been omitted. Tweedledum and Tweedledee are introduced, but they don’t seem to serve much purpose. I missed the recitation of “the Walrus and the Carpenter” very much.

Alice insists that the world around her must be a dream, as she is led through oversized mushrooms to a blue caterpillar, voiced by the talented Alan Rickman. Once again, Alice’s destiny is written: the caterpillar reveals a scroll which shows an image of Alice slaying the dreaded Jabberwocky. Indeed, it is her role to become the champion of Wonderland, to rise up and defeat the Red Queen who keeps this horrible beast as a weapon.

Later, we come across a dysfunctional tea party held under the shadow of a dilapidated windmill. Johnny Depp appears as the wild and wide-eyed Mad Hatter. Alice, it seems, is late to her tea just as she was to her engagement party. We learn that there is a whole network of characters, including the White Queen (Anne Hathaway), who wish to bring down the tyrannical Red Queen.

The struggle between the Red and White Queens eventually comes to a head, and Alice bravely accepts her fate to fight the Jabberwocky. And the Jabberwocky is indeed a terrifying entity, as it seems to be part dinosaur and part dragon.

The visual effects in this film were striking. Burton paints a beautiful landscape full of dark, rich colors. Several moments in the film are surreal and disturbing, such as when Alice crosses a moat full of dismembered heads to gain access to the Red Queen’s castle. However, some of the characters, such as the Cheshire cat, had a more cartoonish quality about them that I found off-putting.

The acting and voice-overs in the film were also impressive. Actress Mia Wasikowska was enchanting as Alice. She reflected the vulnerability and the more intrepid characteristics of the young girl quite well. Depp was delightfully creepy as the Mad Hatter. Crispin Glover was effective as the Knave of Hearts, the Red Queen’s lead henchman. And Stephen Fry was a marvelous voice choice for the strange and eerie Cheshire Cat.

The Red Queen is quite the character in this film. Helena Bonham Carter perfectly captures the Queen’s cruelty and absurdity. She delivers the “off with his head” line repeatedly and with gusto. The Queen’s cranium was so large that I was surprised she didn’t fall forward from the weight of it. And I haven’t seen that much blue eyeshadow since the 80s.

The Blu-ray version of this film enhanced the quality of the computer graphic imagery quite well. The special features consisted of interviews of the cast regarding the characters. These interviews contained behind-the-scenes looks at some of the makeup and green screen work done on this film. Though these interviews were enlightening, I would have loved to see more about the production process, since the sets and some characters were entirely computer-generated.

All things considered, Burton’s Alice in Wonderland is a delightful departure from reality. Fans of Burton’s other films are sure to love it.
  
The Avengers (2012)
The Avengers (2012)
2012 | Action, Sci-Fi
The Cast Loki once again The humour The team dynamics The battle of New york Hulk smash (0 more)
Some of it looked like an episode on tv (0 more)
Some assembly required
There's a lot about this movie I love (it used to be one of my favorite films to rewatch when I was a teenager), one thing that really stood out to me about watching this again for the first time in awhile, is how much Whedon understands the language of comics.

Whenever people bring that aspect up, they usually talk about the splash panel inspired sequences (the long take through the Battle of New York), but nobody tends to talk about the choices he makes with how he and Seamus McGarvey decide to shoot the smaller scale scenes like they were regular panels.

Take Loki's entrance for example; as the laser begins to open the portal, we cut above, seeing how big the room is and how long the laser is, all in a wide, beautiful shot, taken from an angel to capture the intensity of the villain's entrance, and then that's followed up with a panel inspired close up on Loki's eyes as he breaks into a grin. Or the shot of Natasha being integrated from the prospective of the mirror in the room, and we see various different treasures as it pushes away from it.

Or probably the best example of this, is Steve's introduction; repeatedly working himself up with every punch, flashing back to the events in his life that make him feel the most intense, before punching it straight off its hook, only for him to grab another one of several he has lying there.

It's little touches like this that are sprinkled throughout, making you feel like you're watching a comic book in motion without having to go full on "Scott Pilgrim", "Into The Spider-Verse", "Speed Racer", or even "Batman: The Movie", along with capturing the lavish and striking lighting and colors found within some of the best artists for them.

Plus, while Whedon's writing is known for his sense of humor (for better and worse, especially when it comes to it's impact on the rest of these films post this one), I don't think enough of us take into account how much that humor is there to service the characters, not just the viewers.

