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Leanne Crabtree (480 KP) rated Never Saw You Coming in Books
Jan 17, 2020
So Zara, who's a bit of a go getter, flies halfway across the world from Dubai to London (and then buys a third/fourth hand car so she can drive to Liverpool!) all so she can meet the guy she's been chatting with for months believing he could be "the one". But things don't turn out so well.
Then there's Jim, he's working a dead end job and can't seem to catch a break. Until he wins a car via a radio station giveaway and it changes his life.
The first half of this book was probably only 2 stars for me. It was rather slow and a bit of an info dump of flashbacks and now as we got to know our characters and figure out where their heads were at. I kept putting it down and doing other things because it just wasn't grabbing my attention that much.
The second half got a little more exciting as Jim and Zara travelled the country together, getting to know each other as they spent hours in vehicles. I was willing them on, both to get where they were going and at one point - to possibly get together. It was still a little slow going, though.
I did like Jim's cast of friends. They were resourceful and quite a good laugh.
I like how this is set in the UK. Most of the books I usually read tend to be set in the USA so this was a nice change. The way it was written was exactly how some of us talk here. It was a nice change.
I do like a good bit of chick-lit but I prefer them more along the lines of Paige Toon and Jo Watson where the characters are more obviously into each other and the romance blossoms quickly but this is still a good read if you really like the genre.
Then there's Jim, he's working a dead end job and can't seem to catch a break. Until he wins a car via a radio station giveaway and it changes his life.
The first half of this book was probably only 2 stars for me. It was rather slow and a bit of an info dump of flashbacks and now as we got to know our characters and figure out where their heads were at. I kept putting it down and doing other things because it just wasn't grabbing my attention that much.
The second half got a little more exciting as Jim and Zara travelled the country together, getting to know each other as they spent hours in vehicles. I was willing them on, both to get where they were going and at one point - to possibly get together. It was still a little slow going, though.
I did like Jim's cast of friends. They were resourceful and quite a good laugh.
I like how this is set in the UK. Most of the books I usually read tend to be set in the USA so this was a nice change. The way it was written was exactly how some of us talk here. It was a nice change.
I do like a good bit of chick-lit but I prefer them more along the lines of Paige Toon and Jo Watson where the characters are more obviously into each other and the romance blossoms quickly but this is still a good read if you really like the genre.
Purple Phoenix Games (2266 KP) rated Lost Ruins of Arnak in Tabletop Games
Feb 7, 2021
If you are reading this review, chances are you have heard something about the board game “Lost Ruins of Arnak.” If not, continue forward, as there’s a lot to discover in this jungle adventure experience. “Lost Ruins of Arnak” for those that have not already been exposed to the exciting hype leading up to its release date, is a board game that delves deep into the jungle, not unlike a 1980’s Indiana Jones film. It has treasure, hidden idols, lost artifacts, guardians of the jungle, and exploration in the form of a very large game board. The box boasts of multiple gaming mechanisms that all work in tandem for one epic journey. From deckbuilding, exploration, worker placement, to resource management this game throws the entire kitchen at the players. Whether that is a positive or negative is up to each player. I share my thoughts at the very bottom if you want to skip past the gameplay portion of the review.
Players, or “archaeologists” as the game coins them, will have only 5 rounds to explore as much of the board as possible, which includes a hidden temple as well as the jungle proper. At the end of the 5 rounds, players will add up all victory points they have obtained from the temple, any treasure they have left, points on any cards collected, and guardians they have overcome.
“Lost Ruins of Arnak” takes place on, well… Arnak. It’s a fictional jungle that is teeming with wild animals and guardians which keep watch over various treasures all over the expansive island, from here forward referred to as the giant game board. These guardians appear when you explore a new jungle tile for the first time. They attack only if you stay in the location longer than a turn OR if you return to the location on a subsequent turn. If you eliminate a guardian, they provide a couple victory points towards your overall total at the end of the game, and a slight bonus when collecting artifacts from other locations later. Being attacked by a guardian isn’t the end of the world, but can have detrimental effects on your personal deck of cards if you fail to overcome a guardian too many times.
While in the jungle, you may place a single meeple, or “archaeologist” on your turn to discover a new area, or visit a previously discovered one. These new areas contain a guardian and some sort of gold amount or trinket (idols, artifacts, or jewels). These items can be used to push your token further through the hidden temple (see below) OR to purchase cards to improve your play deck going forward. While navigating this mysterious jungle can seem exciting at first glance, you have to be careful not to let your gold fever take over, as it may leave you with minimal points by not using some worker placement to explore the mysterious temple ruins further.
