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Acanthea Grimscythe (300 KP) rated The Roanoke Girls in Books
May 15, 2018
Contains spoilers, click to show
Wow, this review has taken longer than I expected to get around to – mostly because of my hospital stay and subsequent recovery from acute pancreatitis. Needless to say, but I’m mostly back to normal and I hope to be resuming my reviews more regularly. Also, this will be my final review for Blogging for Books, as the site will be closing down next month. Now, onto the important stuff!
Will someone please tell me what the hell I read? The only thing original about The Roanoke Girls by Amy Engel is its plot, which boldly goes where no book I’ve ever read has gone before.
The Roanoke Girls lacks original characters, which is the first of my many complaints regarding this book. Everyone is beautiful and perfect, and the one person that isn’t is described as a meth-head (which I find to be an insult to the average Janes and Joes out there). There’s not a single character, aside from the aforementioned meth-head, that isn’t a Mary Sue appearance wise. And the main character? There’s not a single thing likable about her. She’s a bitch to everyone around her, and yet somehow she still has guys fawning all over her. This is not realistic, folks.
Plot? Do you really want to get me started on that? First, let’s take a moment to discuss the fact that this book hops all over the place. One moment it is present, the next it is past, and after that, it’s some random character of little importance – just so we can learn how they died and why. Because, y’know, there’s something wrong with the fact they are all sleeping with their grandfather/brother/father/uncle/etc. Yes, I just gave a major spoiler away, but hey! I warned y’all. The only thing about this book that isn’t overly done is the fact that its main subject is INCEST. Yates Roanoke has a thing for every single woman in his family. And somehow, for some god awful reason, all these girls (save one) think it is absolutely okay/are heartbroken when things don’t quite work out.
Furthermore, all that jumping around? It’s done intentionally to drive the story forward because a straightforward account is sooo extremely drab and boring in this book that it has to jump. It has to give cliffhangers of some sort, and then make you wait another chapter or two, because otherwise it would simply drag on.
I would not recommend The Roanoke Girls to anyone. I did receive a review copy of this book free of charge and this has been my unbiased opinion. Thanks to Blogging for Books for the novel.
Will someone please tell me what the hell I read? The only thing original about The Roanoke Girls by Amy Engel is its plot, which boldly goes where no book I’ve ever read has gone before.
The Roanoke Girls lacks original characters, which is the first of my many complaints regarding this book. Everyone is beautiful and perfect, and the one person that isn’t is described as a meth-head (which I find to be an insult to the average Janes and Joes out there). There’s not a single character, aside from the aforementioned meth-head, that isn’t a Mary Sue appearance wise. And the main character? There’s not a single thing likable about her. She’s a bitch to everyone around her, and yet somehow she still has guys fawning all over her. This is not realistic, folks.
Plot? Do you really want to get me started on that? First, let’s take a moment to discuss the fact that this book hops all over the place. One moment it is present, the next it is past, and after that, it’s some random character of little importance – just so we can learn how they died and why. Because, y’know, there’s something wrong with the fact they are all sleeping with their grandfather/brother/father/uncle/etc. Yes, I just gave a major spoiler away, but hey! I warned y’all. The only thing about this book that isn’t overly done is the fact that its main subject is INCEST. Yates Roanoke has a thing for every single woman in his family. And somehow, for some god awful reason, all these girls (save one) think it is absolutely okay/are heartbroken when things don’t quite work out.
Furthermore, all that jumping around? It’s done intentionally to drive the story forward because a straightforward account is sooo extremely drab and boring in this book that it has to jump. It has to give cliffhangers of some sort, and then make you wait another chapter or two, because otherwise it would simply drag on.
I would not recommend The Roanoke Girls to anyone. I did receive a review copy of this book free of charge and this has been my unbiased opinion. Thanks to Blogging for Books for the novel.

Purple Phoenix Games (2266 KP) rated Small World in Tabletop Games
Aug 13, 2019
A neat thing about this hobby is getting in on all the hype of a soon-to-be-produced game. It’s exciting to follow the development, and neat to get sneak peeks and inside access to the production. But another awesome thing about this hobby is getting to discover a game long after it’s release, and still finding yourself excited about it. That’s what happened with me and Small World. That game is 10 years old at this point in time, but I was only introduced to it within the last year. I thoroughly enjoyed it, so when I saw it at a used game sale, I knew I had to have it.
The population of the world is growing, but unfortunately the world is running out of space. Many different races of creatures are vying for dominion over the land – conquering as many regions as possible to extend their empires. However, as every great civilization rises to power, it will also eventually fall and give way to a new empire. Which race can garner the most influence before it begins to fade away? And which race will be lying in wait, ready to capitalize on the vacancy left by its predecessor?
DISCLAIMER: There are several expansions for this game, but we do not have any at this time, so this review is concerning vanilla base game Small World. If we review any of the expansions in the future we will update this review or link to the new material here. -T
Small World is a game of area control/movement and variable player powers in which players are attempting to use their chosen races to gain control over as much territory as possible. Once your chosen race has reached its limit, you can push it into a decline and pick another race to start fresh and conquer more land. Each race is coupled with a different power that could give you added benefit when used. On a typical turn, you will place tiles representing your race onto the game board. If you want to conquer a territory that is already inhabited by an opponent, you must play a specified number of tiles that will subsequently drive the opposing race from the territory, leaving it available for you to claim. Once you have played all the tiles you wish to play, you can re-distribute your race tiles – perhaps moving more to a territory near an opponent so they will not be able to overtake you easily on their turn. To end your turn, you receive one Victory Coin for each region of the world that you occupy. When you decide that your chosen race is no longer earning you enough points, you may push it into a decline and select a new race (with its own race tiles) to start a new conquest. The game ends after a finite number of turns, and the player with the most Victory Coins is the winner.
One thing that I really love about Small World is the variability of the game. There are 14 different races available each game, as well as 20 different powers. And the neat thing about the powers is that they are not tied to a specific race. Each game could yield a different combination of races/powers. So maybe in one game you get an awesome combination of a race and power, and the next game, the same race coupled with a different power turns out to be a dud. The only way to find out if a combination works is to try it! There are so many possibilities here, and that keeps the game engaging.
Another thing that I really like about Small World is that each player can go at their own pace. If I decided to push my race into decline, that does not mean that everyone else has to as well. It all depends on your specific strategy/race/power. This is also a cool part of the game because it makes it harder to determine your opponents’ strategies. You’re trying to maximize your own race/power while trying to figure out what everyone else is planning. There’s no hidden information – everyone knows all races/powers in play, as well as the races/powers available for purchase. The tricky part is trying to keep your opponents oblivious to your long-term plans. That keeps this game captivating and way more strategic than meets the eye.
The only negative thing I have to say about Small World is that there is a learning curve to this game. There are a lot of moving parts, and many things to keep track of each turn. Not to mention figuring out how the different races and powers work in conjunction with each other. It’s kind of a daunting game at first, but after a couple of plays it becomes a lot easier.
Small World is a strategic game with lots of variability and replayability. You may need to keep the rulebook on hand the first few plays, but once you get the hang of the gameplay and learn how the powers work, the game flows easily. If you haven’t yet had the opportunity to play Small World, I recommend you do. Just because it’s an ‘older’ game doesn’t necessarily mean it’s not a good game anymore! Purple Phoenix Games give Small World a big 22 / 24.
The population of the world is growing, but unfortunately the world is running out of space. Many different races of creatures are vying for dominion over the land – conquering as many regions as possible to extend their empires. However, as every great civilization rises to power, it will also eventually fall and give way to a new empire. Which race can garner the most influence before it begins to fade away? And which race will be lying in wait, ready to capitalize on the vacancy left by its predecessor?
