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Purple Phoenix Games (2266 KP) rated Point Salad in Tabletop Games
Nov 1, 2021
What does “elegant design” mean to you? For me, it is a game that has been well-fleshed out and the rules, components, and mechanics are not over-fluffed. I hear and see so many games being described as having elegant design, and I sit and ponder sometimes because I have played the game in question and it certainly doesn’t follow my personal interpretation of the term. Point Salad, however, is the perfect example of elegant design – to me. Follow along to learn how such a simple game can cause such great experiences.
Simply put, Point Salad is a tableau-building game where players are drafting cards with specific scoring rules and sets of the six different suits to maximize the scoring of their drafted score cards. Each card in the game is double-sided, with one side showing a vegetable and the other side showing a unique scoring system. The player who earns the most points at the end of the game will be the winner and be forced to eat a salad reflecting their drafted veggies from the game. All right, that isn’t true, but they CAN gloat as much as they please.
To setup, construct the deck as outlined in the rules per the number of players. Shuffle the deck and roughly divide into three stacks, point side up. From these stacks place out two cards, veggie side up, below them. Choose the first player and the harvesting may begin!
On a turn, the active player may choose to draft one point card or two veggie cards from those visible in the market. They now place the cards in their personal tableau in front of themselves and the turn moves to the next player. The game continues in this fashion of drafting one or two cards every turn until all cards have been drafted.
Once all cards are drafted from the market, players analyze their scoring cards and determine points using the veggie cards they drafted. As each point card depicts a unique scoring set, each player may end with wildly different score totals. The player with the most points is the winner!
Components. This one is easy. It’s a deck of 108 double-sided cards and a tiny set of rules. The cards are all great quality and feature the most clear and appropriate art by Dylan Mangini. I have grown to really love his artwork on different games – I really dig his style. Components in this one are wonderful and I am considering sleeving the game because I just want to keep it pristine through the years.
It is certainly no surprise that I adore this game. Honestly, I only even gave it a shot because my friend Bethany, of Ryan and Bethany Board Game Reviews, placed it in one of her Top 10 lists and I had oftentimes simply passed it up at the FLGS. I am super glad she turned me on to this one, as it is easily one of my new favorites to bring to the table. I do have one tiny issue with the game. The box reads for ages 8+ but my 5-year-old son has zero problems understanding and playing the game. I mean, I have to read (and sometimes explain) the point cards to him, but I love seeing him think about and work through some tactics while playing.
I think that for me and my family, Point Salad fills a nice little niche in my collection. It is an excellent introduction to both drafting and tableau-building that other games can build upon for us. I very much enjoy the possibility of never playing the same game twice as 108 double-sided cards offers such variability and replayability that I hope will keep the game from becoming boring over multiple plays. Right now, though, it is humming along for us, and we are so grateful to Miss Bethany for introducing us to this little gem! Purple Phoenix Games gives this one a delicious 5 / 6. If you are looking for that low-stress, but very tactical, card game for easygoing nights, pick yourself up a copy of Point Salad.
Simply put, Point Salad is a tableau-building game where players are drafting cards with specific scoring rules and sets of the six different suits to maximize the scoring of their drafted score cards. Each card in the game is double-sided, with one side showing a vegetable and the other side showing a unique scoring system. The player who earns the most points at the end of the game will be the winner and be forced to eat a salad reflecting their drafted veggies from the game. All right, that isn’t true, but they CAN gloat as much as they please.
To setup, construct the deck as outlined in the rules per the number of players. Shuffle the deck and roughly divide into three stacks, point side up. From these stacks place out two cards, veggie side up, below them. Choose the first player and the harvesting may begin!
On a turn, the active player may choose to draft one point card or two veggie cards from those visible in the market. They now place the cards in their personal tableau in front of themselves and the turn moves to the next player. The game continues in this fashion of drafting one or two cards every turn until all cards have been drafted.
Once all cards are drafted from the market, players analyze their scoring cards and determine points using the veggie cards they drafted. As each point card depicts a unique scoring set, each player may end with wildly different score totals. The player with the most points is the winner!
Components. This one is easy. It’s a deck of 108 double-sided cards and a tiny set of rules. The cards are all great quality and feature the most clear and appropriate art by Dylan Mangini. I have grown to really love his artwork on different games – I really dig his style. Components in this one are wonderful and I am considering sleeving the game because I just want to keep it pristine through the years.
It is certainly no surprise that I adore this game. Honestly, I only even gave it a shot because my friend Bethany, of Ryan and Bethany Board Game Reviews, placed it in one of her Top 10 lists and I had oftentimes simply passed it up at the FLGS. I am super glad she turned me on to this one, as it is easily one of my new favorites to bring to the table. I do have one tiny issue with the game. The box reads for ages 8+ but my 5-year-old son has zero problems understanding and playing the game. I mean, I have to read (and sometimes explain) the point cards to him, but I love seeing him think about and work through some tactics while playing.
I think that for me and my family, Point Salad fills a nice little niche in my collection. It is an excellent introduction to both drafting and tableau-building that other games can build upon for us. I very much enjoy the possibility of never playing the same game twice as 108 double-sided cards offers such variability and replayability that I hope will keep the game from becoming boring over multiple plays. Right now, though, it is humming along for us, and we are so grateful to Miss Bethany for introducing us to this little gem! Purple Phoenix Games gives this one a delicious 5 / 6. If you are looking for that low-stress, but very tactical, card game for easygoing nights, pick yourself up a copy of Point Salad.

Purple Phoenix Games (2266 KP) rated On the Rocks in Tabletop Games
Sep 7, 2021
I have to come clean right at the top of this one. I have not really tried a whole lot of different cocktails in my life. I have been mostly a beer kind of guy. Not that I am opposed to cocktails at all – in fact, I have really enjoyed most of the drinks I have tried. That said, I wish I was more hip so I would know all the drink lingo and really know why someone would want their concoction shaken and not stirred. So, I went into this one thinking I would learn the secret finally. But I didn’t. I did have a good time playing it though.
“On the Rocks is a marble drafting, cocktail recipe fulfillment game for 1-4 players. It is NOT a drinking game.” – straight from the game’s BGG page. So what does that mean? Well, this one is a variation of the “I cut, you choose” style game, but HEAVILY themed around bartending and enhanced with additional fun mechanics. The winner is the player who amasses the most amount of money by the end of their shift.
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, consult the rulebook, as there are many steps. However, once setup, the game should look similar to the photo below. Choose the starting player and the mixology competition can begin!
On the Rocks is played over several rounds with each player completing specific steps. The first step is optional, and is Tip Cards. Players will accumulate Tip Cards throughout the game, and each one features a special ability that may be used at this time. The next step may also be optional, depending on if the active player had received a Complaint card previously. Complaints must be completed on this step and is pretty much a wrench thrown in the plans by competitors.
Once these (possibly) optional steps have been completed the active player then takes the 2d6 and Rolls them. This number determines how many ingredient marbles are to be pulled from the bag and added into play. For the cost of one ingredient marble, the active player may manipulate the rolled dice by flipping it to its opposite face. Next, the player will Draft the number of marbles from the bag they rolled in the previous step. From these drafted marbles the player will Mix them into the blue Jigger Bowls in the middle of the table one at a time, a la Mancala (oh that’s fun to say: A LA MANCALA!). Then the player will Select & Place a jigger of marbles from the table onto their player board. Placing the corresponding marbles onto the drinks is how recipes can be completed. If any ingredients were selected from the jigger but not placed, the player must then place the ingredients into the Extra Ingredients shot glasses on the top portion of the player board, to Save for later use.
When the ingredient marbles have been placed and saved, the player must then complete the Resolve step. Several ingredient marbles are “Premium” or “Spill” marbles. Premium marbles (golden) allow the player to select ANY two ingredients from the draw bag and the Premium marble is then discarded to the coaster in the middle of the table. The black Spill marble forces the active player to draw a Spill card from the deck and complete its action. It also during the Resolve step that the player may complete a recipe card by discarding the drink’s ingredients to the bag and flipping its recipe card face-down. If the entire order (all of the face-up recipe cards) is completed, the active player’s round ends and they notate this by placing one of the three lemon tokens on their player board. Some round end cleanup is performed, like drawing another set of 3 or 4 drink recipes for an order, and the player’s turn is over.
Once a player has completed their third order of drinks, they must indicate “Last Call” to the other players at the table. This informs the other players that they have one last turn to earn any extra money before the game ends. When the game has been finished, final scoring is performed and the winner is they who earned the most money throughout the night. The other players must immediately fix the winner a drink, or buy the winner a shot. Okay, those aren’t in the rulebook, but merely suggestions for the revised second edition…
Components. For those that follow our reviews, you know I am a sucker for games with great components, and this one definitely delivers for me. The aesthetics and art style are just perfect, the double-layer boards are always lovely, and the rubber jiggers are excellent. I cannot see anything that can be improved in terms of components, and I completely expected that because this was published by Pentree Games and 25th Century Games (one of my favorite publishers in the business). The game looks and feels deluxe, which is VERY satisfying.