While the jungle takes up a majority of the board, there is a temple which players navigate through simultaneously on the right hand side of the giant board. While it isn’t as visually appealing as the jungle portion of the board, it serves by far the highest purpose by scoring victory points. As your token travels through this temple, more and more treasure (victory points) await. It is not suggested in the rulebook, but should be noted that failing to spend ample treasure to work your way through the temple is almost a sure-fire means of not having a chance to win the game. The mechanic of exploring the temple is unique, but can be costly in terms of managing your resources properly. In my opinion, this takes away from the luster of traversing through a hidden temple and finding as much fat loots as possible. Rather, it feels like another board game I own, where you are furiously chucking dice just trying to get through with no time to look around.
The final mechanic of the game, which, as I read reviews myself prior to purchase, thought would be more prominent, is the deck building mechanic. You are provided a few cards at the start, which is similar to most any deckbuilding game. These basic cards are your first few resources to use for traveling around the board OR for their monetary value in either gold or scrolls. Using the cards for travel allow you to explore different levels of the jungle on the game board. The lower areas of the board require less travel points, while the more lucrative spaces higher up in the jungle require more. To get more travel points, you will need better cards from the decks provided. By using your gold, also an aspect of each card, you may purchase stronger cards from the supply. So, there is a balance you must find between using your cards for travel or for purchases each turn. This can be very limiting with only having the 5 rounds in which to play.
My final thoughts: I am a total sucker for pretty much anything that says the words “deck building” on them, and this game was no exception. I went into this game thinking there was going to be this new way of using a deck building mechanic to also explore a really well crafted game board. I could not have been more wrong. The deck building aspect got so lost in the other mechanics, that I felt like I rarely had the opportunity to actually build my deck. After 3-4 plays of this game, with varying player counts from 2-4, I always ended up with a deck no bigger than about 15-20 cards. When I think deck build, I think of those powerhouses like Marvel Legendary, Ascension, or Star Realms where you are really transforming your deck into a large deck by the end. On top of that, most highly regarded deck builders require you to strategize somewhat in which cards that you buy to compliment your current deck further. Arnak completely leaves both of these elements out. Most times I found myself only able to purchase 1 card in the supply due to lack of resources that I did not have any choice in how that card would compliment my deck or not. It was merely just collecting a card to try and give my deck any sort of a distinct advantage going forward. Now, don’t get me wrong, like the game board, the artwork on the cards is stunning. By far this saves the poor mechanism of the actual cards themselves.
To me, the amount of mechanisms in the game is what gets in its own way. Its that classic, everything but the kitchen sink expression. The exploration gets in the way of the deck-building, which gets in the way of the worker placement, which gets in the way of the resource management. When I found myself wanting to build my deck, it was more crucial that I move up the temple one step. When I wanted to move up the temple, I was missing a certain idol, so I had to resort to wasting cards for gold to purchase a card for my deck that I really didn’t want. So while I think the premise is really thrilling for what this game could have been, in my opinion it just fell short. I left me wanting to explore the upper part of the jungle I never got to. I left me wanting to look at more of the artwork on the cards I never was able to purchase. In the end, I made it to the top of the temple. I couldn’t wait to enjoy my heaping pile of fat loots that awaited my studded archaeologist. However, once I turned over the treasure token, I only acquired another measly 12 victory points. This feeling left me wanting more from this game that was so hyped for its gameplay. I no longer felt like Indiana Jones, and more like I was in a bad B movie hoping for a better acting career.
Players, or “archaeologists” as the game coins them, will have only 5 rounds to explore as much of the board as possible, which includes a hidden temple as well as the jungle proper. At the end of the 5 rounds, players will add up all victory points they have obtained from the temple, any treasure they have left, points on any cards collected, and guardians they have overcome.
“Lost Ruins of Arnak” takes place on, well… Arnak. It’s a fictional jungle that is teeming with wild animals and guardians which keep watch over various treasures all over the expansive island, from here forward referred to as the giant game board. These guardians appear when you explore a new jungle tile for the first time. They attack only if you stay in the location longer than a turn OR if you return to the location on a subsequent turn. If you eliminate a guardian, they provide a couple victory points towards your overall total at the end of the game, and a slight bonus when collecting artifacts from other locations later. Being attacked by a guardian isn’t the end of the world, but can have detrimental effects on your personal deck of cards if you fail to overcome a guardian too many times.
While in the jungle, you may place a single meeple, or “archaeologist” on your turn to discover a new area, or visit a previously discovered one. These new areas contain a guardian and some sort of gold amount or trinket (idols, artifacts, or jewels). These items can be used to push your token further through the hidden temple (see below) OR to purchase cards to improve your play deck going forward. While navigating this mysterious jungle can seem exciting at first glance, you have to be careful not to let your gold fever take over, as it may leave you with minimal points by not using some worker placement to explore the mysterious temple ruins further.