DISCLAIMER: There are several expansions for this game, but we do not have any at this time, so this review is concerning vanilla base game Small World. If we review any of the expansions in the future we will update this review or link to the new material here. -T
Small World is a game of area control/movement and variable player powers in which players are attempting to use their chosen races to gain control over as much territory as possible. Once your chosen race has reached its limit, you can push it into a decline and pick another race to start fresh and conquer more land. Each race is coupled with a different power that could give you added benefit when used. On a typical turn, you will place tiles representing your race onto the game board. If you want to conquer a territory that is already inhabited by an opponent, you must play a specified number of tiles that will subsequently drive the opposing race from the territory, leaving it available for you to claim. Once you have played all the tiles you wish to play, you can re-distribute your race tiles – perhaps moving more to a territory near an opponent so they will not be able to overtake you easily on their turn. To end your turn, you receive one Victory Coin for each region of the world that you occupy. When you decide that your chosen race is no longer earning you enough points, you may push it into a decline and select a new race (with its own race tiles) to start a new conquest. The game ends after a finite number of turns, and the player with the most Victory Coins is the winner.
One thing that I really love about Small World is the variability of the game. There are 14 different races available each game, as well as 20 different powers. And the neat thing about the powers is that they are not tied to a specific race. Each game could yield a different combination of races/powers. So maybe in one game you get an awesome combination of a race and power, and the next game, the same race coupled with a different power turns out to be a dud. The only way to find out if a combination works is to try it! There are so many possibilities here, and that keeps the game engaging.
Another thing that I really like about Small World is that each player can go at their own pace. If I decided to push my race into decline, that does not mean that everyone else has to as well. It all depends on your specific strategy/race/power. This is also a cool part of the game because it makes it harder to determine your opponents’ strategies. You’re trying to maximize your own race/power while trying to figure out what everyone else is planning. There’s no hidden information – everyone knows all races/powers in play, as well as the races/powers available for purchase. The tricky part is trying to keep your opponents oblivious to your long-term plans. That keeps this game captivating and way more strategic than meets the eye.
The only negative thing I have to say about Small World is that there is a learning curve to this game. There are a lot of moving parts, and many things to keep track of each turn. Not to mention figuring out how the different races and powers work in conjunction with each other. It’s kind of a daunting game at first, but after a couple of plays it becomes a lot easier.
Small World is a strategic game with lots of variability and replayability. You may need to keep the rulebook on hand the first few plays, but once you get the hang of the gameplay and learn how the powers work, the game flows easily. If you haven’t yet had the opportunity to play Small World, I recommend you do. Just because it’s an ‘older’ game doesn’t necessarily mean it’s not a good game anymore! Purple Phoenix Games give Small World a big 22 / 24.

Chris Sawin (602 KP) rated Texas Chainsaw Massacre (2022) in Movies
Feb 19, 2022 (Updated Feb 19, 2022)
Wasted backstories that go nowhere. (3 more)
Rehashes and recreates the original film while not offering much of its own material.
New characters fall flat.
Feels like a half-cocked attempt at a new "film. "
Tearing the Face Off of a Horror Franchise
Texas Chainsaw Massacre is a direct sequel to the original 1974 film nearly 50 years later. Directed by David Blue Garcia with a screenplay by Chris Thomas Devlin and a story by Fede Alvarez (co-writer and director of the 2013 Evil Dead remake) and Rodo Sayagues (Don’t Breathe 1 & 2), Texas Chainsaw Massacre follows a group of young 20-somethings as they venture from Austin to Harlow, TX; a seven hour drive.
Dante (Jacob Latimore, Detroit) and Melody (Sarah Yarkin, Happy Death Day 2U) are business partners with somewhat of an impressive internet following. Dante is a chef who is looking to expand and Harlow is just the type of remote town to do it in. Melody’s teenage sister Lila (Elsie Fisher, Eighth Grade) and Dante’s fiancé Ruth (Nell Hudson) have tagged along mostly for emotional support.
With bank investors on the way to scout the location, the young foursome discovers a dilapidated orphanage with an old woman (Alice Krige, Gretel & Hansel) still living inside along with the last of what she refers to as, “her boys.” Dante and his friends awaken the mostly dormant monster known as Leatherface. Sally Hardesty (Olwen Fouéré) has been searching for Leatherface since he killed her friends all those years ago and now she can finally have the vengeful closure that she deserves.
The Texas Chainsaw Massacre franchise is mostly trash. Leatherface has gotten the manure treatment outside of the original film, the 2003 remake, and maybe the 1986 sequel. The timeline is as messy and inconsistent as Halloween as whatever takes place behind the scenes between sequels, remakes, and reboots all seems to result in lackluster or sometimes atrocious outings for one of the most recognizable horror movie icons.
This new film can’t seem to decide what it wants to be. Sally is brought back for a half-hearted cameo as she does nothing but wear a cowboy hat, stare at a picture, cock a shotgun, and gut a pig. She’s meant to be the connection between this film and the original and it just doesn’t work. Texas Chainsaw Massacre also just seems to lift aspects from the original film as well as other non-genre films without ever offering its audience anything original or actually worthwhile.
The ending is basically lifted directly from the original as is the aspect of a group of young people running into trouble on a road trip far away from home. It’s young, city outsiders versus born-and-bred country veterans. The film also has a weird amount of homage to Terminator 2 (Melody’s leg wound and the shotgun blasts to Leatherface by the water being similar to Sarah Connor’s showdown with the T-1000 near the end of T2). It also feels like it’s trying to capitalize on the success Halloween has had since it follows a similar format (making a direct sequel to the original film decades later).
On the bright side, the kills and the gore are mostly satisfying. The wrist breaking scene followed by being stabbed in the neck with the broken bone is gnarly. There’s a brutal head smashing scene with a hammer and the bus sequence is essentially horror movie fan heaven even if the setup and dialogue in said sequence is awful. The swinging door kill feels like it could have been better than it was since it covers up more than it reveals. You can either leave the brutality to the audience’s imagination or show everything in its nasty and gruesome glory; trying to do both in the same sequence just results in disappointment.
You can make the argument that you watch a film like this for the gore and not the story anyway, but that isn’t the point. When there’s this much of a wait between new entries fans deserve better. The frustrating aspect is that Fede Alvarez and Rodo Sayagues are capable of providing a worthwhile story along with the blood and guts because they gave it to us with Evil Dead. There’s nothing here worth the nine year gap between this and the last Texas Chainsaw film (Texas Chainsaw 3D) or the five year gap between this and Leatherface. When it’s not recycling gags from the original film or borrowing from other franchises, it’s just young people being dumb for the sake of a cheap scare or kill.
Texas Chainsaw Massacre isn’t as unwatchable as some reviews are making it out to be, but it’s not a good film by any stretch of the imagination. It’s barely 80-minutes long, so it has a relatively quick pace and the kills are solid. But the story is seriously lacking as there are elements that literally go nowhere; Lila’s backstory about why she’s so quiet doesn’t add much of anything other than a reason for her to never leave a padded cell when and if a sequel to this is ever made.
The problem now is that the successful film formula revolves around nostalgia, rehashing familiar sequences and storylines, and bringing back survivors for one final confrontation. This has all proven to crush the box office, especially during the pandemic. This results in there being no originality or creativity anymore; it’s just a repetition of what we’ve already seen. Until Leatherface can get a fresh face to wear, the Texas Chainsaw Massacre franchise is doomed to run in circles with a sputtering chainsaw on a mostly deserted road no one wants to travel down.
Dante (Jacob Latimore, Detroit) and Melody (Sarah Yarkin, Happy Death Day 2U) are business partners with somewhat of an impressive internet following. Dante is a chef who is looking to expand and Harlow is just the type of remote town to do it in. Melody’s teenage sister Lila (Elsie Fisher, Eighth Grade) and Dante’s fiancé Ruth (Nell Hudson) have tagged along mostly for emotional support.