I think that the Pittre duo of Michael and Christina really knocked it out of the park with this one. Wait, this is their first game design?? And it’s incredible? Okay okay, I’ll be keeping my eye on you two. On the Rocks is a light game with excellent table presence and some difficult choices presented. Now, the choices may be TOOOOOO difficult for some gamers, especially our AP-prone players. Carefully planning out each ingredient’s distribution into the jigger bowls can send them into a frenzy, so I have advised to choose one or two bowls they wish to buff and concentrate on hitting those with the marbles they want, and just randomly place the other ingredients. I know that is a big ask, but this game is supposed to take 45-90 minutes, not 45-90 hours. My other gripe about the game is the color-dependence of the ingredient marbles. I am sorry to all my colorblind friends out there, but I am unable to see how you might keep a possible 12 different marbles straight in your heads while simultaneously remembering the state of marbles in each jigger bowl. I hope I am completely wrong, as I do not suffer from colorblindness, and please do let me know if this is still playable for those gamers.
These gripes aside, everything else about the game is fabulous. I love being able to manipulate my dice rolls (yes, with a cost) to have ultimate control of the number of marbles pulled from the bag. That bag, however, takes control away immediately unless I draft a bunch of clear (wild) or golden marbles to affect my final placements. I also adore struggling to choose which recipes to concentrate on first, and weighing the possibilities of completing the higher value recipes, or blitzing the smaller ones first.
Oh, and the Spills cards? They can be real pains in the booty. These effectively give the active player the ability to completely botch another players’ plans by discarding their ingredient marbles from their player board. Not enough player interaction? How about negative Tip cards, which are earned by completing a recipe, that impede a competitor’s progress by making them complete the Tip card before being able to move on with their plans, or by limiting their marble selection to two instead of the entire bowl? Yeah, this has player interaction for sure.
Again, I like a good drink now and then, just as much as the next person. However, I have never been a bartender, and I do not plan on ever becoming one. I could not ever imagine having to compete with other bartenders for tip money either, especially if it is as brutally cutthroat as On the Rocks portrays it to be. I will, however, play a game where all that “fun” is diluted to dice, cards, and marbles. I was looking through my collection recently and noticed have embarrassingly few games with an adult beverage theme. If you are like me and require more games depicting fun with alcohol, then I strongly urge you to check out On the Rocks. I feel like I can finally graduate from Fuzzy Navels and Stone Sours just by playing this game and really upping my liquor acumen. Purple Phoenix Games gives this one a delicious 5 / 6. It seems readily available for consumption, but please do not try to go drink for drink with this game. It’s not designed to be a drinking game… or is it?
“On the Rocks is a marble drafting, cocktail recipe fulfillment game for 1-4 players. It is NOT a drinking game.” – straight from the game’s BGG page. So what does that mean? Well, this one is a variation of the “I cut, you choose” style game, but HEAVILY themed around bartending and enhanced with additional fun mechanics. The winner is the player who amasses the most amount of money by the end of their shift.
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, consult the rulebook, as there are many steps. However, once setup, the game should look similar to the photo below. Choose the starting player and the mixology competition can begin!
On the Rocks is played over several rounds with each player completing specific steps. The first step is optional, and is Tip Cards. Players will accumulate Tip Cards throughout the game, and each one features a special ability that may be used at this time. The next step may also be optional, depending on if the active player had received a Complaint card previously. Complaints must be completed on this step and is pretty much a wrench thrown in the plans by competitors.
Once these (possibly) optional steps have been completed the active player then takes the 2d6 and Rolls them. This number determines how many ingredient marbles are to be pulled from the bag and added into play. For the cost of one ingredient marble, the active player may manipulate the rolled dice by flipping it to its opposite face. Next, the player will Draft the number of marbles from the bag they rolled in the previous step. From these drafted marbles the player will Mix them into the blue Jigger Bowls in the middle of the table one at a time, a la Mancala (oh that’s fun to say: A LA MANCALA!). Then the player will Select & Place a jigger of marbles from the table onto their player board. Placing the corresponding marbles onto the drinks is how recipes can be completed. If any ingredients were selected from the jigger but not placed, the player must then place the ingredients into the Extra Ingredients shot glasses on the top portion of the player board, to Save for later use.
When the ingredient marbles have been placed and saved, the player must then complete the Resolve step. Several ingredient marbles are “Premium” or “Spill” marbles. Premium marbles (golden) allow the player to select ANY two ingredients from the draw bag and the Premium marble is then discarded to the coaster in the middle of the table. The black Spill marble forces the active player to draw a Spill card from the deck and complete its action. It also during the Resolve step that the player may complete a recipe card by discarding the drink’s ingredients to the bag and flipping its recipe card face-down. If the entire order (all of the face-up recipe cards) is completed, the active player’s round ends and they notate this by placing one of the three lemon tokens on their player board. Some round end cleanup is performed, like drawing another set of 3 or 4 drink recipes for an order, and the player’s turn is over.
Once a player has completed their third order of drinks, they must indicate “Last Call” to the other players at the table. This informs the other players that they have one last turn to earn any extra money before the game ends. When the game has been finished, final scoring is performed and the winner is they who earned the most money throughout the night. The other players must immediately fix the winner a drink, or buy the winner a shot. Okay, those aren’t in the rulebook, but merely suggestions for the revised second edition…
Components. For those that follow our reviews, you know I am a sucker for games with great components, and this one definitely delivers for me. The aesthetics and art style are just perfect, the double-layer boards are always lovely, and the rubber jiggers are excellent. I cannot see anything that can be improved in terms of components, and I completely expected that because this was published by Pentree Games and 25th Century Games (one of my favorite publishers in the business). The game looks and feels deluxe, which is VERY satisfying.
I think that the Pittre duo of Michael and Christina really knocked it out of the park with this one. Wait, this is their first game design?? And it’s incredible? Okay okay, I’ll be keeping my eye on you two. On the Rocks is a light game with excellent table presence and some difficult choices presented. Now, the choices may be TOOOOOO difficult for some gamers, especially our AP-prone players. Carefully planning out each ingredient’s distribution into the jigger bowls can send them into a frenzy, so I have advised to choose one or two bowls they wish to buff and concentrate on hitting those with the marbles they want, and just randomly place the other ingredients. I know that is a big ask, but this game is supposed to take 45-90 minutes, not 45-90 hours. My other gripe about the game is the color-dependence of the ingredient marbles. I am sorry to all my colorblind friends out there, but I am unable to see how you might keep a possible 12 different marbles straight in your heads while simultaneously remembering the state of marbles in each jigger bowl. I hope I am completely wrong, as I do not suffer from colorblindness, and please do let me know if this is still playable for those gamers.
These gripes aside, everything else about the game is fabulous. I love being able to manipulate my dice rolls (yes, with a cost) to have ultimate control of the number of marbles pulled from the bag. That bag, however, takes control away immediately unless I draft a bunch of clear (wild) or golden marbles to affect my final placements. I also adore struggling to choose which recipes to concentrate on first, and weighing the possibilities of completing the higher value recipes, or blitzing the smaller ones first.
Oh, and the Spills cards? They can be real pains in the booty. These effectively give the active player the ability to completely botch another players’ plans by discarding their ingredient marbles from their player board. Not enough player interaction? How about negative Tip cards, which are earned by completing a recipe, that impede a competitor’s progress by making them complete the Tip card before being able to move on with their plans, or by limiting their marble selection to two instead of the entire bowl? Yeah, this has player interaction for sure.
Again, I like a good drink now and then, just as much as the next person. However, I have never been a bartender, and I do not plan on ever becoming one. I could not ever imagine having to compete with other bartenders for tip money either, especially if it is as brutally cutthroat as On the Rocks portrays it to be. I will, however, play a game where all that “fun” is diluted to dice, cards, and marbles. I was looking through my collection recently and noticed have embarrassingly few games with an adult beverage theme. If you are like me and require more games depicting fun with alcohol, then I strongly urge you to check out On the Rocks. I feel like I can finally graduate from Fuzzy Navels and Stone Sours just by playing this game and really upping my liquor acumen. Purple Phoenix Games gives this one a delicious 5 / 6. It seems readily available for consumption, but please do not try to go drink for drink with this game. It’s not designed to be a drinking game… or is it?

Puke Flyswatter (7 KP) rated Star Wars: Episode V – The Empire Strikes Back (1980) in Movies
Sep 12, 2017
Incredible special effects for the time (1 more)
Story writing and characters
The Force is strong with this one
Contains spoilers, click to show
Most fans argue over which of its ongoing episodes, is the best in the Star Wars saga. The Empire Strikes Back took a darker approach than its predecessor in delivering the story of the Rebellion's fight to bring peace and freedom to the galaxy by destroying the Empire who now rule with far more than just iron fist, having snatched its power from the dead hands of the Old Republic. This in my opinion, is what made it not only the best of the saga, but the best science fiction movie of all time and more controversially- one of the best movies ever made; an accolade that has still to be taken by any other movie of the genre to date.
George Lucas, ("the daddy" and brains behind the series of stories of intergalactic war and oppression), had reportedly suffered from exhaustion to the point of near breakdown- even suffering a near heart attack and so decided for the sake of his health and mental well-being not to helm this project which led to Irvin Kershner taking the reins instead.
Kershner's change in approach is apparent throughout the movie and even from the opening scene on Hoth- the barren ice planet- there is a palpably hollow and sombre overall feel which is more than likely deliberate so as to reflect the apparent futility and hopelessness of the protagonists’ struggle. This cleverly generated more empathy toward the characters, meaning the viewer became more invested in the outcome of the story.