While the jungle takes up a majority of the board, there is a temple which players navigate through simultaneously on the right hand side of the giant board. While it isn’t as visually appealing as the jungle portion of the board, it serves by far the highest purpose by scoring victory points. As your token travels through this temple, more and more treasure (victory points) await. It is not suggested in the rulebook, but should be noted that failing to spend ample treasure to work your way through the temple is almost a sure-fire means of not having a chance to win the game. The mechanic of exploring the temple is unique, but can be costly in terms of managing your resources properly. In my opinion, this takes away from the luster of traversing through a hidden temple and finding as much fat loots as possible. Rather, it feels like another board game I own, where you are furiously chucking dice just trying to get through with no time to look around.
The final mechanic of the game, which, as I read reviews myself prior to purchase, thought would be more prominent, is the deck building mechanic. You are provided a few cards at the start, which is similar to most any deckbuilding game. These basic cards are your first few resources to use for traveling around the board OR for their monetary value in either gold or scrolls. Using the cards for travel allow you to explore different levels of the jungle on the game board. The lower areas of the board require less travel points, while the more lucrative spaces higher up in the jungle require more. To get more travel points, you will need better cards from the decks provided. By using your gold, also an aspect of each card, you may purchase stronger cards from the supply. So, there is a balance you must find between using your cards for travel or for purchases each turn. This can be very limiting with only having the 5 rounds in which to play.
My final thoughts: I am a total sucker for pretty much anything that says the words “deck building” on them, and this game was no exception. I went into this game thinking there was going to be this new way of using a deck building mechanic to also explore a really well crafted game board. I could not have been more wrong. The deck building aspect got so lost in the other mechanics, that I felt like I rarely had the opportunity to actually build my deck. After 3-4 plays of this game, with varying player counts from 2-4, I always ended up with a deck no bigger than about 15-20 cards. When I think deck build, I think of those powerhouses like Marvel Legendary, Ascension, or Star Realms where you are really transforming your deck into a large deck by the end. On top of that, most highly regarded deck builders require you to strategize somewhat in which cards that you buy to compliment your current deck further. Arnak completely leaves both of these elements out. Most times I found myself only able to purchase 1 card in the supply due to lack of resources that I did not have any choice in how that card would compliment my deck or not. It was merely just collecting a card to try and give my deck any sort of a distinct advantage going forward. Now, don’t get me wrong, like the game board, the artwork on the cards is stunning. By far this saves the poor mechanism of the actual cards themselves.
To me, the amount of mechanisms in the game is what gets in its own way. Its that classic, everything but the kitchen sink expression. The exploration gets in the way of the deck-building, which gets in the way of the worker placement, which gets in the way of the resource management. When I found myself wanting to build my deck, it was more crucial that I move up the temple one step. When I wanted to move up the temple, I was missing a certain idol, so I had to resort to wasting cards for gold to purchase a card for my deck that I really didn’t want. So while I think the premise is really thrilling for what this game could have been, in my opinion it just fell short. I left me wanting to explore the upper part of the jungle I never got to. I left me wanting to look at more of the artwork on the cards I never was able to purchase. In the end, I made it to the top of the temple. I couldn’t wait to enjoy my heaping pile of fat loots that awaited my studded archaeologist. However, once I turned over the treasure token, I only acquired another measly 12 victory points. This feeling left me wanting more from this game that was so hyped for its gameplay. I no longer felt like Indiana Jones, and more like I was in a bad B movie hoping for a better acting career.
SummerLGrant (185 KP) rated The Handmaid's Tale - Season 1 in TV
Aug 2, 2017
Very true to the book, any expansion feels like a natural evolution (3 more)
An amazing cast bringing the characters to life
So good at tugging at all sorts of emotions
Relevant, now and always
Everyone needs to watch it
It comes from a small but powerful book. So disturbingly close to how reality could be it's not really surprising how relevant it is to what's happening in the world. Although tackling hard topics, often with harsh outcomes, the show treats every dark twist and turn with empathy - the writers don't want to shy away from the important issues but at the same time they don't want us to flinch and stop watching because it's important that we see.
There are some differences to the book, of course. The main one being June, she's stronger in the show, more determined. This isn't necessarily a bad thing because they had to make adaptations in order for it to work on the screen and I think they way they've done it is genius. She doesn't come across as an entirely different character, if you compare her to the June from the book it's more like they mostly travelled the same path but made a few different decision along the way. Along with this stronger June comes a bit more hope, is it possible that she'll be able to escape? Is it possible that she'll meet Moira, Luke and Hannah again? Can there really be an end to the regime in Gilead?
Each of the characters are strong and memorable, brought to life by a brilliant cast of people. One minute you can be sympathising for them and the next absolutely loathing them. Not only is that a sign of how good the acting is but also how amazing the writing on the show was. A tense show that builds up throughout the series, while it never feels over-packed it is full of messages for all of us to take to heart and keep in mind.