With bank investors on the way to scout the location, the young foursome discovers a dilapidated orphanage with an old woman (Alice Krige, Gretel & Hansel) still living inside along with the last of what she refers to as, “her boys.” Dante and his friends awaken the mostly dormant monster known as Leatherface. Sally Hardesty (Olwen Fouéré) has been searching for Leatherface since he killed her friends all those years ago and now she can finally have the vengeful closure that she deserves.
The Texas Chainsaw Massacre franchise is mostly trash. Leatherface has gotten the manure treatment outside of the original film, the 2003 remake, and maybe the 1986 sequel. The timeline is as messy and inconsistent as Halloween as whatever takes place behind the scenes between sequels, remakes, and reboots all seems to result in lackluster or sometimes atrocious outings for one of the most recognizable horror movie icons.
This new film can’t seem to decide what it wants to be. Sally is brought back for a half-hearted cameo as she does nothing but wear a cowboy hat, stare at a picture, cock a shotgun, and gut a pig. She’s meant to be the connection between this film and the original and it just doesn’t work. Texas Chainsaw Massacre also just seems to lift aspects from the original film as well as other non-genre films without ever offering its audience anything original or actually worthwhile.
The ending is basically lifted directly from the original as is the aspect of a group of young people running into trouble on a road trip far away from home. It’s young, city outsiders versus born-and-bred country veterans. The film also has a weird amount of homage to Terminator 2 (Melody’s leg wound and the shotgun blasts to Leatherface by the water being similar to Sarah Connor’s showdown with the T-1000 near the end of T2). It also feels like it’s trying to capitalize on the success Halloween has had since it follows a similar format (making a direct sequel to the original film decades later).
On the bright side, the kills and the gore are mostly satisfying. The wrist breaking scene followed by being stabbed in the neck with the broken bone is gnarly. There’s a brutal head smashing scene with a hammer and the bus sequence is essentially horror movie fan heaven even if the setup and dialogue in said sequence is awful. The swinging door kill feels like it could have been better than it was since it covers up more than it reveals. You can either leave the brutality to the audience’s imagination or show everything in its nasty and gruesome glory; trying to do both in the same sequence just results in disappointment.
You can make the argument that you watch a film like this for the gore and not the story anyway, but that isn’t the point. When there’s this much of a wait between new entries fans deserve better. The frustrating aspect is that Fede Alvarez and Rodo Sayagues are capable of providing a worthwhile story along with the blood and guts because they gave it to us with Evil Dead. There’s nothing here worth the nine year gap between this and the last Texas Chainsaw film (Texas Chainsaw 3D) or the five year gap between this and Leatherface. When it’s not recycling gags from the original film or borrowing from other franchises, it’s just young people being dumb for the sake of a cheap scare or kill.
Texas Chainsaw Massacre isn’t as unwatchable as some reviews are making it out to be, but it’s not a good film by any stretch of the imagination. It’s barely 80-minutes long, so it has a relatively quick pace and the kills are solid. But the story is seriously lacking as there are elements that literally go nowhere; Lila’s backstory about why she’s so quiet doesn’t add much of anything other than a reason for her to never leave a padded cell when and if a sequel to this is ever made.
The problem now is that the successful film formula revolves around nostalgia, rehashing familiar sequences and storylines, and bringing back survivors for one final confrontation. This has all proven to crush the box office, especially during the pandemic. This results in there being no originality or creativity anymore; it’s just a repetition of what we’ve already seen. Until Leatherface can get a fresh face to wear, the Texas Chainsaw Massacre franchise is doomed to run in circles with a sputtering chainsaw on a mostly deserted road no one wants to travel down.

Purple Phoenix Games (2266 KP) rated Sequoia in Tabletop Games
Mar 17, 2021
Sequoias are some of the largest trees on Earth, growing hundreds of feet tall and living for thousands of years. A few summers ago I had the chance to visit northern California, and spent a day hiking in a forest full of redwoods and sequoias. The sheer size of the trees was breathtaking, and that hike remains high on my list of favorite vacation spots ever. So when I saw a small game based on those behemoth trees, I was instantly transported back to NorCal, and knew I had to give this game a shot!
Sequoia is a game of dice rolling and area majority in which players are trying to grow the largest trees across different forests. To setup the game, lay out the 11 forest cards on the table within reach of all players, and randomly assign a 1st and 2nd place token to each card. Each player receives 5 dice and 20 tree tokens in their chosen color. The game is ready to begin!
On each turn, players will simultaneously roll their 5 dice – keeping the results secret from all other players! After rolling, players will create 2 pairs using 4 of their dice (one will be left out). Everyone reveals their pairs at the same time, and will place a tree token on the card that matches each of their dice pairs. For example, my pairs might be a 5 and a 2, and a 6 and a 6, so I would put a tree token on the 7 and 12 forest cards. Play continues in this manner (rolling dice, creating pairs, and placing tree tokens), until players have placed all of their tokens. Once all tokens have been placed, the game moves to the scoring phase. For each forest card, the 1st and 2nd place tokens go to the players who have the most and 2nd most tree tokens on the forest card. Once all cards have been scored, count up final points, and the player with the most points wins!
I have to start off by saying that Sequoia really surprised me. I was expecting a fast, light game, and that’s what I got. But I also got a game with a fun amount of player interaction and strategy that keeps all players engaged. You may not know what forest cards a player will choose each turn, but you can see who has already played tree tokens to each card, which can help drive your strategy. Do you want to directly compete with everyone and really pile on the tokens to win 1st place on a card? Or do you want to spread your tokens around to as many forest cards as possible, and hopefully maximize points that are otherwise being ignored by opponents? Especially since the 1st and 2nd place tokens are randomly assigned and have differing values, you really don’t know which forests will yield the highest points until the end of the game. Sequoia is a Yahtzee-esque game that allows direct player interaction, and that elevates the overall gameplay for me.
Let’s talk about components for a minute. These components are great. The forest cards are a nice thick card stock. The tree tokens and 1st/2nd place tokens are all good chunky bits that will definitely hold up over time. And the dice are nice little d6’s that are easy to read and fun to manipulate. The color matching with the dice and tree tokens is also really nice, and I appreciate that uniformity for each player color. All in all, a high quality production for such a small game.
If you ask me, I think Sequoia is a perfect filler game. It is super fast to teach and play, the setup/cleanup takes literally seconds, and it provides an engaging and fun gameplay. Beyond being a filler game, it is a great small standalone game as well. Want something fast to play while the oven is pre-heating for dinner? Pull out Sequoia! I also love that it is simple enough for younger players to understand – it is a numbers game, but you can also visually see what your opponents are working towards, and that lends itself to a good amount of player interaction. Definitely a game that I can see getting a decent amount of table time in my group! Purple Phoenix Games gives this one a sky-rocketing 8 / 12. Check it out, you might be surprised!
Sequoia is a game of dice rolling and area majority in which players are trying to grow the largest trees across different forests. To setup the game, lay out the 11 forest cards on the table within reach of all players, and randomly assign a 1st and 2nd place token to each card. Each player receives 5 dice and 20 tree tokens in their chosen color. The game is ready to begin!
On each turn, players will simultaneously roll their 5 dice – keeping the results secret from all other players! After rolling, players will create 2 pairs using 4 of their dice (one will be left out). Everyone reveals their pairs at the same time, and will place a tree token on the card that matches each of their dice pairs. For example, my pairs might be a 5 and a 2, and a 6 and a 6, so I would put a tree token on the 7 and 12 forest cards. Play continues in this manner (rolling dice, creating pairs, and placing tree tokens), until players have placed all of their tokens. Once all tokens have been placed, the game moves to the scoring phase. For each forest card, the 1st and 2nd place tokens go to the players who have the most and 2nd most tree tokens on the forest card. Once all cards have been scored, count up final points, and the player with the most points wins!