Both this and his work with Drew Goddard on "Cabin in the Woods" showcase this perfectly. When Marty in "Cabin" asks if anyone else thinks something weird is going on when Curt contradict himself by saying they should split up, he isn't just saying that for the sake of a gag, it's Whedon and Goddard's way of hinting that he knows more than the others, and establishing that he's immune from these tricks being played on them.

When Steve and Tony are arguing about who's stronger and Steve keeps saying "put on the suit!", once shit hits the fan, he says it once again, but in a way that's far more urgent and fearful, not just being there for the sake of a funny payoff, but as progression for the next series of events that need to play out.

And, man....

There's just so many great moments. Not just the action or the characters working off of each other, but little moments, like the Old Man standing up for Earth to Loki, Steve giving Fury ten bucks after seeing the Helicarrier in action, Bruce mentioning the time he figured he had enough and how he couldn't end it himself, complete with the fear trembling in his voice and facial expression, Loki saying "I'm listening" as Thor was taken away from him, or his monologue to Natasha, the entire New York battle centering around them both trying to keep the army at bay and save as many by standards as possible, just too many to name.

It's one of the most memorable and entertaining blockbusters of this decade and while it doesn't feel as special seeing all of these people in the same movie anymore, it still has them at their best and manages to do it so effortlessly. Like it's one thing that this movie exists, but the fact that it worked is something that'll never not be amazing.

What else can I say, really? It's "The Avengers". You've likely seen it, memed about it, quoted it, referenced it, it doesn't matter, it's been here for nearly ten years now and it's impact is still felt and mentioned. As well as something that's super easy to put on and rewatch, either for some lazy day entertainment, or to revisit during the lead up to their next big adventure.....
  
Sagrada
Sagrada
2017 | Dice Game, Puzzle
One of the best parts of the board gaming experience is finding a fun group of people with whom to play! Sometimes, though, coordinating a game night is easier said than done. We all must occasionally forego the group experience and face the world as the Lonely Only. But fear not! The world of solo-play is a vast and exciting realm! What follows is a chronicle of my journey into the solo-playing world – notes on gameplay, mechanics, rules, difficulty, and overall experience with solo variations of commonly multiplayer games! I hope this will provide some insight as you continue to grow your collection, or explore your already owned games!

In Sagrada, you are an artist who has been tasked with creating a beautiful stained glass window. Working piece by piece, you build a masterpiece – the likes of which have never before been witnessed. Finding the perfect pieces can be tricky, but through careful use of your tools and with your artistic vision, you can create the best window in the town! The game is played over 10 rounds in which players draft dice and place them in their windows, following certain placement restrictions. A set number of tools are available for use, and can aid you in manipulating the dice to your benefit. Points are scored based on successful completion of private and public objectives, and the player with the highest score at the end of 10 drafting rounds is the winner!

My favorite part about playing Sagrada solo is that the game is essentially played the same way, regardless of player count. The only difference is how you win! In both group and solo play, each player will draft two dice every round. In group play, any leftover dice are discarded, while in solo play, the remaining two dice will be added towards the Target Score – the score you are trying to beat at the end of the game! To find the Target Score, you add all of the die values of your unused dice from each round. If, at the end of the 10 rounds, you have earned more points than the Target Score, you win! But if the Target Score is higher than your final score, you lose.

The game play differences are simple enough, but actually winning the game solo is a different story. I have played Sagrada solo quite a bit, and have won maybe 25% of the time. Depending on which window card and objectives are in play, and because of placement restrictions, I often have to sacrifice high-valued dice to the Target Score. And since there are no placement restrictions for the Target Score, and two dice are added to it each round, it is very easy for that score to sky-rocket. I either barely pull off a win, or I lose by a huge margin. Playing in a group is nicer in this regard because the other players have the same placement restrictions that I have – nobody is just getting points for free. Without the Target Score, there really is no way to play Sagrada solo, but it makes the game feel a little imbalanced to me.

Just because it is difficult to win solo does not mean that I do not like the game. It requires quite a bit of strategy, and that keeps me engaged for the entire game. There are dice placement restrictions based on color AND value, so there are two different ways in which you have to constantly be strategizing. You can’t just focus on either value or color – your strategy must always be changing based on which color dice are drawn and what values are subsequently rolled. Even with the amount of strategy required, Sagrada actually plays pretty quickly as a solo game, and I really like that. I like the challenge of this game, and often try to play until I can win. Since I can finish an entire solo game in probably 10-15 minutes, I am able to get multiple plays in a row!