With a second season confirmed it's now going beyond the scope of the book and that's exciting, we get to see where June's story goes and with the open-ended way the book finished who knows where it'll go.
There are some differences to the book, of course. The main one being June, she's stronger in the show, more determined. This isn't necessarily a bad thing because they had to make adaptations in order for it to work on the screen and I think they way they've done it is genius. She doesn't come across as an entirely different character, if you compare her to the June from the book it's more like they mostly travelled the same path but made a few different decision along the way. Along with this stronger June comes a bit more hope, is it possible that she'll be able to escape? Is it possible that she'll meet Moira, Luke and Hannah again? Can there really be an end to the regime in Gilead?
Each of the characters are strong and memorable, brought to life by a brilliant cast of people. One minute you can be sympathising for them and the next absolutely loathing them. Not only is that a sign of how good the acting is but also how amazing the writing on the show was. A tense show that builds up throughout the series, while it never feels over-packed it is full of messages for all of us to take to heart and keep in mind.
With a second season confirmed it's now going beyond the scope of the book and that's exciting, we get to see where June's story goes and with the open-ended way the book finished who knows where it'll go.
Phillip McSween (751 KP) rated Aquaman (2018) in Movies
Oct 21, 2019
Fun and Exhilarating
War is coming between Earth and the underwater world of Atlantis. Arthur Curry (Jason Momoa), half-human half Atlantean, seeks to end the war before it spirals out of control. Despite its shortcomings, I’ll get this out of the way now: Aquaman absolutely rocks.
Acting: 7
Beginning: 10
Characters: 8
Arthur’s character grew on me as the movie progressed. He’s a tough guy, no doubt, but I also appreciated his honesty in expressing fear at the same time. He wasn’t reckless, rather he was someone that fully understood the stakes. Despite this clearly being an action blockbuster, I appreciate the efforts in trying to make the characters fun and exhilarating.
Cinematography/Visuals: 10
Conflict: 10
Entertainment Value: 9
Memorability: 8
This movie won’t make you think. In fact, there are a number of times where it feels designed to do just the opposite. It’s memorability comes in the fact that I can honestly say I’ve never really seen anything like it. The scenes, sequences, and setpieces try really hard and it’s very endearing. The visuals are beautiful particularly during the underwater battle sequences. Just damn beautiful to watch. It’s Finding Nemo on steroids.
Pace: 10
Plot: 10
Resolution: 10
Didn’t linger, ended at exactly the right time with something feasible and simple. A great finish for an overall great experience.
Overall: 92
If you’re a fan of sports, you might relate to this analogy: Ever watch a playoff series and the underdog wins the first game? You say to yourself, “Meh, it’s one game. They’ll lose the next four.” Then they win the next game and another game. Your eyes start to get big as you realize, “They might actually do this!” DC, I’m looking at you. I’m rooting so hard that you guys keep the train rolling. Aquaman is a hit.
Acting: 7
Beginning: 10
Characters: 8
Arthur’s character grew on me as the movie progressed. He’s a tough guy, no doubt, but I also appreciated his honesty in expressing fear at the same time. He wasn’t reckless, rather he was someone that fully understood the stakes. Despite this clearly being an action blockbuster, I appreciate the efforts in trying to make the characters fun and exhilarating.
Cinematography/Visuals: 10
Conflict: 10
Entertainment Value: 9
Memorability: 8
This movie won’t make you think. In fact, there are a number of times where it feels designed to do just the opposite. It’s memorability comes in the fact that I can honestly say I’ve never really seen anything like it. The scenes, sequences, and setpieces try really hard and it’s very endearing. The visuals are beautiful particularly during the underwater battle sequences. Just damn beautiful to watch. It’s Finding Nemo on steroids.
Pace: 10
Plot: 10
Resolution: 10
Didn’t linger, ended at exactly the right time with something feasible and simple. A great finish for an overall great experience.
Overall: 92
If you’re a fan of sports, you might relate to this analogy: Ever watch a playoff series and the underdog wins the first game? You say to yourself, “Meh, it’s one game. They’ll lose the next four.” Then they win the next game and another game. Your eyes start to get big as you realize, “They might actually do this!” DC, I’m looking at you. I’m rooting so hard that you guys keep the train rolling. Aquaman is a hit.
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Sophia (Bookwyrming Thoughts) (530 KP) rated Gamer Girl in Books
Jan 23, 2020
I was in the process of getting another book entirely at the library when I noticed Mari Mancusi's Gamer Girl peeking out from its hiding place between two other books. Being the occasional gamer myself (though currently I'm being a little too scholarly to even focus on gaming), I could definitely relate to the title (not so much the synopsis).