The scope and scale of each scene is also cleverly used to give the viewer insight into the characters' state of mind and the choice in lighting and colour (or lack thereof) to deliver more impact and focus on the subject matter in each scene.
As far as story writing and script go, this is also miles ahead of the first and brilliant instalment of the saga. This was apparently due to George Lucas not being happy with the direction of the original draft of the screenplay and being forced to write a further two drafts for the movie following the death of the original screenplay author- the renowned Leigh Brackett who sadly died losing her battle with cancer. Lucas felt it necessary to then bring in Lawrence Kasdan to complete the writing of the screenplay, Kasdan would also go on to pen the screenplays for Raiders Of The Lost Ark, Return Of The Jedi, Star Wars VII The Force Awakens (as co-writer) and is also currently penning the screenplay for the upcoming Han Solo...solo movie. His input and impact on Empire took the saga from the swashbuckling heroic scenes of A New Hope to the almost World War-esque style in which characters are somewhat downtrodden and clearly showing the negative psychological effects on their personalities that are associated with any and every war. This set it apart from A New Hope which, despite the deaths of countless poor and innocent Jawas, inhabitants of Alderaan and Obi-Wan Kenobi, still managed to keep an optimistic outlook which while being an immensely fun and thrilling watch, did not do much in the way of drawing the viewer in and having a connection with the characters. This did not in any way ruin my enjoyment of the movie, I was a kid after all, but upon watching Empire for the first time, I was introduced to a new concept in cinema for me- one where the heroes do not always win, but who still carry on the fight no matter how emotionally scarred or beaten they may be. As a kid, this was so much more of a compelling and exciting movie as it was near impossible to guess where the story would lead and what the future would hold for the then trilogy.
Another highly positive aspect, is that the viewer did not necessarily need to have watched the previous movie and could jump straight into the story, able to enjoy it as each of the characters and the movie’s histories are cleverly re-introduced and explained without the use of exhausting flashbacks or back stories, effectively allowing it to serve as a standalone movie.
For people- who for some reason unbeknownst to me- that are not fans of the genre, this remains as a compelling, well-written and visually stunning piece of movie-making that still stands the test of time and one that anyone of any age can enjoy.
George Lucas, ("the daddy" and brains behind the series of stories of intergalactic war and oppression), had reportedly suffered from exhaustion to the point of near breakdown- even suffering a near heart attack and so decided for the sake of his health and mental well-being not to helm this project which led to Irvin Kershner taking the reins instead.
Kershner's change in approach is apparent throughout the movie and even from the opening scene on Hoth- the barren ice planet- there is a palpably hollow and sombre overall feel which is more than likely deliberate so as to reflect the apparent futility and hopelessness of the protagonists’ struggle. This cleverly generated more empathy toward the characters, meaning the viewer became more invested in the outcome of the story.
The scope and scale of each scene is also cleverly used to give the viewer insight into the characters' state of mind and the choice in lighting and colour (or lack thereof) to deliver more impact and focus on the subject matter in each scene.
As far as story writing and script go, this is also miles ahead of the first and brilliant instalment of the saga. This was apparently due to George Lucas not being happy with the direction of the original draft of the screenplay and being forced to write a further two drafts for the movie following the death of the original screenplay author- the renowned Leigh Brackett who sadly died losing her battle with cancer. Lucas felt it necessary to then bring in Lawrence Kasdan to complete the writing of the screenplay, Kasdan would also go on to pen the screenplays for Raiders Of The Lost Ark, Return Of The Jedi, Star Wars VII The Force Awakens (as co-writer) and is also currently penning the screenplay for the upcoming Han Solo...solo movie. His input and impact on Empire took the saga from the swashbuckling heroic scenes of A New Hope to the almost World War-esque style in which characters are somewhat downtrodden and clearly showing the negative psychological effects on their personalities that are associated with any and every war. This set it apart from A New Hope which, despite the deaths of countless poor and innocent Jawas, inhabitants of Alderaan and Obi-Wan Kenobi, still managed to keep an optimistic outlook which while being an immensely fun and thrilling watch, did not do much in the way of drawing the viewer in and having a connection with the characters. This did not in any way ruin my enjoyment of the movie, I was a kid after all, but upon watching Empire for the first time, I was introduced to a new concept in cinema for me- one where the heroes do not always win, but who still carry on the fight no matter how emotionally scarred or beaten they may be. As a kid, this was so much more of a compelling and exciting movie as it was near impossible to guess where the story would lead and what the future would hold for the then trilogy.
Another highly positive aspect, is that the viewer did not necessarily need to have watched the previous movie and could jump straight into the story, able to enjoy it as each of the characters and the movie’s histories are cleverly re-introduced and explained without the use of exhausting flashbacks or back stories, effectively allowing it to serve as a standalone movie.
For people- who for some reason unbeknownst to me- that are not fans of the genre, this remains as a compelling, well-written and visually stunning piece of movie-making that still stands the test of time and one that anyone of any age can enjoy.

Kara Skinner (332 KP) rated Dreamz in Books
Jun 12, 2019
Genre: Science Fiction, Dystopian
Word Count: 12,470
Average Goodreads Rating: 4.54/5 stars
My rating: 3/5 stars
To be honest, I automatically started to dislike this book because “Dreams” is spelled with a Z. And while it was okay, it was not as good as it could have been.
Wunder has been dreaming about a man for as long as she can remember, always the same man. The dreams leave her aroused to no end at night. Unfortunately, this man doesn’t exist in her life, at least not yet. But her love life is nonexistent and thanks to her being half zombie, that’s not going to change any time soon.
Little does she know that her dream man exists and his name is Pete. Not only does he exist, but he’s been dreaming about her as well. Pete is also half zombie and lives in the next town over with his uncle. When he moves to Wunder’s town to recover from a huge zombie attack, will they finally get to meet in real life?
You can get this book for free on Smashwords.
I have such mixed feelings about this book. On one hand, it’s a cool story with some damn good world-building. The explanation behind a half zombie, half human is actually logical, or as logical as anything to do with zombies is. This also sets up a lot of potential plotlines for the other books in the series, all of them sounding interesting. And the Resilient Infected Police, or RIP, have a fantastic name.
Also, I can always appreciate a bad-ass girl who knows how to kick some ass, zombie or otherwise.
But learn to fricking edit.
Aside from the grammatical and punctuational atrocities that made my eyes widen in horror while I was reading this, there are so many strange things in this story that aren’t even rookie mistakes. This story is as loose as your post Taco Bell shit.
Never mind the crazy summaries and excessive telling instead of showing. I’ve seen that so many times by now, I’m almost immune to that. What I haven’t seen is a fucking tree fetish.
Yes, ladies and gents, you read that right. Either Wunder loves trees a little too much, or the author does. Why else would Wunder interrupt her retelling of a very hot and kinky sex dream to describe at length the tree she’s tied to, when she first saw it, and how beautiful she thinks it is.
Damn, Wunder, get back to how your sexy dream man is dominating you. I don’t have patience for this arousal-killing nature shit.
Also, A. R. Von got so distracted with setting the stage for future plot lines that she totally forgot to dazzle the reader with the current plot. There was an awful lot of talk about how Pete’s town attracts zombies a lot more than normal towns do, and about the life test they have to take every month to make sure the people aren’t dead, although I feel like the rotting flesh would give it away. (Also how does a person keep their zombie side secret when being blood tested monthly for proof of life? Asking for a friend).
But the current plot of restless RIP agents going to save a town from a hoard of zombies while having kinky dreams is sadly neglected. The exchange between Wunder and her friend feels more like a free write than a final draft and the epic battle is slow-paced and anti-climactic.
Then at the end, Pete asks his uncle about Wunder, and Pete is able to tell him all about Wunder’s famous reputation of being an all-around badass, which brings up the question: how does Pete, who lives with his uncle and works with his uncle in the RIP not know even a little bit about Wunder’s existence when his uncle is able to recognize her on sight and gush about how awesome she is?
But I do like Pete and Wunder. Wunder is a bad-ass and Pete is sexy as hell. The chemistry between them is great. While there’s only a promise of a love connection in this book, I do believe they have a very juicy love story ahead of them.
Unfortunately the story needs massive editing and the dialogue and action often feels forced. I’m tempted to read the next book in the series, just to see how the love story plays out, but I doubt I will because I have a feeling the other stories are as unedited as this one was. But if you still want to check it out, you can get it for free on Smashwords.
Word Count: 12,470
Average Goodreads Rating: 4.54/5 stars
My rating: 3/5 stars
To be honest, I automatically started to dislike this book because “Dreams” is spelled with a Z. And while it was okay, it was not as good as it could have been.
Wunder has been dreaming about a man for as long as she can remember, always the same man. The dreams leave her aroused to no end at night. Unfortunately, this man doesn’t exist in her life, at least not yet. But her love life is nonexistent and thanks to her being half zombie, that’s not going to change any time soon.
Little does she know that her dream man exists and his name is Pete. Not only does he exist, but he’s been dreaming about her as well. Pete is also half zombie and lives in the next town over with his uncle. When he moves to Wunder’s town to recover from a huge zombie attack, will they finally get to meet in real life?