Sagrada is a challenging game to play solo, but not in a way that feels futile. I don’t win a lot, but the strategic implications and the pretty dice colors are what keep me coming back to this game! If you haven’t tried Sagrada solo yet, I’d encourage you to give it a shot. But be warned – you might not always win.

https://purplephoenixgames.wordpress.com/2019/02/26/solo-chronicles-sagrada/
  
40x40

Dana (24 KP) rated Tender Buttons in Books

Mar 23, 2018  
Tender Buttons
Tender Buttons
Gertrude Stein | 2012 | Essays
8
5.5 (2 Ratings)
Book Rating
This book of poetry is chaotic, at best. But that does not mean it is without meaning or cohesion. Through its chaos, the story emerges in little hints and connections that track and follow the speaker through their thought processes in each of the sections of the book: Objects, Food, and Rooms.

I don't normally enjoy modernist poetry much because I feel it tries too hard to be something it is not. It tries to solve problems it cannot, but I have enjoyed this book a lot. Instead of always trying to solve problems, it states how it is. The problems are still there, the chaos is still there, but there is still a sense of peace at what the world is. The speaker is an ordinary person doing ordinary things, thinking about a world that has gone to shit, and that is really relatable.

There is a lot of attention to color in this collection. In the first section, there was a focus on Red and Yellow. In the second, coal is a constant. The colors represent the changing times, the coal especially. Red, the color of blood and war. Yellow, the color of change, and illness. The war had become an illness that had spread across Europe and eventually, the world.

I love how the style is not really a poetic style. Instead it is written in a prose form, but not as a coherent story with a plot line. I appreciate how Stein is creating and experimenting with different styles of writing to try to convey what she wants to.

In the section Objects, there was a quote that I very much liked because I felt like it summed up how that section had been flowing, for me at least. "Book was there, it was there. Book was there. Stop it, stop it, it was a cleaner, a wet cleaner and it was not where it was wet, it was not high, it was directly placed back, not back again, back, it was returned, it was needless, it put a bank, a bank when, a bank care." (30) This quote is showing the chaos of the mind, the disruptions of how it thinks when trying to focus or process what is happening to it. This is how many people's thoughts may have seemed during and after the two World Wars, something Modernist literature and poetry often brings up.

"There is coagulation in cold and there is none in prudence. Something is preserved and the evening is long and the colder spring has sudden shadows in a sun." (40) I like this quotation from the second section, Food, because it acknowledges that even in a time of rebirth, there is still coldness and death. There are shadows in Spring because it is acknowledging the death that had to happen for the rebirth to occur. The "coagulation" can be a congregation of people when the times get tough. When it is "cold" people come together, but in times of prudence, or in times of happiness and peace, people do not feel the need to come together. There is a self-isolation that occurs in the good times.

"A sentence of vagueness that is violence is authority and a mission and stumbling and also certainly also a prison. Calmness, calm beside the plate and in way in. There is no turn in terror. There is no volume in sound." (40) In this section, there it shows that you cannot control the world. There will always be chaos and pain and violence, but you have to learn how to live through it and survive because if you do not, you will be left in your pain with no way out.

"This shows the disorder, it does, it shows more likeness than anything else, it shows the single mind that directs an apple. All the coats have a different shape, that does not mean that they differ in color, it means a union between use and exercise and a horse." (67) This quote shows the reason and necessity of the poem. Like I said before, this book is chaotic to show the connections in chaos. It is a portrayal of the mind in a chaotic state. Everything is able to be connected because it is all from one mind and person.

Overall, I really enjoyed reading this book. I thought it was very relevant to today, even though it was written over one hundred years ago. I recommend that you read this, even if you are not really in to modernist writing because, even though it is confusing at first, once you start thinking about it, it becomes very poignant and interesting.
  
U(
Ultraviolet (Ultraviolet, #1)
10
8.7 (3 Ratings)
Book Rating
(This review can be found on my blog (<a href="http://themisadventuresofatwentysomething.blogspot.com/">The (Mis)Adventures of a Twenty-Something Year Old Girl</a>).


Wow, wow, wow! This is one of the best books that I've read this year! I absolutely loved this book!

Alison is in a mental institution after she went crazy the night she claimed to have killed Tori Beaugrand, the most popular girl in school, by making her disintegrate. However, Tori's body hasn't been found. Alison also has the weird ability to see numbers as colors and to taste words amongst other things. Ali just wants to know what's wrong with her and why people won't help her find out what happened to Tori.