There's much to love about Gamer Girl: the synopsis made the book sound like a very happy book something that I've been on the hunt for awhile. The cover is simplistic and gorgeous it definitely puts down the entire idea of the book with the drawing of the main character, Maddy, and the avatar she uses in a game (Fields of Fantasy) she gets for her birthday shortly after her parents divorce. The interior is just as gorgeous as the cover the chapter headings depict Maddy's main emotions she's feeling by the end of the chapter.
Mancusi's writing style and use of Maddy's voice is great as well Maddy is a very relatable character and she has an attitude that isn't annoying, making the book feel perfectly paced as Maddy gets to know SirLeo in Fields of Fantasy and falls in love with him. For awhile it probably feels as though Maddy will find out SirLeo is really an online predator.
Much as I really loved Gamer Girl and Mancusi's writing style, the book feels as though it's aimed more toward middle grade than a high schooler my age. The book is stereotypical with Maddy being bullied by the "Royal Court" as soon as she starts a new school and Maddy tries to escape from the troubles of her reality by entering the gaming world and playing Fields of Fantasy with an elfin character named Allora, someone she would rather be. It all leads to a very cute and adorable ending with the popular guy falling for the outcast very happy and light-hearted, and certainly not something you're likely to come across in real life, compared to the realistic drama of Margo Kelly's Who R U Really.
----------------
Review originally posted at <a href="http://bookwyrming-thoughts.blogspot.com/2015/01/review-gamer-girl-by-mari-mancusi.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>
There's much to love about Gamer Girl: the synopsis made the book sound like a very happy book something that I've been on the hunt for awhile. The cover is simplistic and gorgeous it definitely puts down the entire idea of the book with the drawing of the main character, Maddy, and the avatar she uses in a game (Fields of Fantasy) she gets for her birthday shortly after her parents divorce. The interior is just as gorgeous as the cover the chapter headings depict Maddy's main emotions she's feeling by the end of the chapter.
Mancusi's writing style and use of Maddy's voice is great as well Maddy is a very relatable character and she has an attitude that isn't annoying, making the book feel perfectly paced as Maddy gets to know SirLeo in Fields of Fantasy and falls in love with him. For awhile it probably feels as though Maddy will find out SirLeo is really an online predator.
Much as I really loved Gamer Girl and Mancusi's writing style, the book feels as though it's aimed more toward middle grade than a high schooler my age. The book is stereotypical with Maddy being bullied by the "Royal Court" as soon as she starts a new school and Maddy tries to escape from the troubles of her reality by entering the gaming world and playing Fields of Fantasy with an elfin character named Allora, someone she would rather be. It all leads to a very cute and adorable ending with the popular guy falling for the outcast very happy and light-hearted, and certainly not something you're likely to come across in real life, compared to the realistic drama of Margo Kelly's Who R U Really.
----------------
Review originally posted at <a href="http://bookwyrming-thoughts.blogspot.com/2015/01/review-gamer-girl-by-mari-mancusi.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>
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Darren (1599 KP) rated At The Devil's Door (2014) in Movies
Oct 14, 2019
Characters – This was a hard film to figure out who the main character was until the end, so I will talk about the three biggest characters in no particular order. Hannah is the first one we meet, she is a runaway that finds herself in the middle of a demon worshiping cult, walking the halls of a house up for sale, she has a secret waiting to reveal. Leigh is the real-estate agent that is trying toe sale the house only to learn that there is a force in the house trying to control certain movements. Vera is the younger sister of Leigh, an artists that becomes the target of the presence that is haunting the land.
Performances – While I don’t think the actors do a bad job in anyway in this film, the scorecard is being harsh on them, most of this complaint that the characters don’t become the main until late in the film which doesn’t give us enough time to get behind the actors. The three actresses do well with what they have without having that one moment that makes them stand out.
Story – The story follows a potential demon being born into the world, I think, it would be fair to say this movie does put forward all the generic ideas that something is off with each scene, but as I was saying with the characters, we follow ones events only for the to mean nothing and these scenes go on for a healthy 20 odd minutes before we move onto the next character’s story, which only leaves us confused and feeling withdrawn from where the story is going.
Horror – The horror is the normal, people walking around the empty houses following or running from noises, the only scene that stands out is involving the hospital.
Settings – The film keeps us in a few houses that always seem to be empty, nothing is overly interesting with the locations being used.
Special Effects – The effects are the strongest part of the film, it does have a couple of stand out moments which will make you look away but also make you want to watch.
Scene of the Movie – Hospital time.
That Moment That Annoyed Me – Not knowing the main character early on.
Final Thoughts – This is a messy confusing movie that does try to break the mould because of the source material of demon trying to be born, we skip over the been there scene that parts but it takes too long to get there.