I have to start off by saying that Sequoia really surprised me. I was expecting a fast, light game, and that’s what I got. But I also got a game with a fun amount of player interaction and strategy that keeps all players engaged. You may not know what forest cards a player will choose each turn, but you can see who has already played tree tokens to each card, which can help drive your strategy. Do you want to directly compete with everyone and really pile on the tokens to win 1st place on a card? Or do you want to spread your tokens around to as many forest cards as possible, and hopefully maximize points that are otherwise being ignored by opponents? Especially since the 1st and 2nd place tokens are randomly assigned and have differing values, you really don’t know which forests will yield the highest points until the end of the game. Sequoia is a Yahtzee-esque game that allows direct player interaction, and that elevates the overall gameplay for me.
Let’s talk about components for a minute. These components are great. The forest cards are a nice thick card stock. The tree tokens and 1st/2nd place tokens are all good chunky bits that will definitely hold up over time. And the dice are nice little d6’s that are easy to read and fun to manipulate. The color matching with the dice and tree tokens is also really nice, and I appreciate that uniformity for each player color. All in all, a high quality production for such a small game.
If you ask me, I think Sequoia is a perfect filler game. It is super fast to teach and play, the setup/cleanup takes literally seconds, and it provides an engaging and fun gameplay. Beyond being a filler game, it is a great small standalone game as well. Want something fast to play while the oven is pre-heating for dinner? Pull out Sequoia! I also love that it is simple enough for younger players to understand – it is a numbers game, but you can also visually see what your opponents are working towards, and that lends itself to a good amount of player interaction. Definitely a game that I can see getting a decent amount of table time in my group! Purple Phoenix Games gives this one a sky-rocketing 8 / 12. Check it out, you might be surprised!

Whatchareadin (174 KP) rated The Identicals in Books
May 10, 2018
Tabitha and Harper Frost are identical twins. Their parents divorced when they were 14 years old, and the twins were split between the parents(like the Parent Trap). Tabitha goes with their mother to Nantucket and Harper goes with their father to Martha's Vineyard. Even though these 2 islands are only a few miles away, they might as well be thousands. After this separation the girls grew farther and farther apart until they stopped speaking all together. When their father, Billy, dies, will it be enough to bring Tabitha and Harper back together as the sisters they once were, or will this drive them even farther apart?
Elin Hilderbrand has put together another enjoyable novel. My travels have never brought me further north than upstate New York, but she paints a picture of the New England coastline as a place I have to visit.
I don't know what it's like to be a twin, but I do have a sister. I think it would be impossible to go years without speaking to or seeing my sister. What happened between Tabitha and Harper that they couldn't work out their differences? Will the death of their father prove to them that whatever it was can be fixed?
For me, I didn't really connect with either of these characters. The person I connected most with was Ainsley, Tabitha's 15 year old daughter. At the beginning of the book, she is struggling through life as all girls at that age do. Trying to find out who you are, who your friends should be, which cliques to be a part of. Ainsley is trying to figure out her place in her world and trying to find her way through that with a parent who is pretty much hands-off.
Harper is also struggling through some things at the start of the book. But unfortunately, this is nothing new for Harper. She always seems to find herself on the wrong side of trouble.
Tabitha as well is going through a tough situation. As the head of her mother's clothing empire, trying to keep the store afloat as well as raise a teenage daughter and have a social life, it's a lot on one person.
Will these three ladies be able to put their differences aside, pull up their big girl panties, and work everything out so that they all will be able to coexist and thrive?
Elin Hilderbrand has put together another enjoyable novel. My travels have never brought me further north than upstate New York, but she paints a picture of the New England coastline as a place I have to visit.
I don't know what it's like to be a twin, but I do have a sister. I think it would be impossible to go years without speaking to or seeing my sister. What happened between Tabitha and Harper that they couldn't work out their differences? Will the death of their father prove to them that whatever it was can be fixed?
For me, I didn't really connect with either of these characters. The person I connected most with was Ainsley, Tabitha's 15 year old daughter. At the beginning of the book, she is struggling through life as all girls at that age do. Trying to find out who you are, who your friends should be, which cliques to be a part of. Ainsley is trying to figure out her place in her world and trying to find her way through that with a parent who is pretty much hands-off.
Harper is also struggling through some things at the start of the book. But unfortunately, this is nothing new for Harper. She always seems to find herself on the wrong side of trouble.
Tabitha as well is going through a tough situation. As the head of her mother's clothing empire, trying to keep the store afloat as well as raise a teenage daughter and have a social life, it's a lot on one person.
Will these three ladies be able to put their differences aside, pull up their big girl panties, and work everything out so that they all will be able to coexist and thrive?

Gareth von Kallenbach (980 KP) rated My All American (2015) in Movies
Aug 6, 2019
The new film My All American is directed by Angelo Pizzo and released by
Clarius Entertainment. It stars Finn Wittrock as Freddie Steinmark,
Sarah Bolger as Linda Wheeler, Aaron Eckhart as Darrell Royal, Robin
Tunney as Gloria Steinmark, Michael Reilly Burke as Fred Steinmark, Rett
Terrell as Bobby Mitchell, and Juston Street as James Street.
Based on true events, and coinciding with the release of the recently
published biography, Freddie Steinmark: Faith, Family, Football, this
film is a heartwarming tale of the grit and determination that one boy
has from the time he is small all the way through college.
The determination to push through any obstacle, and any challenge thrown
his way was the hallmark of Freddie Steinmark and forever etched him
into the hearts of his fellow players, his coach Darrell K Royal, and
his family.
At only five feet nine inches tall, and 150 pounds, Freddie had to work
harder, practice longer, run faster and be altogether tougher than any
of his other team mates just to be noticed.
The movie follows Freddie through his career starting with pee-wee
football practice, to being drilled by his dad for extra practice after
his school day was done in high school, to tryouts for University of
Texas Longhorns. His high school sweetheart Linda Wheeler applies to and
is accepted at University of Texas and follows him to college.
I don’t generally like football. It annoys me that it takes so long for
the game to be played (hello…. its supposed to be four QUARTERS…. a
quarter is 25 minutes. So a game should be just over an hour and a
half…. right? Nope, it never ever is only an hour and a half long….)
HOWEVER, I really enjoyed watching this movie!
It was funny, it was inspiring, it was sad. It tugged on my heartstrings
and made me wonder how, exactly, a parent goes about raising a kid with
that much drive and “want to”.
It is completely family friendly and I will be making another trip to
the theatre to watch it with my 7 year old son, and my friends son who
is 8 and her daughter that is 6, as well.
The movie shares a great message and good lessons that all children
should learn.
The ending is sad, and might upset some younger children, but since it
is a true-to-life movie, it had to follow actual events.
Clarius Entertainment. It stars Finn Wittrock as Freddie Steinmark,
Sarah Bolger as Linda Wheeler, Aaron Eckhart as Darrell Royal, Robin
Tunney as Gloria Steinmark, Michael Reilly Burke as Fred Steinmark, Rett
Terrell as Bobby Mitchell, and Juston Street as James Street.
Based on true events, and coinciding with the release of the recently
published biography, Freddie Steinmark: Faith, Family, Football, this
film is a heartwarming tale of the grit and determination that one boy
has from the time he is small all the way through college.
The determination to push through any obstacle, and any challenge thrown
his way was the hallmark of Freddie Steinmark and forever etched him
into the hearts of his fellow players, his coach Darrell K Royal, and
his family.
At only five feet nine inches tall, and 150 pounds, Freddie had to work
harder, practice longer, run faster and be altogether tougher than any
of his other team mates just to be noticed.
The movie follows Freddie through his career starting with pee-wee
football practice, to being drilled by his dad for extra practice after
his school day was done in high school, to tryouts for University of
Texas Longhorns. His high school sweetheart Linda Wheeler applies to and
is accepted at University of Texas and follows him to college.