To be honest, I didn't really know what to think when I saw the title. It doesn't really capture my attention. While the title does have something to do with the book, I think there could've been better titles. But please, don't let the title fool you. Ultraviolet is amazing!

I felt the same with the cover as I did with the title. I feel like the cover is a bit bland which is a shame because there is an excellent story underneath. I just feel like the cover could've been a bit more interesting so that people would actually pick up the book.

I loved the fact that this book was mainly set in a mental asylum. Anything to do with those kind of institutions makes me want to read a book instantly! The world building is definitely believable. I felt as if I was right beside Ali in everything she did. I loved getting a glimpse at the inside of this institution. Even when the plot takes a twist, I still found everything to be quite believable.

The pacing was fantastic! I was always reading a few words ahead just because I wanted to see what was coming next. Ultraviolet is a real page turner, and I couldn't read this book fast enough. Most of the time, I felt like shutting myself in a room where no one could disturb me. I am even saddened that it ended because I was enjoying it so much.

The plot was fantastic! While the whole girl locked up in mental institution even though she thinks she's fine thing has been done before, Anderson puts her own spin on it to make it her own. I even enjoyed the plot twist even though it was kind of predictable. I also enjoyed the fact that there was minimal romance in this book. I'm not big on romances, so this was perfect for me.

The characters were fantastic! I loved Alison! I felt that she was such a strong character especially with what she had to endure. I sympathized with her a lot of the time, and I even felt what she was feeling most of the time. I just wish she would've chose to tell her therapist about her condition rather then hiding it although I can totally understand why she was scared to tell him. I found Kirk to be annoying, but I think that's how the author wanted us to feel about it. Faraday was an interesting character. I loved how he was willing to listen, and I mean really listen, to what Ali had to say. I loved his helpful nature as well. Tori was super interesting as well, but I'll just leave it at that because of spoilers.

The dialogue was fantastic! I enjoyed reading about what Alison was going through and what she was thinking. It was super interesting. It did annoy me that we were told over and over what a certain noise looked like or what color a number was, etc. I really wish there was just a bit less then that. Overall though, I found the dialogue to flow quite well and feel natural. There was also no swearing in this book.

While this book is part of a series, it can be read as a standalone. The second book in the series is about another character that was mentioned in the book and is more of a companion novel.

Overall, Ultraviolet was a fantastic book that has an incredible plot as well as interesting characters. This book taught me a bit more about Synthesia which I was thrilled about learning. This is one of those books that I know I'll be thinking about for a long time.

I'd recommend this book to everyone aged 13+ because it is just that amazing!
  
The Astonishing Color of After
The Astonishing Color of After
Emily X.R. Pan | 2018 | Young Adult (YA)
10
8.3 (3 Ratings)
Book Rating
FEELS!!!!!!!! ALL THE FEELS!!!!!!!!!! The Astonishing Color of After brought to light feelings for me that I didn’t know I was feeling. I cried tears I didn’t know I needed to cry. This book resonated with me in ways I’ve never experience before while reading. This book rebroke my heart but it also healed it in ways I couldn’t heal myself.
Let me start at the beginning… Leigh’s mother commits suicide. Her mom’s name is Dorothy and goes by Dory for short. While my mom didn’t commit suicide, she did die unexpectedly in August of 2016. I know, I know you’re thinking what does this have to do with the book but just put your patient pants on. My mom’s name was Doria, and she went by Dory. While Leigh was lucky enough to be the one that didn’t find her mom, I wasn’t lucky enough to have the same luxury. I could relate to how Leigh was feeling on so many levels. So much so, it felt like the author had interviewed me and then written the book based on that interview. Leigh feels like she is to blame partly for her mother’s death. She feels like if she would have only done x better, if only she’d been in y place at z time she would have been able to save her mom. I know because I had these same thoughts and still do until this day. After reading this book and realizing there just wasn’t anything I could have done to change the outcome of what was destined to happen. But just because my mom isn’t physically here anymore doesn’t mean she’s gone forever. I still see her in myself every time I look in the mirror. She is always with me.
The magical realism aspect of this book brought the journey and the imagery to life for me. I could picture this big beautiful red bird soaring around Leigh. The more I read of this book the more I found myself looking to the sky to see what is out there for me, and then I realized that looking to the sky is something that I’ve done since the day my mom died. I find myself looking around at the clouds and the sky seeing if there is a trace of her looking down on me. Now my favorite time to look to the sky is at night and I imagine her as one of the stars looming overhead keeping an eye on me.
The characters in this book are so real. Leigh, her grandparents, her dad, and Axel. Though, I must admit I feel as though the story could have been just as good without Axel. Sometimes he just seemed to crowd the story and take away from what was happening. I think my most favorite character was Feng, and all the she represents. I absolutely loved this aspect of the book. I also loved Ghost Month as this was something I had never heard of before and it and it reminds me of one of my other favorite holidays El Dia de los Muertos. I loved learning about the Taiwanese culture.
The way the author wove this story together through her words brought the magic and the storytelling to life. Her writing style worked extremely well for the subject of this story and I can’t wait to see what she is going to write in the future. The only aspect of this story that just didn’t mesh for me was all the colors sprinkled throughout the story. Honestly though, that is such a minute detail that it’s barely worth mentioning.
As you can see this story hit me very close to home, and I am so incredibly grateful to the author for writing it. It rebroke my heart and then helped to heal that same broken heart.
Now, on to the important bits… Suicide… If you are ever in a position where you feel that you just absolutely can’t go on do me one solid. Pause. Pick up your phone, and text HELP to 741741. This is the number for the Crisis Text Line. You will be connected to one of their trained Crisis Counselors. I am a trained Crisis Counselor on the CTL and I can guarantee you that you are not alone in how you’re feeling. Ask for help, we’re here to listen, we’re trained to help you. You are not alone. Just remember 741741 and HELP. That’s all it takes and someone will be there for you.
  