You can get this book for free on Smashwords.
I have such mixed feelings about this book. On one hand, it’s a cool story with some damn good world-building. The explanation behind a half zombie, half human is actually logical, or as logical as anything to do with zombies is. This also sets up a lot of potential plotlines for the other books in the series, all of them sounding interesting. And the Resilient Infected Police, or RIP, have a fantastic name.
Also, I can always appreciate a bad-ass girl who knows how to kick some ass, zombie or otherwise.
But learn to fricking edit.
Aside from the grammatical and punctuational atrocities that made my eyes widen in horror while I was reading this, there are so many strange things in this story that aren’t even rookie mistakes. This story is as loose as your post Taco Bell shit.
Never mind the crazy summaries and excessive telling instead of showing. I’ve seen that so many times by now, I’m almost immune to that. What I haven’t seen is a fucking tree fetish.
Yes, ladies and gents, you read that right. Either Wunder loves trees a little too much, or the author does. Why else would Wunder interrupt her retelling of a very hot and kinky sex dream to describe at length the tree she’s tied to, when she first saw it, and how beautiful she thinks it is.
Damn, Wunder, get back to how your sexy dream man is dominating you. I don’t have patience for this arousal-killing nature shit.
Also, A. R. Von got so distracted with setting the stage for future plot lines that she totally forgot to dazzle the reader with the current plot. There was an awful lot of talk about how Pete’s town attracts zombies a lot more than normal towns do, and about the life test they have to take every month to make sure the people aren’t dead, although I feel like the rotting flesh would give it away. (Also how does a person keep their zombie side secret when being blood tested monthly for proof of life? Asking for a friend).
But the current plot of restless RIP agents going to save a town from a hoard of zombies while having kinky dreams is sadly neglected. The exchange between Wunder and her friend feels more like a free write than a final draft and the epic battle is slow-paced and anti-climactic.
Then at the end, Pete asks his uncle about Wunder, and Pete is able to tell him all about Wunder’s famous reputation of being an all-around badass, which brings up the question: how does Pete, who lives with his uncle and works with his uncle in the RIP not know even a little bit about Wunder’s existence when his uncle is able to recognize her on sight and gush about how awesome she is?
But I do like Pete and Wunder. Wunder is a bad-ass and Pete is sexy as hell. The chemistry between them is great. While there’s only a promise of a love connection in this book, I do believe they have a very juicy love story ahead of them.
Unfortunately the story needs massive editing and the dialogue and action often feels forced. I’m tempted to read the next book in the series, just to see how the love story plays out, but I doubt I will because I have a feeling the other stories are as unedited as this one was. But if you still want to check it out, you can get it for free on Smashwords.

Bob Mann (459 KP) rated Green Book (2018) in Movies
Sep 28, 2021
“Vacation without Aggravation.”
The “Green Book” was a handbook (now, thankfully, out of print) for blacks travelling in the southern states of the US , who want to stay in or dine in places they will be welcomed rather than abused. It is of course 1962 and Bobby Kennedy as Attorney General has racial equality strongly in his firing line.
The ever-flexible (and here, after piling a lot of weight on, almost unrecognisable) Viggo Mortensen plays Tony ‘Lip’ Vallelonga – a racist Italian-American living in The Bronx and working as a bouncer at “The Copacabana” club. Oscar-winner Mahershala Ali plays Dr Don Shirley – a black virtuoso pianist of high acclaim. How this odd couple meet and interact on a journey from Titsburg (sic) to Birmingham is the heart of the film.
I’m actually loathe to say ANY more about the plot of this film. I saw this at a Cineworld “Secret Screening” and so went into the film completely blind about the content: which was just BRILLIANT! For this, for me, is as near a perfect road-movie as I am likely to see this or any other decade. To say it is a feelgood Christmas classic to approach “It’s a Wonderful Life” is not – I think – putting it too strongly.
Oh… dammit… I’ve already given away my rating haven’t I….?
The turns
The film has apparently had Oscar buzz since winning the Toronto Film Festival’s “People’s Choice” award, and the chemistry that builds up between Ali and Mortensen is just fantastic. While I’m a fan of Mortensen (“Captain Fantastic” was a minor classic), it is Ali’s performance as the gentle and mannered Shirley which impresses most, and would be my pick for the Oscar nomination if I had to choose between them.
Also truly impressive is ER’s Linda Cardllini as Tony’s wife Dolores: her reactions to “Tony’s” letters home are just exquisite. I wonder whether a Supporting Actress nomination might be deserved here also.
And what a script
The screenplay by Brian Hayes Currie, Peter Farrelly and Nick Vallelonga (Tony’s son…. yes, this is based on a true story), sizzles with fantastic one-liners and wordplay. It breathes life into the 1962 setting by not shying away from using what, today, are highly offensive racial slurs: these might offend some, but they are essential for a film that lampoons racist behaviour so wonderfully.
Above all, it’s a film with genuine heart. A story that lifts the spirit and paints onto the screen in technicolour glory the struggle (albeit you feel a rather sanitised one) that lifted America out of the dark ages in terms of equality.
It is perhaps this degree of “Oscar baitedness” – (if that’s not a word then it is now) – that might be its biggest weakness in garnering support among the voters at Oscar time. It is though perhaps worth bearing in mind that it was “Driving Miss Daisy” – an odd-couple inter-racial chauffeur-based movie – that won the Best Film Oscar for 1989!
Farrelly? What THAT Farrelly?
This is a film of subtlety and nuance that makes it all the more surprising that the director is Peter Farrelly. Yes, he of the Farrelly brothers of such crass, unsubtle and hilarious films like “There’s Something about Mary” and “Dumb and Dumber” and such crass, unsubtle and totally awful films like “Me, Myself and Irene” and “Dumb and Dumber To”! It’s like asking Mr Bean to direct a performance of Swan Lake at the Royal Opera House! Yet, here it just plain works. The comedy injected into the film (and there are a number of times I laughed out loud) is perfectly balanced with the story.
Final thoughts
What I wanted to say here was:
“Go see this film. No, REALLY. It will leave you with a warm Christmas glow in your heart to last you through the holidays. Well, it should – it did me.”
However, although the States already had this for Thanksgiving, it looks as if the UK general release of this film is not set to happen until the 1st of February next year. Which is a great shame and a missed opportunity. (It’s as if they made a Christmas film like “Die Hard” and then released it in July! #sarcasm #yesiknowtheydid).
I really hope that’s a mistake and you guys can get to see it before then. When you can, go see it (No, REALLY!). Seldom have two hours flown by with such joy at the cinema. At this late stage in the year, my “Films of the Year” draft list is going to need another shake up!
The ever-flexible (and here, after piling a lot of weight on, almost unrecognisable) Viggo Mortensen plays Tony ‘Lip’ Vallelonga – a racist Italian-American living in The Bronx and working as a bouncer at “The Copacabana” club. Oscar-winner Mahershala Ali plays Dr Don Shirley – a black virtuoso pianist of high acclaim. How this odd couple meet and interact on a journey from Titsburg (sic) to Birmingham is the heart of the film.
I’m actually loathe to say ANY more about the plot of this film. I saw this at a Cineworld “Secret Screening” and so went into the film completely blind about the content: which was just BRILLIANT! For this, for me, is as near a perfect road-movie as I am likely to see this or any other decade. To say it is a feelgood Christmas classic to approach “It’s a Wonderful Life” is not – I think – putting it too strongly.
Oh… dammit… I’ve already given away my rating haven’t I….?
The turns
The film has apparently had Oscar buzz since winning the Toronto Film Festival’s “People’s Choice” award, and the chemistry that builds up between Ali and Mortensen is just fantastic. While I’m a fan of Mortensen (“Captain Fantastic” was a minor classic), it is Ali’s performance as the gentle and mannered Shirley which impresses most, and would be my pick for the Oscar nomination if I had to choose between them.
Also truly impressive is ER’s Linda Cardllini as Tony’s wife Dolores: her reactions to “Tony’s” letters home are just exquisite. I wonder whether a Supporting Actress nomination might be deserved here also.
And what a script
The screenplay by Brian Hayes Currie, Peter Farrelly and Nick Vallelonga (Tony’s son…. yes, this is based on a true story), sizzles with fantastic one-liners and wordplay. It breathes life into the 1962 setting by not shying away from using what, today, are highly offensive racial slurs: these might offend some, but they are essential for a film that lampoons racist behaviour so wonderfully.
Above all, it’s a film with genuine heart. A story that lifts the spirit and paints onto the screen in technicolour glory the struggle (albeit you feel a rather sanitised one) that lifted America out of the dark ages in terms of equality.
It is perhaps this degree of “Oscar baitedness” – (if that’s not a word then it is now) – that might be its biggest weakness in garnering support among the voters at Oscar time. It is though perhaps worth bearing in mind that it was “Driving Miss Daisy” – an odd-couple inter-racial chauffeur-based movie – that won the Best Film Oscar for 1989!
Farrelly? What THAT Farrelly?