I don’t generally like football. It annoys me that it takes so long for
the game to be played (hello…. its supposed to be four QUARTERS…. a
quarter is 25 minutes. So a game should be just over an hour and a
half…. right? Nope, it never ever is only an hour and a half long….)
HOWEVER, I really enjoyed watching this movie!
It was funny, it was inspiring, it was sad. It tugged on my heartstrings
and made me wonder how, exactly, a parent goes about raising a kid with
that much drive and “want to”.
It is completely family friendly and I will be making another trip to
the theatre to watch it with my 7 year old son, and my friends son who
is 8 and her daughter that is 6, as well.
The movie shares a great message and good lessons that all children
should learn.
The ending is sad, and might upset some younger children, but since it
is a true-to-life movie, it had to follow actual events.

ClareR (5879 KP) rated The Last Thing To Burn in Books
Jan 12, 2021
The Last Thing to Burn is the first of Will Dean’s books that I’ve read, and it most definitely won’t be my last. I had to keep reminding myself to breathe throughout this book - ‘suspense’ is not a strong enough word! If I could have read through my hands covering my eyes, I would have, because you could see what was coming next , and you just couldn’t stop it from coming! And then it would be even more horrific than I thought it was going to be. I mean, Will Dean seems to be such a nice person on Twitter, his St Bernard, Bernie, is gorgeous - how can things like this even come out of his head and on to paper?!
My dad lives in Lincolnshire, and to get to where he lives (Boston), we have to drive through what seems to be miles and miles of flat farmland (filled mainly with cruciferous vegetables, if my nose remembers correctly!), so it was easy to see how hard it would be for Jane to escape. You can see for a long way - uninterrupted by hills, or indeed anything else at all! This was such a good choice of location. It was that feeling of being trapped by your environment, even though Jane wasn’t exactly locked away. Jane’s every move is monitored on CCTV when her ‘husband’ isn’t there. And if she breaks any of his rules, she is punished. Not physically - instead he takes one of her very few belongings, and burns it whilst she watches.
This is a story of abuse, imprisonment and survival. No matter how much he seeks to control her, “Jane” is free to think and remember what it was like to be free. Whilst I was reading this, that’s all I wanted for her - freedom.
I don’t know whether the phrase “I loved every minute of this book” reflects all that well on me. I mean, it’s pretty horrific. But love it I did. I’d recommend this book to anyone - and then rub my hands together, whilst cackling evilly... Ok, that is a bit weird. But really. Just read the book.
Many thanks to the Hodder and Stoughton and NetGalley for providing me with a copy of this book to read and review.
My dad lives in Lincolnshire, and to get to where he lives (Boston), we have to drive through what seems to be miles and miles of flat farmland (filled mainly with cruciferous vegetables, if my nose remembers correctly!), so it was easy to see how hard it would be for Jane to escape. You can see for a long way - uninterrupted by hills, or indeed anything else at all! This was such a good choice of location. It was that feeling of being trapped by your environment, even though Jane wasn’t exactly locked away. Jane’s every move is monitored on CCTV when her ‘husband’ isn’t there. And if she breaks any of his rules, she is punished. Not physically - instead he takes one of her very few belongings, and burns it whilst she watches.
This is a story of abuse, imprisonment and survival. No matter how much he seeks to control her, “Jane” is free to think and remember what it was like to be free. Whilst I was reading this, that’s all I wanted for her - freedom.
I don’t know whether the phrase “I loved every minute of this book” reflects all that well on me. I mean, it’s pretty horrific. But love it I did. I’d recommend this book to anyone - and then rub my hands together, whilst cackling evilly... Ok, that is a bit weird. But really. Just read the book.
Many thanks to the Hodder and Stoughton and NetGalley for providing me with a copy of this book to read and review.

Sophia (Bookwyrming Thoughts) (530 KP) rated Revived in Books
Jan 23, 2020
I must be the sad opposite corner of book club. NEARLY EVERYONE ELSE LOVED REVIVED AND I DIDN'T.
Oh wait. You guys totally feel my pain... right? At least, when it comes to bestselling novels and what not?
Here's my impression of this year's Gateway Readers Award nominees:
<b>2014-15 GATEWAY READERS AWARD NOMINEES</b>
Of Poseidon by Anna Banks Eh... sounds very romancy.
Croak by Gina Damico I have this book and wasn't able to read it last month. :(
Something Like Normal by Trish Doller Nope.
Don't Turn Around by Michelle Gagnon Consider me very interested.
The Fault in Our Stars by John Green Completed. Me thinks this is overrated. I'm sure Ella agrees.
Burning Blue by Paul Griffin Meh.
The Night She Disappeared by April Henry Meh.
Every Day by David Levithan Probably as overrated as TFIOS.
Revived by Cat Patrick I'm discussing this in the next few minutes. Go figure.
Starters by Lissa Price NOPE.
Trafficked by Kim Purcell My comment about this made favorite book club moment for one of my friends.
Boy21 by Matthew Quick ha. Ha. HA. Yeah... NO.
Dark Eyes by William Richter Meh.
Article 5 by Kristen Simmons Consider me a tad interested.
Breaking Beautiful by Jennifer Shaw Wolf Hello? Sophia + Contemporary = No, no, nooo, don't mess with my heart. Yes, that's a song.
I envy the middle schoolers. They have better nominees (Truman Readers Award). :p
I was overly hesitant with reading Revived. I mean, a girl dies at a really young age and became a guinea pig in this program that brings dead people back to life. Great! But honestly, do I care? No... not really. It's like Zach's Lie and Jack's Run with the name changes and "witness protection program" (not necessarily the latter, but it feels like it). It's like Falls the Shadow with the "experiment," and since the idea seems a little similar to that particular book (minus clones. That concept is used in Patrick's The Originals.), I pretty much knew I would be treading on thin ice if I read the book. Very thin ice, because this could go a few ways:
1. It would be absolutely magnifique! As a result, I'll be fangirling with Kahlan and Co.
2. I would find it predictable. But the thing is, most books ARE predictable to me. Lupe and Small Co. warned me of this.
3. WHYYYYY. *wails*
Here's the truth in paragraph format (oh, and technically, the review):
Revived wasn't a waste of my time, but I just don't like the book. I mainly don't like this entire analogy of "God" and "Jesus" and "Converts" and "Disciples" being used. I just don't. I get the analogy I mean, only someone as divine as God can actually bring back the "dead." Really, it's as bad as learning about the Puritans an absolute nightmare (even though Honors American Literature tests are the only reasons WHY my grade is climbing quickly). Plus, I try to tread very carefully with these topics.
I also found Revived pretty predictable. By page 88, there were two sentences that pretty much gave the entire plot away:
<blockquote>If God says we move, there's nothing Mason can do about it. If God says we move, we move.</blockquote>
Tell me that doesn't make you ask questions. The first comment I had? So basically if God says you die, you die? In treading very carefully on delicate topics, yes, this is true. In relation to the book, this so called God is what? A person! Tell me if you would actually be willing to die for a random stranger who you a) have no clue WHO it actually is, b) WHAT he looks like, and c) doesn't he sound like a person with an over-inflated ego?
I honestly didn't like the way the story would actually go from then on out. My second point bull's eye was the newspaper article Daisy shows Matt about what really happened to her and 20 others:
<blockquote> after a Brown Academy bus drove over Highway 13 bridge and plummeted into icy...</blockquote>
Heh. Sounds fishy. One does not simply drive over a highway bridge and "plummet" into a lake. True, true, there may have been a patch of ice, but here's the thing: snow plowers usually plow and salt highways first. So the chances of a bus just "driving" over a highway bridge sounds quite fishy unless it was done on purpose... by "God." Or, the bus driver was suicidal. But why kill a bunch of little kids?