Overall: Not good enough horror movie.
Performances – While I don’t think the actors do a bad job in anyway in this film, the scorecard is being harsh on them, most of this complaint that the characters don’t become the main until late in the film which doesn’t give us enough time to get behind the actors. The three actresses do well with what they have without having that one moment that makes them stand out.
Story – The story follows a potential demon being born into the world, I think, it would be fair to say this movie does put forward all the generic ideas that something is off with each scene, but as I was saying with the characters, we follow ones events only for the to mean nothing and these scenes go on for a healthy 20 odd minutes before we move onto the next character’s story, which only leaves us confused and feeling withdrawn from where the story is going.
Horror – The horror is the normal, people walking around the empty houses following or running from noises, the only scene that stands out is involving the hospital.
Settings – The film keeps us in a few houses that always seem to be empty, nothing is overly interesting with the locations being used.
Special Effects – The effects are the strongest part of the film, it does have a couple of stand out moments which will make you look away but also make you want to watch.
Scene of the Movie – Hospital time.
That Moment That Annoyed Me – Not knowing the main character early on.
Final Thoughts – This is a messy confusing movie that does try to break the mould because of the source material of demon trying to be born, we skip over the been there scene that parts but it takes too long to get there.
Overall: Not good enough horror movie.
Purple Phoenix Games (2266 KP) rated Terror in Meeple City in Tabletop Games
Aug 6, 2019 (Updated Sep 23, 2021)
I don’t know about you, but one of my guilty pleasures is monster movies. Godzilla, King Kong, even the Jurassic Park franchise – if there are giant creatures terrorizing the world, chances are I’m going to love it. So when I heard of Terror in Meeple City (formerly known as Rampage, RIP), I knew I had to give it a try. Is the chance to embody one of these great monsters and wreak havoc on an innocent city as exciting as it seems? Or will your lack of dexterous ability result in a rampage? (See what I did there?)
Terror in Meeple City is a dexterity game of area movement and set collection in which players are trying to amass the most end-game Victory Points by devouring meeples, collecting building tiles, teeth, and by successfully completing their Character cards. To begin, setup the board as described in the rulebook, constructing buildings and placing meeples and vehicles accordingly. Each player receives a screen, Body (monster), and Paws (disc) in their chosen color, placing the Paws on the starting area closest to them. Players receive 4 Teeth tokens and are dealt a Character card, Power card, and Secret Superpower card. The Character and Power cards are visible to all players, and are permanent throughout the game – providing special abilities or scoring conditions for the end of the game. The Secret Superpower card is secret (duh) and revealed only when you are ready to use it – it is a one-time use in the game, and then discarded. Select a starting player, and the game is ready to begin!
On your turn, you will perform 2 of the following actions: Move, Demolish, Toss a Vehicle, or Breathe. You can perform the same action twice on your turn if you want! To Move, you will first take the Body of your monster off of the Paws disc. Using your finger, you will flick the Paws disc on the board, hopefully to end up where you wanted it! After a successful flick, put your Body back on the Paws. To Demolish, your Paws must be touching the sidewalk surrounding one of the buildings in the city. If that is the case, you can try to demolish that building – by picking up your Body, holding it over the appropriate building, and dropping it! In order to Toss a Vehicle, your monster must be located in the same neighborhood (area of the board) as a vehicle. Pick up the chosen vehicle, place it on top of your monster, and flick it! And finally, you can Breathe – place your chin on top of your monster, inhale, and then blow as hard as you can. While performing these actions, there may be some collateral damage, that could be beneficial or detrimental to you! If you knock down another monster on your turn, collect one of their Teeth and put it behind your screen. If after your action, there is a building tile with nothing on it (meeples, monsters, etc.) then you collect that tile behind your screen as well.
Once you have taken your 2 actions, it is time to Chow Down – eat as many accessible meeples in your same neighborhood as you have Teeth tokens left. Devoured meeples go into your stomach (behind the player screen). If at any point during your turn, any meeples end up fleeing the city (knocked off the board), they will be added, in order, to the Runaway Meeple board. Once a line on this board is filled, the active player suffers the negative consequence – so be careful not to scare off too many yummy meeple morsels! The game continues in this fashion until it ends in one of two ways. Either the last building tile is collected, everyone takes one last turn, and then VP are tallied. Or the final line of the Runaway Meeple board is filled, causing the player who filled it to lose, while everyone else counts up their VP. VP are earned for any Teeth collected, building tiles consumed, sets of meeples devoured, and any points earned from your Character card. The player with the most VP is the winner and is the greatest monster of the game!