This is a film of subtlety and nuance that makes it all the more surprising that the director is Peter Farrelly. Yes, he of the Farrelly brothers of such crass, unsubtle and hilarious films like “There’s Something about Mary” and “Dumb and Dumber” and such crass, unsubtle and totally awful films like “Me, Myself and Irene” and “Dumb and Dumber To”! It’s like asking Mr Bean to direct a performance of Swan Lake at the Royal Opera House! Yet, here it just plain works. The comedy injected into the film (and there are a number of times I laughed out loud) is perfectly balanced with the story.
Final thoughts
What I wanted to say here was:
“Go see this film. No, REALLY. It will leave you with a warm Christmas glow in your heart to last you through the holidays. Well, it should – it did me.”
However, although the States already had this for Thanksgiving, it looks as if the UK general release of this film is not set to happen until the 1st of February next year. Which is a great shame and a missed opportunity. (It’s as if they made a Christmas film like “Die Hard” and then released it in July! #sarcasm #yesiknowtheydid).
I really hope that’s a mistake and you guys can get to see it before then. When you can, go see it (No, REALLY!). Seldom have two hours flown by with such joy at the cinema. At this late stage in the year, my “Films of the Year” draft list is going to need another shake up!

Gareth von Kallenbach (980 KP) rated The Hitchhiker's Guide to the Galaxy (2005) in Movies
Aug 14, 2019
Making films from books has always been a tricky proposition. For every film adaptation that hits it big such as Jaws, Lord of the Rings and The Silence of the Lambs, there are several that fail to work or are downright disasters such as The Bonfire of the Vanities.
In the film The Hitchhiker’s Guide to the Galaxy, the late Douglas Adams first book in his classic series has finally arrived on the big screen after many delays getting started and a successful version on PBS.
The film stars Martin Freeman as Arthur Dent, a simple, easy going fellow whose entire goal in life is to stop the demolition of his beloved home from those who want to put a new highway in its current location.
As Arthur attempts to block the demolition, his good friend Ford Prefect (Mos Def), arrives and stalls the demolition with free beer for the work crew. Thinking he has been saved, Arthur is puzzled when Ford takes him to a local pub and buys rounds for the entire pub, saying the world is ending in a few minutes.
Ford in reality is an alien visiting the Earth and learns that the Earth is about to be destroyed to make way for a new galactic expressway. Before he knows what has happened, Arthur is whisked away seconds before the destruction of the Earth by Ford as they end up on a ship of the demolition fleet.
After a series of bizarre events and a narrow escape, Ford and Arthur end up on a passing ship that has been stolen by galactic president Zaphod Beeblebrox (Sam Rockwell), and Trillian (Zooey Deschanel), who just happens to be the lady of Arthur’s dreams and who is also unaware that the Earth has been destroyed in the short amount of time since she left Earth to explore with Zaphod.
As if this was not enough, the ship also has a depressed android named Marvin (Warwick Davis and voiced by Allan Rickman).
It is at this point that the film goes horribly wrong as the amusing and interesting setup quickly goes nowhere. While the crew is sent on a series of quests, each becomes less interesting than the one before it, and the very bland production values of the film are exposed. The sets are very basic and look as if they were borrowed from many of the budget driven British Sci-Fi that frequents PBS. Somehow the idea of an alien room being nothing but a rusty wall and a slapped up sign just does not cut it for me. At times I thought I was watching a home video production done by fans or another late night B movie rather than a major studio summer release.
As bad as the sets were what is even more amazing was the at times laughable attempts at visual effects where it was obvious that the actors were standing in front of screens as the matting lines were visible.
I tried to put a lot of this off to the idea that the film was trying to be quirky in keeping with the book, but quirky is not an excuse for underwhelming effects, basic sets, and lousy costuming and make up effects as I half expected to see zippers on the costumes of many aliens that looked like they were cobbled from parts at a hardware store.
So now that I have covered my issues with the look of the film, let’s look at the story itself. In a word: boring. I could not believe how dull and lazy the film became, and how the staff seemed to be going through the motions. The cast has zero chemistry and Rockwell is so frantic that his character is annoying to watch. After five minutes of his rock star in the spotlight style shtick, I wanted to strangle the character or at least get him on some serious medication.
Director Garth Jennings also has many scenes that simply go nowhere or drag on only to cut at odd times resulting in a complete and utter lack of pacing.
I am a big fan of the book series and I had very high hopes for this film. Sadly the disaster that resulted may very well have Douglas Adams spinning in his grave as his classic work was destroyed. I have to wonder how much of his original draft for the script that was used as the basis for the film survived.
While extreme die hard fans may enjoy the film, even they are likely to be disappointed and I can only hope that if they try to make the next book in the series, “The Restaurant at the End of the Universe”, they do a much better job then this effort, as this is one awful film adaptation.
In the film The Hitchhiker’s Guide to the Galaxy, the late Douglas Adams first book in his classic series has finally arrived on the big screen after many delays getting started and a successful version on PBS.
The film stars Martin Freeman as Arthur Dent, a simple, easy going fellow whose entire goal in life is to stop the demolition of his beloved home from those who want to put a new highway in its current location.
As Arthur attempts to block the demolition, his good friend Ford Prefect (Mos Def), arrives and stalls the demolition with free beer for the work crew. Thinking he has been saved, Arthur is puzzled when Ford takes him to a local pub and buys rounds for the entire pub, saying the world is ending in a few minutes.
Ford in reality is an alien visiting the Earth and learns that the Earth is about to be destroyed to make way for a new galactic expressway. Before he knows what has happened, Arthur is whisked away seconds before the destruction of the Earth by Ford as they end up on a ship of the demolition fleet.
After a series of bizarre events and a narrow escape, Ford and Arthur end up on a passing ship that has been stolen by galactic president Zaphod Beeblebrox (Sam Rockwell), and Trillian (Zooey Deschanel), who just happens to be the lady of Arthur’s dreams and who is also unaware that the Earth has been destroyed in the short amount of time since she left Earth to explore with Zaphod.
As if this was not enough, the ship also has a depressed android named Marvin (Warwick Davis and voiced by Allan Rickman).
It is at this point that the film goes horribly wrong as the amusing and interesting setup quickly goes nowhere. While the crew is sent on a series of quests, each becomes less interesting than the one before it, and the very bland production values of the film are exposed. The sets are very basic and look as if they were borrowed from many of the budget driven British Sci-Fi that frequents PBS. Somehow the idea of an alien room being nothing but a rusty wall and a slapped up sign just does not cut it for me. At times I thought I was watching a home video production done by fans or another late night B movie rather than a major studio summer release.
As bad as the sets were what is even more amazing was the at times laughable attempts at visual effects where it was obvious that the actors were standing in front of screens as the matting lines were visible.
I tried to put a lot of this off to the idea that the film was trying to be quirky in keeping with the book, but quirky is not an excuse for underwhelming effects, basic sets, and lousy costuming and make up effects as I half expected to see zippers on the costumes of many aliens that looked like they were cobbled from parts at a hardware store.
So now that I have covered my issues with the look of the film, let’s look at the story itself. In a word: boring. I could not believe how dull and lazy the film became, and how the staff seemed to be going through the motions. The cast has zero chemistry and Rockwell is so frantic that his character is annoying to watch. After five minutes of his rock star in the spotlight style shtick, I wanted to strangle the character or at least get him on some serious medication.
Director Garth Jennings also has many scenes that simply go nowhere or drag on only to cut at odd times resulting in a complete and utter lack of pacing.
I am a big fan of the book series and I had very high hopes for this film. Sadly the disaster that resulted may very well have Douglas Adams spinning in his grave as his classic work was destroyed. I have to wonder how much of his original draft for the script that was used as the basis for the film survived.
While extreme die hard fans may enjoy the film, even they are likely to be disappointed and I can only hope that if they try to make the next book in the series, “The Restaurant at the End of the Universe”, they do a much better job then this effort, as this is one awful film adaptation.

Purple Phoenix Games (2266 KP) rated Tides of Madness in Tabletop Games
Dec 7, 2021
As you know, the world of board games is quite vast – there are so many games out there, I feel like I can barely keep up! So oftentimes when I come across a game, it’s not necessarily a new one. Enter Tides of Madness. It maaaay sound familiar, and that is because it is a reimplementation of Tides of Time (which we have reviewed before). Is this just a Cthulhian re-theme of the same game, or does it alter the gameplay at all? Keep reading to find out!
Tides of Madness is a game of card drafting and set collection in which 2 players are trying to amass the most points by the end of 3 rounds. To setup for a game, shuffle the deck and deal 5 cards to each player. Place the rest aside as a draw deck, and place the Madness tokens within reach. Each of the 3 rounds is broken down into 3 phases: Drafting, Scoring, and Refresh. During the Drafting phase, each player will choose one card from their hand to keep, and place it face-down in front of them. Once both players have chosen their card, they will be revealed simultaneously and placed in your tableau. Take the remaining cards from your hand and pass them to your opponent. You now draft another card from this new hand, and will then pass the cards again. Drafting continues in this fashion until both players have no cards remaining in hand.