Add to the fact that "police have not determined the cause of the collision..." Had there really been a patch of ice, it wouldn't just simply disappear right away. Or would it?
Finally, I don't get the end. Not really. I see some loopholes to the end here. What if Matt accidentally calls Daisy by her real name and not what everyone else knows her to be? (There was also one more question, but I can't post it without giving away HUGE spoilers.) I would actually love to see a second epilogue in regards to this to be honest.
But really. Had I been screeching about WHY I wasted my time, this wouldn't be called, "Review: Revived by Cat Patrick."
-------------------------
Original Rating: 2.5 out of 5
Original Review posted at <a href="http://bookwyrming-thoughts.blogspot.com/2014/10/review-revived-by-cat-patrick.html">Bookwyrming Thoughts</a>
<a href="http://bookwyrming-thoughts.blogspot.com/"><img src="http://3.bp.blogspot.com/-cG5gfBqJVzk/VA5BIojjZ9I/AAAAAAAAD1g/7srLUfpAGEU/s1600/banner.png" /></a>
Oh wait. You guys totally feel my pain... right? At least, when it comes to bestselling novels and what not?
Here's my impression of this year's Gateway Readers Award nominees:
<b>2014-15 GATEWAY READERS AWARD NOMINEES</b>
Of Poseidon by Anna Banks Eh... sounds very romancy.
Croak by Gina Damico I have this book and wasn't able to read it last month. :(
Something Like Normal by Trish Doller Nope.
Don't Turn Around by Michelle Gagnon Consider me very interested.
The Fault in Our Stars by John Green Completed. Me thinks this is overrated. I'm sure Ella agrees.
Burning Blue by Paul Griffin Meh.
The Night She Disappeared by April Henry Meh.
Every Day by David Levithan Probably as overrated as TFIOS.
Revived by Cat Patrick I'm discussing this in the next few minutes. Go figure.
Starters by Lissa Price NOPE.
Trafficked by Kim Purcell My comment about this made favorite book club moment for one of my friends.
Boy21 by Matthew Quick ha. Ha. HA. Yeah... NO.
Dark Eyes by William Richter Meh.
Article 5 by Kristen Simmons Consider me a tad interested.
Breaking Beautiful by Jennifer Shaw Wolf Hello? Sophia + Contemporary = No, no, nooo, don't mess with my heart. Yes, that's a song.
I envy the middle schoolers. They have better nominees (Truman Readers Award). :p
I was overly hesitant with reading Revived. I mean, a girl dies at a really young age and became a guinea pig in this program that brings dead people back to life. Great! But honestly, do I care? No... not really. It's like Zach's Lie and Jack's Run with the name changes and "witness protection program" (not necessarily the latter, but it feels like it). It's like Falls the Shadow with the "experiment," and since the idea seems a little similar to that particular book (minus clones. That concept is used in Patrick's The Originals.), I pretty much knew I would be treading on thin ice if I read the book. Very thin ice, because this could go a few ways:
1. It would be absolutely magnifique! As a result, I'll be fangirling with Kahlan and Co.
2. I would find it predictable. But the thing is, most books ARE predictable to me. Lupe and Small Co. warned me of this.
3. WHYYYYY. *wails*
Here's the truth in paragraph format (oh, and technically, the review):
Revived wasn't a waste of my time, but I just don't like the book. I mainly don't like this entire analogy of "God" and "Jesus" and "Converts" and "Disciples" being used. I just don't. I get the analogy I mean, only someone as divine as God can actually bring back the "dead." Really, it's as bad as learning about the Puritans an absolute nightmare (even though Honors American Literature tests are the only reasons WHY my grade is climbing quickly). Plus, I try to tread very carefully with these topics.
I also found Revived pretty predictable. By page 88, there were two sentences that pretty much gave the entire plot away:
<blockquote>If God says we move, there's nothing Mason can do about it. If God says we move, we move.</blockquote>
Tell me that doesn't make you ask questions. The first comment I had? So basically if God says you die, you die? In treading very carefully on delicate topics, yes, this is true. In relation to the book, this so called God is what? A person! Tell me if you would actually be willing to die for a random stranger who you a) have no clue WHO it actually is, b) WHAT he looks like, and c) doesn't he sound like a person with an over-inflated ego?
I honestly didn't like the way the story would actually go from then on out. My second point bull's eye was the newspaper article Daisy shows Matt about what really happened to her and 20 others:
<blockquote> after a Brown Academy bus drove over Highway 13 bridge and plummeted into icy...</blockquote>
Heh. Sounds fishy. One does not simply drive over a highway bridge and "plummet" into a lake. True, true, there may have been a patch of ice, but here's the thing: snow plowers usually plow and salt highways first. So the chances of a bus just "driving" over a highway bridge sounds quite fishy unless it was done on purpose... by "God." Or, the bus driver was suicidal. But why kill a bunch of little kids?
Add to the fact that "police have not determined the cause of the collision..." Had there really been a patch of ice, it wouldn't just simply disappear right away. Or would it?
Finally, I don't get the end. Not really. I see some loopholes to the end here. What if Matt accidentally calls Daisy by her real name and not what everyone else knows her to be? (There was also one more question, but I can't post it without giving away HUGE spoilers.) I would actually love to see a second epilogue in regards to this to be honest.
But really. Had I been screeching about WHY I wasted my time, this wouldn't be called, "Review: Revived by Cat Patrick."
-------------------------
Original Rating: 2.5 out of 5
Original Review posted at <a href="http://bookwyrming-thoughts.blogspot.com/2014/10/review-revived-by-cat-patrick.html">Bookwyrming Thoughts</a>
<a href="http://bookwyrming-thoughts.blogspot.com/"><img src="http://3.bp.blogspot.com/-cG5gfBqJVzk/VA5BIojjZ9I/AAAAAAAAD1g/7srLUfpAGEU/s1600/banner.png" /></a>

TheDefunctDiva (304 KP) rated The Fly (1986) in Movies
Mar 13, 2021 (Updated Mar 15, 2021)
Come Fly With Me...
Contains spoilers, click to show
The Fly, Directed by David Cronenberg, 1986
To the victor go the spoils. To the reader, go the spoilers.
We watched The Fly the other night. I observed, with fond amusement, that the energetic and quirky Jeff Goldblum always seems to star as himself. In this film, he plays a scientist named Seth Brundle. His offbeat handsomeness pairs well with the pale beauty of Geena Davis, who stars alongside him as journalist Veronica Quaife. As the two characters hit it off, I tried to ignore the fact that Goldblum’s character came off as somewhat creepy.
Then we were introduced to Veronica’s ex-boyfriend, who is also her boss. Stathis, played by John Getz, is unhinged. His performance was exaggerated, almost a caricature. He presents himself as the pinnacle alpha-male. Talk about a stalker. His attempts to control Veronica, and his jealousy, were epic. I commented that the scariest thing about this movie was Veronica’s ex. Little did I know what the rest of the film had in store.
Seth, an undiscovered genius, has invented a transporter. Seth shows Veronica how his invention works by transporting her stocking from one pod to another. Veronica wants to publish a story about it, but Seth insists that his technology is not ready. Seth and Veronica become involved, and she helps document his experiments.
Later, things get hairy. Naturally, they want to see if the pods are capable of transporting living beings. Instead of experimenting on a bug, or a mouse, or a smaller creature, they attempt to transport a full-sized monkey.
Suffice to say, things do not go well. Kudos to the special effects team for creating that pile of retch.
More modifications are made, and another monkey survives the transportation trip.
The romance grows between Seth and Veronica. I had a hard time buying into the chemistry between Goldblum and Davis. They both seemed a little distant. Regardless, the love story pushes forward. There is even talk of the pair going away together “like an old married couple.” Then Veronica’s boss throws a wrench in the mix. Veronica is forced to deal with his antics. Seth, who is also a bit of a jealous type, gets drunk and sends himself through the transporter, since the monkey seemed fine.