So I know that sounds kind of chaotic – and at times it can be. But it is a light-hearted and silly game that engages all involved. The simplicity of the mechanics (flicking/blowing) are countered by the strategy required for success. Yes, by all means, go on a crazy rampage – but the goal is end-game VP, so how can you use all these moving components to your advantage? The strategy is there, with enough luck/randomness from a dexterity stand-point that it keeps the gameplay interesting. And it is just plain fun to play! Getting up to move around the board for a better angle, knocking over opponents accidentally (or on purpose!), and sending components flying across the board makes for an entertaining and engaging game. That being said, unless you are incredibly dextrous and can perfectly execute your desired actions, be prepared for some frustration when you whiff big on a flick.
Let’s talk components for a minute. They are pretty good in this game! The board and cardboard building tiles are all pretty sturdy, which is really necessary in a game where the components can take quite a beating. The wooden meeples and monster parts are thick and high quality as well! I take great pride in keeping my games in good condition, and even this one has withstood the test of time and plays. So, good production quality all around, if you ask me!
Is Terror in Meeple City my favorite game? No. But it’s one that I’m glad to have in my collection. It works well in so many situations – a gateway game, a light-hearted filler game, a game to get everyone up and moving, and a game that can be played with younger gamers as well. Although it’s not really a brain-burner or a game of high-level strategy, it’s one that still makes for a good time. Purple Phoenix Games gives it a 7 / 12. Give it a try if you’re itching to smash some stuff!
Terror in Meeple City is a dexterity game of area movement and set collection in which players are trying to amass the most end-game Victory Points by devouring meeples, collecting building tiles, teeth, and by successfully completing their Character cards. To begin, setup the board as described in the rulebook, constructing buildings and placing meeples and vehicles accordingly. Each player receives a screen, Body (monster), and Paws (disc) in their chosen color, placing the Paws on the starting area closest to them. Players receive 4 Teeth tokens and are dealt a Character card, Power card, and Secret Superpower card. The Character and Power cards are visible to all players, and are permanent throughout the game – providing special abilities or scoring conditions for the end of the game. The Secret Superpower card is secret (duh) and revealed only when you are ready to use it – it is a one-time use in the game, and then discarded. Select a starting player, and the game is ready to begin!
On your turn, you will perform 2 of the following actions: Move, Demolish, Toss a Vehicle, or Breathe. You can perform the same action twice on your turn if you want! To Move, you will first take the Body of your monster off of the Paws disc. Using your finger, you will flick the Paws disc on the board, hopefully to end up where you wanted it! After a successful flick, put your Body back on the Paws. To Demolish, your Paws must be touching the sidewalk surrounding one of the buildings in the city. If that is the case, you can try to demolish that building – by picking up your Body, holding it over the appropriate building, and dropping it! In order to Toss a Vehicle, your monster must be located in the same neighborhood (area of the board) as a vehicle. Pick up the chosen vehicle, place it on top of your monster, and flick it! And finally, you can Breathe – place your chin on top of your monster, inhale, and then blow as hard as you can. While performing these actions, there may be some collateral damage, that could be beneficial or detrimental to you! If you knock down another monster on your turn, collect one of their Teeth and put it behind your screen. If after your action, there is a building tile with nothing on it (meeples, monsters, etc.) then you collect that tile behind your screen as well.
Once you have taken your 2 actions, it is time to Chow Down – eat as many accessible meeples in your same neighborhood as you have Teeth tokens left. Devoured meeples go into your stomach (behind the player screen). If at any point during your turn, any meeples end up fleeing the city (knocked off the board), they will be added, in order, to the Runaway Meeple board. Once a line on this board is filled, the active player suffers the negative consequence – so be careful not to scare off too many yummy meeple morsels! The game continues in this fashion until it ends in one of two ways. Either the last building tile is collected, everyone takes one last turn, and then VP are tallied. Or the final line of the Runaway Meeple board is filled, causing the player who filled it to lose, while everyone else counts up their VP. VP are earned for any Teeth collected, building tiles consumed, sets of meeples devoured, and any points earned from your Character card. The player with the most VP is the winner and is the greatest monster of the game!
So I know that sounds kind of chaotic – and at times it can be. But it is a light-hearted and silly game that engages all involved. The simplicity of the mechanics (flicking/blowing) are countered by the strategy required for success. Yes, by all means, go on a crazy rampage – but the goal is end-game VP, so how can you use all these moving components to your advantage? The strategy is there, with enough luck/randomness from a dexterity stand-point that it keeps the gameplay interesting. And it is just plain fun to play! Getting up to move around the board for a better angle, knocking over opponents accidentally (or on purpose!), and sending components flying across the board makes for an entertaining and engaging game. That being said, unless you are incredibly dextrous and can perfectly execute your desired actions, be prepared for some frustration when you whiff big on a flick.