The next phase, Scoring, now begins. Players check their tableau and take a Madness token for each card with a Madness icon. The player with the most Madness this round can choose to gain an additional 4 VP or heal (discard) one Madness token. An important note – if at any time a player receives 9 or more Madness tokens, they immediately lose the game! So keep an eye on those cards, and know when to heal. Next, players will score the cards based on printed objectives – sets of suits, majority of a suit, etc. Points are tallied on the score pad. Finally, the Refresh phase gets you ready for the next round. Each player collects their tableau and selects one card to keep for the next round, and another card to discard from the game. Players simultaneously reveal their kept card and it starts the round already in their tableau. Players will draw 2 new cards to total 5 in hand, and the next round is ready to begin. Play ends either if a player has 9 or more Madness, or after a total of 3 rounds. After the 3rd and final round, all points are added up and the player with the highest score wins.
So if you’re thinking this game is basically Tides of Time, you’re pretty much correct. The only difference between the two is the concept/mechanic of the Madness tokens. And honestly, I think the inclusion of the tokens elevates the strategy a bit. In Tides of Time, it really is all about set collection. But with Madness tokens, you’ve got some risk/reward balance to play with. Do you take a card to complete a set even though it gives you a Madness token? Or do you leave it for last so your opponent is forced to take it? The same applies to the extra step in the Scoring phase. Do you risk keeping all your Madness to snag 4 extra VP or is it better (and safer) to heal 1? It just adds another element to the gameplay that makes it feel a little more engaging and exciting than simple set collection.
To touch on components for a minute – this game consists of 18 oversized cards, a bunch of cardboard Madness tokens, a score pad, and small pencil. The artwork on the cards is appropriately thematic and dark, and the text is clear and easy to interpret. The Madness icon on certain cards is a bunch of tentacles on the side of the card, and it is easy to see which cards are affected and which are not. The tokens and score pad are both decent quality as well. Although not 100% necessary, I appreciate the inclusion of a score pad just to help you remember points between rounds. All in all, good production all around.
I have to say that of the two, I prefer Tides of Madness over Tides of Time. You may have noticed that I have rated both games at a 4, but the Madness element in this one just pushes it over the top for me. Both are good games, don’t get me wrong! Either work as a good set collection/drafting game, and are quick to learn and play. Tides of Madness just engages me a little more and that makes the overall gameplay more enjoyable for me. So all in all, Purple Phoenix Games gives this one a maddening 4 / 6.
Tides of Madness is a game of card drafting and set collection in which 2 players are trying to amass the most points by the end of 3 rounds. To setup for a game, shuffle the deck and deal 5 cards to each player. Place the rest aside as a draw deck, and place the Madness tokens within reach. Each of the 3 rounds is broken down into 3 phases: Drafting, Scoring, and Refresh. During the Drafting phase, each player will choose one card from their hand to keep, and place it face-down in front of them. Once both players have chosen their card, they will be revealed simultaneously and placed in your tableau. Take the remaining cards from your hand and pass them to your opponent. You now draft another card from this new hand, and will then pass the cards again. Drafting continues in this fashion until both players have no cards remaining in hand.
The next phase, Scoring, now begins. Players check their tableau and take a Madness token for each card with a Madness icon. The player with the most Madness this round can choose to gain an additional 4 VP or heal (discard) one Madness token. An important note – if at any time a player receives 9 or more Madness tokens, they immediately lose the game! So keep an eye on those cards, and know when to heal. Next, players will score the cards based on printed objectives – sets of suits, majority of a suit, etc. Points are tallied on the score pad. Finally, the Refresh phase gets you ready for the next round. Each player collects their tableau and selects one card to keep for the next round, and another card to discard from the game. Players simultaneously reveal their kept card and it starts the round already in their tableau. Players will draw 2 new cards to total 5 in hand, and the next round is ready to begin. Play ends either if a player has 9 or more Madness, or after a total of 3 rounds. After the 3rd and final round, all points are added up and the player with the highest score wins.
So if you’re thinking this game is basically Tides of Time, you’re pretty much correct. The only difference between the two is the concept/mechanic of the Madness tokens. And honestly, I think the inclusion of the tokens elevates the strategy a bit. In Tides of Time, it really is all about set collection. But with Madness tokens, you’ve got some risk/reward balance to play with. Do you take a card to complete a set even though it gives you a Madness token? Or do you leave it for last so your opponent is forced to take it? The same applies to the extra step in the Scoring phase. Do you risk keeping all your Madness to snag 4 extra VP or is it better (and safer) to heal 1? It just adds another element to the gameplay that makes it feel a little more engaging and exciting than simple set collection.
To touch on components for a minute – this game consists of 18 oversized cards, a bunch of cardboard Madness tokens, a score pad, and small pencil. The artwork on the cards is appropriately thematic and dark, and the text is clear and easy to interpret. The Madness icon on certain cards is a bunch of tentacles on the side of the card, and it is easy to see which cards are affected and which are not. The tokens and score pad are both decent quality as well. Although not 100% necessary, I appreciate the inclusion of a score pad just to help you remember points between rounds. All in all, good production all around.
I have to say that of the two, I prefer Tides of Madness over Tides of Time. You may have noticed that I have rated both games at a 4, but the Madness element in this one just pushes it over the top for me. Both are good games, don’t get me wrong! Either work as a good set collection/drafting game, and are quick to learn and play. Tides of Madness just engages me a little more and that makes the overall gameplay more enjoyable for me. So all in all, Purple Phoenix Games gives this one a maddening 4 / 6.

Heather Cranmer (2721 KP) rated In The Shadow of Blackbirds in Books
Jun 7, 2018
(This review can also be found on my blog <a href="http://themisadventuresofatwentysomething.blogspot.com/">The (Mis)Adventures of a Twenty-Something Year Old Girl</a>).
I'm a sucker for ghost stories, so when I heard about this book through numerous blogs, I knew it was a book that I would have to read. Luckily, I wasn't disappointed.
Mary Shelley Black is a 16 year old girl who is sent to live in California with her aunt after her father gets arrested for helping men avoid the draft in 1918. She meets up with her childhood friend, and they fall in love with each other. Unfortunately, when they realize they're in love with each other, it's too late. He is being shipped off to war the next day. When she receives word that Stephen, her childhood friend and sweetheart, has died in battle, Mary Shelley is devasted. She's never believed in ghosts before, but when Stephen's ghost comes to here asking for help, she'll do whatever it takes to help him.
I found the title of this book to be very interesting. In fact, before I read the book, I was quite confused about how that title would fit in with a ghost story. After reading the book, I understood what it was all about.
The cover is rather interesting as well. I like the way there's pretty Mary Shelley Black sitting on a chair with what looks like a spirit beside her. The cover is what caught my attention in the first place. When I saw it, I knew I had to read it.
The world building in this book is quite good and believable. It's very obvious that Miss Winters has done her homework about life back in 1918. I'm not a history buff, but from what I was reading, everything seemed to be historically accurate. I even had to look up stuff myself that I never knew about such as people using onions to ward off the flu!! Personally, I think I would've been a bit more scared when it came to Stephen's ghostly visits to Mary Shelley though, but this may just be a me thing.
The pacing did start off a bit slow, and I was feeling disappointed as I had heard great things about this book. However, once I got about 100 pages in, the pacing picked right up, and I was hooked. I only put this book down because real life interfered with my reading. I could definitely tell why people were loving In the Shadow of Blackbirds!
The plot was fantastic and very interesting. I had never read a book dealing with the whole spiritualist movement of the early 20th century. I loved how the plot incorporated everything about that period of time such as the war and the flu. The spiritualism in the book portrayed how gullible and desperate people were back then with all their loved ones dying. I loved the fiction aspect of a girl whose first love dies despite all these other things going on. I loved how he returned as a ghost and the major twist in the story.
The characters were definitely thought out and well written. I loved how Mary Shelley was so passionate when it came to what she loved. I loved her vulnerability at times but how strong she was. I just loved how great of a character Mary Shelley was. I did find Stephen to be a bit annoying as a ghost though. I just thought he was too whiney, and at times, I wanted to exorcise him! I know it sounds mean, but boy, he was just so annoying! I understand that he was suffering but still. I just felt that he put a lot of pressure on Mary Shelley to save him considering how much he loved her! Julius made a great meanie! I hated him, and there were so many times I wish I could've yelled at him! He wasn't a poorly written character; he was quite the opposite actually! I did love Mary Shelley's Aunt Eva too. She came across a lot older than her 26 years, but I think I would've as well if I'd been through what she had. I loved the way she was willing to take Mary Shelley in, and I loved how she always made a fuss over her. Eva definitely had a big heart.
I found the dialogue to be most fascinating! I enjoyed reading about each character as well as reading about history. If only learning about history were this fun in school. I think I would've paid more attention! I loved reading about how Mary Shelley felt about everything. I loved the way people spoke back then as well. As for language, there are a few swear words, but nothing too major.
Overall, In the Shadow of Blackbirds by Cat Winters was a super interesting read!! The world building, plot and characters were all written fantastically, and I never even knew I was getting a history lesson in the process.
I'd recommend this book to those aged 15+ who are after an interesting read. I think mostly everyone would enjoy it.
In the Shadow of Blackbirds gets a 4.25 out of 5 from me.
I'm a sucker for ghost stories, so when I heard about this book through numerous blogs, I knew it was a book that I would have to read. Luckily, I wasn't disappointed.