Then there comes the stuff of nightmares. Seth isn’t himself. He is immediately charged with manic energy. He performs quite an impressive gymnastics routine (thank you, stunt Goldblum).Veronica is clearly distraught that her boyfriend is losing it.
The physical metamorphosis begins. Seth develops weird, wiry hairs protruding from a cut on his back. His sex drive goes wonky, and when he alienates Veronica, he finds a random lady from a bar to sleep with. His complexion worsens dramatically. He discovers that his machine has melded his genetic information with the DNA of a fly that was in the pod of the transporter with him. THE DNA FUSED AT A MOLECULAR LEVEL. This, my dear viewers, is not good. Not the sort of thing you can get addressed at your nearest urgent care clinic.
Things get worse, and incredibly gross, from there. Fingernails fall off and bug juice oozes. The makeup and special effects departments did an extremely convincing job. I felt incredibly bad for this seemingly highly intelligent man. My boyfriend kept calling for a flame thrower.
Veronica tries to help, and is empathetic. But watching your newfound love deteriorate so rapidly, and being powerless to help, is extremely traumatic. Davis brought her A-game to this portion of the performance. And, true to the sci-fi soap opera plot, she discovers that she is pregnant with Seth’s baby.
I don’t want to spoil the ending for you. But do you imagine this story ends well? I had hope. But it was squashed like a bug. If you have the stomach for good, old-fashioned movie gore, and you like Weird Science with a touch of Bad Romance, this film is for you.
To the victor go the spoils. To the reader, go the spoilers.
We watched The Fly the other night. I observed, with fond amusement, that the energetic and quirky Jeff Goldblum always seems to star as himself. In this film, he plays a scientist named Seth Brundle. His offbeat handsomeness pairs well with the pale beauty of Geena Davis, who stars alongside him as journalist Veronica Quaife. As the two characters hit it off, I tried to ignore the fact that Goldblum’s character came off as somewhat creepy.
Then we were introduced to Veronica’s ex-boyfriend, who is also her boss. Stathis, played by John Getz, is unhinged. His performance was exaggerated, almost a caricature. He presents himself as the pinnacle alpha-male. Talk about a stalker. His attempts to control Veronica, and his jealousy, were epic. I commented that the scariest thing about this movie was Veronica’s ex. Little did I know what the rest of the film had in store.
Seth, an undiscovered genius, has invented a transporter. Seth shows Veronica how his invention works by transporting her stocking from one pod to another. Veronica wants to publish a story about it, but Seth insists that his technology is not ready. Seth and Veronica become involved, and she helps document his experiments.
Later, things get hairy. Naturally, they want to see if the pods are capable of transporting living beings. Instead of experimenting on a bug, or a mouse, or a smaller creature, they attempt to transport a full-sized monkey.
Suffice to say, things do not go well. Kudos to the special effects team for creating that pile of retch.
More modifications are made, and another monkey survives the transportation trip.
The romance grows between Seth and Veronica. I had a hard time buying into the chemistry between Goldblum and Davis. They both seemed a little distant. Regardless, the love story pushes forward. There is even talk of the pair going away together “like an old married couple.” Then Veronica’s boss throws a wrench in the mix. Veronica is forced to deal with his antics. Seth, who is also a bit of a jealous type, gets drunk and sends himself through the transporter, since the monkey seemed fine.
Then there comes the stuff of nightmares. Seth isn’t himself. He is immediately charged with manic energy. He performs quite an impressive gymnastics routine (thank you, stunt Goldblum).Veronica is clearly distraught that her boyfriend is losing it.
The physical metamorphosis begins. Seth develops weird, wiry hairs protruding from a cut on his back. His sex drive goes wonky, and when he alienates Veronica, he finds a random lady from a bar to sleep with. His complexion worsens dramatically. He discovers that his machine has melded his genetic information with the DNA of a fly that was in the pod of the transporter with him. THE DNA FUSED AT A MOLECULAR LEVEL. This, my dear viewers, is not good. Not the sort of thing you can get addressed at your nearest urgent care clinic.
Things get worse, and incredibly gross, from there. Fingernails fall off and bug juice oozes. The makeup and special effects departments did an extremely convincing job. I felt incredibly bad for this seemingly highly intelligent man. My boyfriend kept calling for a flame thrower.
Veronica tries to help, and is empathetic. But watching your newfound love deteriorate so rapidly, and being powerless to help, is extremely traumatic. Davis brought her A-game to this portion of the performance. And, true to the sci-fi soap opera plot, she discovers that she is pregnant with Seth’s baby.
I don’t want to spoil the ending for you. But do you imagine this story ends well? I had hope. But it was squashed like a bug. If you have the stomach for good, old-fashioned movie gore, and you like Weird Science with a touch of Bad Romance, this film is for you.

Purple Phoenix Games (2266 KP) rated Tumble Town in Tabletop Games
Mar 5, 2020
Fun fact about me: I used to live in Le Claire, Iowa (birthplace of “Buffalo Bill” Cody) on a street named Wild West Drive. While the town named many of their streets after American West figures and items, it was not your typical Iowa ghost town – if there are such things. That said, I do have an affinity for the Wild West in my gaming preferences, so when I heard about a dice/building game with an American West theme designed by Kevin Russ (who also recently designed Calico) I was immediately interested. But how does this one… stack up?
Tumble Town is dice rolling, structure building, drafting game with variable player powers. You are charged with choosing building plans to be added to Main Street of Tumble Town. You do this throughout the game by selecting the plans that will make best use of the resources (dice) you gain. The buildings that you construct may allow you special powers to be used on future turns, or one-time bonuses to be used once built. The player who can turn the greatest profit (in terms of VP) at the end of the game will be the winner!
DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and the final components will definitely be different from these shown. Also, it is not my intention to detail every rule in the game, as there are just too many. You are invited to back the game through the Kickstarter campaign, from your FLGS, or through any other retailers stocking it after fulfillment. -T
To setup, deal each player a packet of starting components: a unique Horse card, two reference cards, Storehouse card, Main Street card, and two brown (they are red in the prototype) dice to be rolled and placed within the Storehouse. Shuffle and display the 1-, 2-, and 3-cactus building cards per the rulebook instructions to form the market. Set aside a number of each die type per the rulebook (both the building cards and dice are determined by number of players). Determine the first player and give them the first player token (a colorful rubber potted cactus). Players will connect their two Main Street cards at the central icon to create a two-card street (we chose the wagon wheel – Easy) and the game can begin!
Turns in Tumble Town consist of four mini-phases that flow into each other rather naturally. The first phase will have the players choosing a revealed building plan card from the offer market. The face-down draw stack will inform the active player as to how many and which type of dice they must draw and roll. Once they have these dice in their Storehouse, the player may now build plans using the dice they control. Buildings can be constructed and placed right onto Main Street, or be placed on the plan card to be placed on Main Street on a later turn. If the player has collected more dice than their Storehouse can hold, they must discard any of the dice they wish. This concludes a turn and the next player can begin their turn.
Certain iconography on the building plan cards allow players to use special powers throughout the game once built, and there are three types. Cards with the silvery bottom panel of symbols and the 1x notation are powers that must be used only once and only when the building is constructed. These powers could be collecting a die of the player’s choice, or receiving various dice counters. The building plan cards that feature a circular arrow notation are powers that can be used once per turn, every turn, if wished. These powers are found on each player’s Horse as well and can be adjusting a die’s face value, or re-rolling two dice, as examples. The third type of power is from the golden paneled cards that have an arrow pointing to a vertical line. These powers are only activated at the end of the game and mostly include scoring variances, like 1VP for each building a player has constructed that has a vulture icon (or a windmill, for example) featured on the card art.