Harbour
Harbour
2015 | City Building, Economic, Fantasy, Humor
“Ugh, I have too much stone and not enough fish! What am I going to do, just magically convert this stone into fish?” In Harbour, the answer is YES. Harbour is a light economic, worker placement, set collection game with fantasy elements to spice up the theming. Your goal is to amass the most victory points at the end of the game and become the greatest Harbourmaster ever!

In Harbour, you control a gobleeple (I am really horrible at this, but it’s a meeple in the shape of a goblin) who travels around town visiting buildings to enact their special abilities. Using these abilities will help you amass goods whose value is ever-changing on a uniquely-designed market board. Knowing when to sell your wood and livestock to purchase buildings is the key factor to creating a strategic path to income and winning the game of Harbour.

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. Furthermore, there is an expansion to this game, but we are not reviewing it at this time. Should we review it in the future we will either update this review or post a link to the new material here. -T

To setup give each player a gobleeple of their color choice (I choose you, purple!), a player board of their choice – or randomly dealt, and one token of each good to later be placed on their warehouse spaces. Place the main market board in the middle of the table with one goods token per space on the market to indicate starting prices for each good. Have each player now assign goods to warehouse spaces not to exceed three total goods stored. Shuffle the main building cards and place out in a grid a number of cards equal to three plus the number of players (seven total in a four-player game). Determine the starting player and you are ready to begin!

On your turn you must move your gobleeple to another vacant building, even the starting one on your player mat, or another player’s built building (but you must pay them a good to do so). From there you may take advantage of any special abilities that building offers. It could be adjusting the prices of goods, trading one type of good for another, or allowing you to purchase buildings from the grid. Purchasing buildings brings the game closer to its end, as the end is triggered by a player purchasing their fourth building. The round continues until everyone has had equal amount of turns and the player with the highest VP in buildings wins! I will have you play the game to see the various abilities that each player mat and each building offer.

Components. This is a small game in a small box (ironically it’s a Scott Almes design – you know, of Tiny Epic fame). You are given lots of player mats that feature different characters and abilities that you can choose to emulate. These mats are great, laid out well, and have funny flavor text on them. Also included are the aforementioned painted wooden gobleeples in fun colors and with an even funner shrugging pose. To keep track of your goods and market values you use blocks with stickers applied. In addition to this is a giant stack of cards to represent the buildings you will be visiting and purchasing. I have sleeved mine and they all fit back in the box (even with a few promos included). Everything is of great quality. No problems at all for me, as per usual with Tasty Minstrel Games fare.

I do not own many market and economic games because usually they do not really interest me at all. I do have many worker placement games because I really enjoy the mechanic. This one, though, is special to me. It is one of the games I have Kickstarted that I feel really delivered and fires on all cylinders for me. Your opinions may vary if you have played it, but this game is an absolute gem. It is light, fast, and incredibly fun. There is a slight learning curve if you are not used to either economic or worker placement games, but after a few rounds it will all fall into place. If you are looking for a euro game in fun clothing, I highly recommend Harbour (and it’s a steal right now in stores). Purple Phoenix Games gives this one a rousing 10 / 12.