Mary Shelley Black is a 16 year old girl who is sent to live in California with her aunt after her father gets arrested for helping men avoid the draft in 1918. She meets up with her childhood friend, and they fall in love with each other. Unfortunately, when they realize they're in love with each other, it's too late. He is being shipped off to war the next day. When she receives word that Stephen, her childhood friend and sweetheart, has died in battle, Mary Shelley is devasted. She's never believed in ghosts before, but when Stephen's ghost comes to here asking for help, she'll do whatever it takes to help him.
I found the title of this book to be very interesting. In fact, before I read the book, I was quite confused about how that title would fit in with a ghost story. After reading the book, I understood what it was all about.
The cover is rather interesting as well. I like the way there's pretty Mary Shelley Black sitting on a chair with what looks like a spirit beside her. The cover is what caught my attention in the first place. When I saw it, I knew I had to read it.
The world building in this book is quite good and believable. It's very obvious that Miss Winters has done her homework about life back in 1918. I'm not a history buff, but from what I was reading, everything seemed to be historically accurate. I even had to look up stuff myself that I never knew about such as people using onions to ward off the flu!! Personally, I think I would've been a bit more scared when it came to Stephen's ghostly visits to Mary Shelley though, but this may just be a me thing.
The pacing did start off a bit slow, and I was feeling disappointed as I had heard great things about this book. However, once I got about 100 pages in, the pacing picked right up, and I was hooked. I only put this book down because real life interfered with my reading. I could definitely tell why people were loving In the Shadow of Blackbirds!
The plot was fantastic and very interesting. I had never read a book dealing with the whole spiritualist movement of the early 20th century. I loved how the plot incorporated everything about that period of time such as the war and the flu. The spiritualism in the book portrayed how gullible and desperate people were back then with all their loved ones dying. I loved the fiction aspect of a girl whose first love dies despite all these other things going on. I loved how he returned as a ghost and the major twist in the story.
The characters were definitely thought out and well written. I loved how Mary Shelley was so passionate when it came to what she loved. I loved her vulnerability at times but how strong she was. I just loved how great of a character Mary Shelley was. I did find Stephen to be a bit annoying as a ghost though. I just thought he was too whiney, and at times, I wanted to exorcise him! I know it sounds mean, but boy, he was just so annoying! I understand that he was suffering but still. I just felt that he put a lot of pressure on Mary Shelley to save him considering how much he loved her! Julius made a great meanie! I hated him, and there were so many times I wish I could've yelled at him! He wasn't a poorly written character; he was quite the opposite actually! I did love Mary Shelley's Aunt Eva too. She came across a lot older than her 26 years, but I think I would've as well if I'd been through what she had. I loved the way she was willing to take Mary Shelley in, and I loved how she always made a fuss over her. Eva definitely had a big heart.
I found the dialogue to be most fascinating! I enjoyed reading about each character as well as reading about history. If only learning about history were this fun in school. I think I would've paid more attention! I loved reading about how Mary Shelley felt about everything. I loved the way people spoke back then as well. As for language, there are a few swear words, but nothing too major.
Overall, In the Shadow of Blackbirds by Cat Winters was a super interesting read!! The world building, plot and characters were all written fantastically, and I never even knew I was getting a history lesson in the process.
I'd recommend this book to those aged 15+ who are after an interesting read. I think mostly everyone would enjoy it.
In the Shadow of Blackbirds gets a 4.25 out of 5 from me.

Purple Phoenix Games (2266 KP) rated Canvas in Tabletop Games
Feb 3, 2021
I do not have any natural talent for art. That doesn’t stop me from enjoying it, though! Whether it’s coloring, painting, or crafting, I like to let my artistic side run free. So imagine my surprise as I was perusing Kickstarter one day and happened upon Canvas. A game about ‘painting’ and creating unique, brilliant, and one-of-a-kind pieces of artwork, all without having to worry about my lack of actual artistic talent?? I was immediately sold! Now that I have the game in hand and have gotten the opportunity to play it, will it withstand the test of time, like a classic masterpiece?
Canvas is a game of card drafting and set collection in which players are trying to layer their cards to create unique pieces of artwork that will earn them Ribbons (VP) at the local art festival. To begin, set up the canvas mat, 4 random Scoring Cards, Ribbon tokens, and Art cards in their corresponding locations in the play area. Each player receives 3 sleeved Background cards and 4 Inspiration tokens. Select a starting player, and the game is ready to begin!
Playing over a series of rounds, players will take turns either Taking an Art Card or Completing a Painting. If you choose to Take an Art Card, you select an Art Card from the canvas mat and take it into your hand. The card furthest from the draw deck is free, but subsequent cards must be ‘purchased’ by spending Inspiration. Place 1 Inspiration token on every card preceding the one you take into hand. If you select an Art Card that has an Inspiration token on it, you collect that token for future use!
If you have at least 3 Art Cards, or a maximum of 5 Art Cards in hand, you must Complete a Painting. You will select 3 of your Art Cards to be sleeved with one of your starting Background cards. You may layer the Art Cards in any order you choose – but remember, only visible icons are used for scoring! Once you have Completed a Painting, you immediately score that piece. Compare the visible icons on your final painting to the Scoring Cards, taking any corresponding Ribbon tokens for successfully meeting their requirements. Play continues in this manner until all players have completed their 3 paintings. Players count up their cumulative scores from all paintings, and the player with the most points is the winner!
The gameplay seems simple enough, right? Yes! It is very straightforward since you only have 2 options for each turn. Either draft a card, or complete a painting. Teaching time is minimal and the gameplay can move quickly. But THAT is where the simplicity ends, my friends. The heart of Canvas is in its strategy. Each game has 4 random Scoring Cards, which define how you will earn points. And each transparent Art Card has a number of icons at the bottom that will affect how you resolve each Scoring Card. By layering your Art Cards, you will cover some icons, while letting others remain visible. The possibilities are truly endless when it comes to how to layer your cards, but are you clever enough to layer them for maximum points? Admittedly, the various layering possibilities coupled with 4 different Scoring Cards can lead to some analysis paralysis, as players try to figure out every combination they have to see what could earn the most points. But all in all, I have found the that the gameplay is never really at a standstill, because as one player is taking their turn, all others can be strategizing with their own cards.
Let’s talk about components. First off, I love the canvas mat – it really brings the theme to life and is good quality! The Art Cards are colorful and sturdy, and they really are clear enough to see even when layered upon each other. (I should say that I did remove the plastic film from the manufacturing process.) The Scoring and Background cards are nice, big, and easy to read and understand. My deluxe copy of Canvas has Wooden Ribbons and Inspiration tokens instead of the standard cardboard, and they are nice, chunky, and fun to play with. There are even 5 small wooden easels on which players can display their masterpieces! All in all, the deluxe components are great quality and really elevate the gameplay. AND the game box literally has a hole in the back so it can be hung on the wall, like a real piece of art! Such a creative and immersive approach to the game, that just puts a smile on my face.
If you’ve read this far in my review, I think you can tell that I really love Canvas. The theme is creative, the gameplay is simple, but extremely strategic, and the high quality components really make it feel deluxe. Is there anything I don’t like about it? Maybe that it makes my brain hurt sometimes when trying to figure out the best layering combo of my Art Cards. But seriously, this game is a new and unique twist on some of my favorite mechanics. Canvas is quickly making its way towards my Top 10 list, and this is one I will definitely be pulling out at game nights pretty often. Purple Phoenix Games gives this one an eccentric 11 / 12. Give it a shot, I don’t think you’ll be disappointed.
Canvas is a game of card drafting and set collection in which players are trying to layer their cards to create unique pieces of artwork that will earn them Ribbons (VP) at the local art festival. To begin, set up the canvas mat, 4 random Scoring Cards, Ribbon tokens, and Art cards in their corresponding locations in the play area. Each player receives 3 sleeved Background cards and 4 Inspiration tokens. Select a starting player, and the game is ready to begin!
Playing over a series of rounds, players will take turns either Taking an Art Card or Completing a Painting. If you choose to Take an Art Card, you select an Art Card from the canvas mat and take it into your hand. The card furthest from the draw deck is free, but subsequent cards must be ‘purchased’ by spending Inspiration. Place 1 Inspiration token on every card preceding the one you take into hand. If you select an Art Card that has an Inspiration token on it, you collect that token for future use!
If you have at least 3 Art Cards, or a maximum of 5 Art Cards in hand, you must Complete a Painting. You will select 3 of your Art Cards to be sleeved with one of your starting Background cards. You may layer the Art Cards in any order you choose – but remember, only visible icons are used for scoring! Once you have Completed a Painting, you immediately score that piece. Compare the visible icons on your final painting to the Scoring Cards, taking any corresponding Ribbon tokens for successfully meeting their requirements. Play continues in this manner until all players have completed their 3 paintings. Players count up their cumulative scores from all paintings, and the player with the most points is the winner!
The gameplay seems simple enough, right? Yes! It is very straightforward since you only have 2 options for each turn. Either draft a card, or complete a painting. Teaching time is minimal and the gameplay can move quickly. But THAT is where the simplicity ends, my friends. The heart of Canvas is in its strategy. Each game has 4 random Scoring Cards, which define how you will earn points. And each transparent Art Card has a number of icons at the bottom that will affect how you resolve each Scoring Card. By layering your Art Cards, you will cover some icons, while letting others remain visible. The possibilities are truly endless when it comes to how to layer your cards, but are you clever enough to layer them for maximum points? Admittedly, the various layering possibilities coupled with 4 different Scoring Cards can lead to some analysis paralysis, as players try to figure out every combination they have to see what could earn the most points. But all in all, I have found the that the gameplay is never really at a standstill, because as one player is taking their turn, all others can be strategizing with their own cards.