Let’s talk components for a minute. They are pretty good in this game! The board and cardboard building tiles are all pretty sturdy, which is really necessary in a game where the components can take quite a beating. The wooden meeples and monster parts are thick and high quality as well! I take great pride in keeping my games in good condition, and even this one has withstood the test of time and plays. So, good production quality all around, if you ask me!
Is Terror in Meeple City my favorite game? No. But it’s one that I’m glad to have in my collection. It works well in so many situations – a gateway game, a light-hearted filler game, a game to get everyone up and moving, and a game that can be played with younger gamers as well. Although it’s not really a brain-burner or a game of high-level strategy, it’s one that still makes for a good time. Purple Phoenix Games gives it a 7 / 12. Give it a try if you’re itching to smash some stuff!
Midge (525 KP) rated Murder from Scratch in Books
Mar 18, 2019
A Delightful Cozy Mystery!
MURDER FROM SCRATCH is book four in the series of the Sally Solari Mysteries of which I look forward to reading more. It’s a delicious mixture of mystery, family, and irate chefs and a fun, fast and interesting read. I haven’t read the other books in this series yet, however, I don’t think that this spoilt my enjoyment of this novel. That said, there is nothing more exciting than picking up a book that is the first in a new series.
Santa Cruz restaurateur Sally Solari’s life is difficult enough at the busy Gauguin restaurant. So she’s worked up when her dad persuades her to take in Evelyn, her estranged blind cousin whose mother has just died of a drug overdose.
But Evelyn proves to be lots of fun and she’s a terrific cook. Back at the house she’d shared with her mum, Evelyn’s heightened sense of touch tells her that various objects - a bottle of cranberry juice, her grandfather’s jazz records - are out of place. She and her mum always kept things in the same place so Evelyn could find them. So she suspects that her mother’s death was neither accident nor suicide, no matter what the police believe.
The cousins’ turn detective and Sally and Evelyn are thrown into the world of male-oriented kitchens, and the cut-throat competitiveness that can flame up between chefs. With a long list of suspects in the frame, will Sally be able to find the perpetrator or end up getting burned?
Leslie Karst’s delightful writing style is well-paced and complemented by some interesting characters, some of whom were annoying but helped to make the story as good as it was. There was some romantic and spicy love entanglement, too. Written in the first-person narrative and sharing Sally’s innermost thoughts, Leslie Karst includes some wonderfully amusing moments and vivid descriptions especially of some of the food, such as fall-off-the-bone pulled pork and salmon with habanero-lime butter. An ex-lawyer, the highly organised and extremely likeable Sally demonstrated admirable sleuthing techniques and her cousin Evelyn, although with her own problems, exuded warmth and friendliness.
The book had a natural, steady pace and I was kept guessing right until the surprising reveal. Delightful and entertaining, MURDER FROM SCRATCH is a quick, light, highly recommended read for all cozy mystery fans.
{Thank you to #NetGalley, #Crookedlanebks and Leslie Karst for the free copy of #MurderFromScratch and for giving me the opportunity to provide an honest review.}
Santa Cruz restaurateur Sally Solari’s life is difficult enough at the busy Gauguin restaurant. So she’s worked up when her dad persuades her to take in Evelyn, her estranged blind cousin whose mother has just died of a drug overdose.
But Evelyn proves to be lots of fun and she’s a terrific cook. Back at the house she’d shared with her mum, Evelyn’s heightened sense of touch tells her that various objects - a bottle of cranberry juice, her grandfather’s jazz records - are out of place. She and her mum always kept things in the same place so Evelyn could find them. So she suspects that her mother’s death was neither accident nor suicide, no matter what the police believe.
The cousins’ turn detective and Sally and Evelyn are thrown into the world of male-oriented kitchens, and the cut-throat competitiveness that can flame up between chefs. With a long list of suspects in the frame, will Sally be able to find the perpetrator or end up getting burned?
Leslie Karst’s delightful writing style is well-paced and complemented by some interesting characters, some of whom were annoying but helped to make the story as good as it was. There was some romantic and spicy love entanglement, too. Written in the first-person narrative and sharing Sally’s innermost thoughts, Leslie Karst includes some wonderfully amusing moments and vivid descriptions especially of some of the food, such as fall-off-the-bone pulled pork and salmon with habanero-lime butter. An ex-lawyer, the highly organised and extremely likeable Sally demonstrated admirable sleuthing techniques and her cousin Evelyn, although with her own problems, exuded warmth and friendliness.
The book had a natural, steady pace and I was kept guessing right until the surprising reveal. Delightful and entertaining, MURDER FROM SCRATCH is a quick, light, highly recommended read for all cozy mystery fans.
{Thank you to #NetGalley, #Crookedlanebks and Leslie Karst for the free copy of #MurderFromScratch and for giving me the opportunity to provide an honest review.}