Once a building is erected, the player may choose to place it onto their Main Street cards. When they place them, the player will need to choose where on Main Street these buildings should live. Like Bob Ross always says, “There are no mistakes, just happy accidents.” A player can place their buildings anywhere they wish on Main Street, but the Main Street cards will give extra bonuses to those players who plan ahead and place their buildings strategically. Some plots will ask for a building of a specific height (one die high or three dice high). Some will ask for the base level of the structure to be made of a specific material/die color (brown wood, black coal, silver metal, and gold… gold). Extra points are awarded if one-die-width alleyways are allotted, and these Main Street placements can score a bunch of endgame points.
Turns can be very quick or very deliberate, depending on the types of players involved. AP-prone players will take longer on their turns as they internalize all possibilities of their rolled results, while people like me just fly by the seats of our breeches. The game continues in this fashion: four mini-phases of drafting cards from the market, grabbing the associated dice, rolling them, and attempting to erect the best buildings on Main Street until two dice pools contain two or fewer dice. The current turn order finishes and the game is over.
Components. Again, this is a prototype copy of the game, and the publisher was decent enough to include a listing of items to be improved in the final version (like the red dice being poured brown in final – that really messed up someone’s strategy during a play-through for us because they kept forgetting that red is actually brown). The overall art style is very simplistic and I do NOT mean that negatively. The graphics and artwork are great, and give exactly what is needed without being so distracting that you cannot concentrate on your strategy. The dice are normal dice quality (that always seem to roll poorly when I’m rolling… hmm…). Once you see the photos of how the game will look during production, you will appreciate how great this is going to look on the table. No problems with components at all, save for the red vs. brown debacle that happened on our table. I really hope they keep the awwwwesome rubber cactus first player marker because it’s amazing.
I absolutely loved this one. I have always enjoyed using items for purposes other than originally intended – in this case, using dice as building materials. Of course, playing any game with dice introduces a bit of luck and instability in strategy, but Tumble Town offers quite a bit of manipulation of dice rolls that keeps almost all dice results feasible and useful. I really enjoyed the stacking, the quick turns, and the desperation when someone takes the last wood die when I was gunning for a wood-based building on my next turn. This game is light, but is chocked full of difficult decisions and luck of the roll. Tumble Town is for people who enjoy the rolling and stacking from FUSE (minus the frenzy), and the spatial building placement chaining of Villages of Valeria.
If this is the game for you, then we highly encourage you to check out the Kickstarter campaign which is running until Thursday, March 26. Tumble Town has already exceeding the funding goal at time of this review, but all future pledges will contribute to stretch goals that will improve components and add other components (spoiler?). So get out there and build up Tumble Town, ya yella-bellied greenhorns!
Tumble Town is dice rolling, structure building, drafting game with variable player powers. You are charged with choosing building plans to be added to Main Street of Tumble Town. You do this throughout the game by selecting the plans that will make best use of the resources (dice) you gain. The buildings that you construct may allow you special powers to be used on future turns, or one-time bonuses to be used once built. The player who can turn the greatest profit (in terms of VP) at the end of the game will be the winner!
DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and the final components will definitely be different from these shown. Also, it is not my intention to detail every rule in the game, as there are just too many. You are invited to back the game through the Kickstarter campaign, from your FLGS, or through any other retailers stocking it after fulfillment. -T
To setup, deal each player a packet of starting components: a unique Horse card, two reference cards, Storehouse card, Main Street card, and two brown (they are red in the prototype) dice to be rolled and placed within the Storehouse. Shuffle and display the 1-, 2-, and 3-cactus building cards per the rulebook instructions to form the market. Set aside a number of each die type per the rulebook (both the building cards and dice are determined by number of players). Determine the first player and give them the first player token (a colorful rubber potted cactus). Players will connect their two Main Street cards at the central icon to create a two-card street (we chose the wagon wheel – Easy) and the game can begin!
Turns in Tumble Town consist of four mini-phases that flow into each other rather naturally. The first phase will have the players choosing a revealed building plan card from the offer market. The face-down draw stack will inform the active player as to how many and which type of dice they must draw and roll. Once they have these dice in their Storehouse, the player may now build plans using the dice they control. Buildings can be constructed and placed right onto Main Street, or be placed on the plan card to be placed on Main Street on a later turn. If the player has collected more dice than their Storehouse can hold, they must discard any of the dice they wish. This concludes a turn and the next player can begin their turn.
Certain iconography on the building plan cards allow players to use special powers throughout the game once built, and there are three types. Cards with the silvery bottom panel of symbols and the 1x notation are powers that must be used only once and only when the building is constructed. These powers could be collecting a die of the player’s choice, or receiving various dice counters. The building plan cards that feature a circular arrow notation are powers that can be used once per turn, every turn, if wished. These powers are found on each player’s Horse as well and can be adjusting a die’s face value, or re-rolling two dice, as examples. The third type of power is from the golden paneled cards that have an arrow pointing to a vertical line. These powers are only activated at the end of the game and mostly include scoring variances, like 1VP for each building a player has constructed that has a vulture icon (or a windmill, for example) featured on the card art.
Once a building is erected, the player may choose to place it onto their Main Street cards. When they place them, the player will need to choose where on Main Street these buildings should live. Like Bob Ross always says, “There are no mistakes, just happy accidents.” A player can place their buildings anywhere they wish on Main Street, but the Main Street cards will give extra bonuses to those players who plan ahead and place their buildings strategically. Some plots will ask for a building of a specific height (one die high or three dice high). Some will ask for the base level of the structure to be made of a specific material/die color (brown wood, black coal, silver metal, and gold… gold). Extra points are awarded if one-die-width alleyways are allotted, and these Main Street placements can score a bunch of endgame points.
Turns can be very quick or very deliberate, depending on the types of players involved. AP-prone players will take longer on their turns as they internalize all possibilities of their rolled results, while people like me just fly by the seats of our breeches. The game continues in this fashion: four mini-phases of drafting cards from the market, grabbing the associated dice, rolling them, and attempting to erect the best buildings on Main Street until two dice pools contain two or fewer dice. The current turn order finishes and the game is over.
Components. Again, this is a prototype copy of the game, and the publisher was decent enough to include a listing of items to be improved in the final version (like the red dice being poured brown in final – that really messed up someone’s strategy during a play-through for us because they kept forgetting that red is actually brown). The overall art style is very simplistic and I do NOT mean that negatively. The graphics and artwork are great, and give exactly what is needed without being so distracting that you cannot concentrate on your strategy. The dice are normal dice quality (that always seem to roll poorly when I’m rolling… hmm…). Once you see the photos of how the game will look during production, you will appreciate how great this is going to look on the table. No problems with components at all, save for the red vs. brown debacle that happened on our table. I really hope they keep the awwwwesome rubber cactus first player marker because it’s amazing.
I absolutely loved this one. I have always enjoyed using items for purposes other than originally intended – in this case, using dice as building materials. Of course, playing any game with dice introduces a bit of luck and instability in strategy, but Tumble Town offers quite a bit of manipulation of dice rolls that keeps almost all dice results feasible and useful. I really enjoyed the stacking, the quick turns, and the desperation when someone takes the last wood die when I was gunning for a wood-based building on my next turn. This game is light, but is chocked full of difficult decisions and luck of the roll. Tumble Town is for people who enjoy the rolling and stacking from FUSE (minus the frenzy), and the spatial building placement chaining of Villages of Valeria.
If this is the game for you, then we highly encourage you to check out the Kickstarter campaign which is running until Thursday, March 26. Tumble Town has already exceeding the funding goal at time of this review, but all future pledges will contribute to stretch goals that will improve components and add other components (spoiler?). So get out there and build up Tumble Town, ya yella-bellied greenhorns!