Let’s talk about components. First off, I love the canvas mat – it really brings the theme to life and is good quality! The Art Cards are colorful and sturdy, and they really are clear enough to see even when layered upon each other. (I should say that I did remove the plastic film from the manufacturing process.) The Scoring and Background cards are nice, big, and easy to read and understand. My deluxe copy of Canvas has Wooden Ribbons and Inspiration tokens instead of the standard cardboard, and they are nice, chunky, and fun to play with. There are even 5 small wooden easels on which players can display their masterpieces! All in all, the deluxe components are great quality and really elevate the gameplay. AND the game box literally has a hole in the back so it can be hung on the wall, like a real piece of art! Such a creative and immersive approach to the game, that just puts a smile on my face.
If you’ve read this far in my review, I think you can tell that I really love Canvas. The theme is creative, the gameplay is simple, but extremely strategic, and the high quality components really make it feel deluxe. Is there anything I don’t like about it? Maybe that it makes my brain hurt sometimes when trying to figure out the best layering combo of my Art Cards. But seriously, this game is a new and unique twist on some of my favorite mechanics. Canvas is quickly making its way towards my Top 10 list, and this is one I will definitely be pulling out at game nights pretty often. Purple Phoenix Games gives this one an eccentric 11 / 12. Give it a shot, I don’t think you’ll be disappointed.

Purple Phoenix Games (2266 KP) rated SAIBOU in Tabletop Games
Aug 29, 2019
Do you ever get that feeling where you just want to simulate the growth of a culture of cells and the affects of bacteria and viruses within those cultures? Honestly, I never do. But I was pleasantly surprised to learn that someone had designed a game to do just that. So buckle up and let’s learn about the Saibou – the cell.
SAIBOU is “a little game of cells” and that tagline is just short of perfect. I say just short because the word “cute” has been omitted. This game is stinkin CUUUTE!! “Saibou” is the Japanese word for “cell,” and in this game the players are racing to complete a culture of cells by building a 3×3 grid of chibi cell cards. Opponents will be attempting the same as well as infecting your culture with horrible hungry bacterias and viruses to eat up your cutie cells. Luckily you have defenses and cures you can apply to keep your little culture garden thriving.
DISCLAIMER: We were provided a review 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
Setting up SAIBOU is a snap. Shuffle the big deck of square cards and deal out five to each player. On your turn play a card. It could be a cell, migrate, bacteria, virus, cure, or macrophage card. Cell cards are what you are trying to build in your culture and is your method of victory. Each cell card (except the wild) has colored half-circles on the edges that need to match up with neighboring cards to be valid plays.
Can’t seem to draw the perfect card you need? Play a migrate card and switch out an opponent’s card with one of yours (even if it has a token on it). Get that wild from your opponent and plop it right into your culture and watch them squirm. Feeling especially aggressive? Play a bacteria or virus card, place the corresponding token on the cell you want to infect and watch the devastation! Bacteria cards are of a specific color, or colors, that will be placed on cells of matching color. Viruses, however, are not so picky – they will go after ANY cell. “So what? Who cares if I contracted a virus?” Well, your culture cares because at the end of each player’s turn a bacteria or virus will consume the cell upon which it rests and then move on to the next surrounding cell. Bacteria move to matching colors, and viruses move to whichever card they can.
So, you’ve been infected. What now? Well, all is not lost. In the deck are several cure cards that picture medicine pills that can cure your culture of all bacteria and viruses. Would you like to prevent this from happening in the future? Play the white macrophage (looks like a beefcake cloud with Ray-Bans (not a sponsor)) card and place a white disc on any cell you would like to protect. That cell can no longer be a target of attack. Play continues in this fashion until someone has built a 3×3 grid and won the game!
Components. Per my disclaimer this game is still in prototype so I can only comment on the components provided to us. Keep in mind they may (and probably will) change or improve during the Kickstarter campaign. The game is a deck of cards and some plastic tokens. The cards are great and feature simply wonderful art. I totally dig the chibi style for this game and it was an inspired choice. Just looking at those cute cells instantly makes you want to protect them and creates a connection that pains you to lose them to a virus. A+ on art from me. The tokens, in this prototype version, leave much to be desired. The colors don’t really match the cards, but I am hopeful that will be improved upon as a result of the campaign for retail release. This didn’t cause ANY issues during game play, but upon teaching the game I had to reiterate that the card is actually a YELLOW cell that matches the yellow token. Perhaps the token will end up being orange to match the card because I think switching the card to yellow may cause issues when matching the colored edges. Unfortunately, that said, the colored discs on the edges of the cards (and also the corresponding tokens) do not really work with colorblindness, as there is no distinction other than color for these components. This may (and hopefully will) be considered for the final draft of the game. Luckily I do not suffer from colorblindness so I quite enjoy it all, but I need to be an advocate for those who do.
All in all this is such a lovely game that I am so happy we were able to play. The cute art and double-thinking adds so much to the game play that we just were eating up every time. Speaking of eating up, those bacteria and viruses are such powerful little bugs that can really muck up the best laid plans and create havoc on the table. It’s delicious! Note: we did not taste the game, so claims of deliciousness are for flavor only. Note 2: I guess I cannot use language without using words to describe food, even though this is not a game about food – but I would probably eat it because it looks so dang good. All this said, Purple Phoenix Games is super impressed by such a simple game, and we highly highly recommend any gamer type to check it out.
SAIBOU is “a little game of cells” and that tagline is just short of perfect. I say just short because the word “cute” has been omitted. This game is stinkin CUUUTE!! “Saibou” is the Japanese word for “cell,” and in this game the players are racing to complete a culture of cells by building a 3×3 grid of chibi cell cards. Opponents will be attempting the same as well as infecting your culture with horrible hungry bacterias and viruses to eat up your cutie cells. Luckily you have defenses and cures you can apply to keep your little culture garden thriving.
DISCLAIMER: We were provided a review 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
Setting up SAIBOU is a snap. Shuffle the big deck of square cards and deal out five to each player. On your turn play a card. It could be a cell, migrate, bacteria, virus, cure, or macrophage card. Cell cards are what you are trying to build in your culture and is your method of victory. Each cell card (except the wild) has colored half-circles on the edges that need to match up with neighboring cards to be valid plays.
Can’t seem to draw the perfect card you need? Play a migrate card and switch out an opponent’s card with one of yours (even if it has a token on it). Get that wild from your opponent and plop it right into your culture and watch them squirm. Feeling especially aggressive? Play a bacteria or virus card, place the corresponding token on the cell you want to infect and watch the devastation! Bacteria cards are of a specific color, or colors, that will be placed on cells of matching color. Viruses, however, are not so picky – they will go after ANY cell. “So what? Who cares if I contracted a virus?” Well, your culture cares because at the end of each player’s turn a bacteria or virus will consume the cell upon which it rests and then move on to the next surrounding cell. Bacteria move to matching colors, and viruses move to whichever card they can.
So, you’ve been infected. What now? Well, all is not lost. In the deck are several cure cards that picture medicine pills that can cure your culture of all bacteria and viruses. Would you like to prevent this from happening in the future? Play the white macrophage (looks like a beefcake cloud with Ray-Bans (not a sponsor)) card and place a white disc on any cell you would like to protect. That cell can no longer be a target of attack. Play continues in this fashion until someone has built a 3×3 grid and won the game!
Components. Per my disclaimer this game is still in prototype so I can only comment on the components provided to us. Keep in mind they may (and probably will) change or improve during the Kickstarter campaign. The game is a deck of cards and some plastic tokens. The cards are great and feature simply wonderful art. I totally dig the chibi style for this game and it was an inspired choice. Just looking at those cute cells instantly makes you want to protect them and creates a connection that pains you to lose them to a virus. A+ on art from me. The tokens, in this prototype version, leave much to be desired. The colors don’t really match the cards, but I am hopeful that will be improved upon as a result of the campaign for retail release. This didn’t cause ANY issues during game play, but upon teaching the game I had to reiterate that the card is actually a YELLOW cell that matches the yellow token. Perhaps the token will end up being orange to match the card because I think switching the card to yellow may cause issues when matching the colored edges. Unfortunately, that said, the colored discs on the edges of the cards (and also the corresponding tokens) do not really work with colorblindness, as there is no distinction other than color for these components. This may (and hopefully will) be considered for the final draft of the game. Luckily I do not suffer from colorblindness so I quite enjoy it all, but I need to be an advocate for those who do.
All in all this is such a lovely game that I am so happy we were able to play. The cute art and double-thinking adds so much to the game play that we just were eating up every time. Speaking of eating up, those bacteria and viruses are such powerful little bugs that can really muck up the best laid plans and create havoc on the table. It’s delicious! Note: we did not taste the game, so claims of deliciousness are for flavor only. Note 2: I guess I cannot use language without using words to describe food, even though this is not a game about food – but I would probably eat it because it looks so dang good. All this said, Purple Phoenix Games is super impressed by such a simple game, and we highly highly recommend any gamer type to check it out.