Search

Search only in certain items:

Dodekka
Dodekka
2014 | Card Game
I am eagerly growing into a big Andy Hopwood fan. He has designed family favorites like Daring Dustbunnies, Mijnlieff, and Niche. Playing one of his games is like playing an old classic with a new coat of paint and some killer new rims. Dodekka may seem familiar when playing, and I will disclose my comp at the end of this review, but again has a special twist. Obviously my family loves the game, but why?

Dodekka is loosely named after the Greek prefix for 12, Dodeca. Twelve is a big aspect of this game. In it players are attempting to score a large value of cards from one suit while keeping other suits to a minimum, as they are negative points at the end of the game. The player with the most points at the end of the game will be crowned the winner.

DISCLAIMER: We were provided a copy of this game for the purposes of this review. This is a retail copy of the game, so what you see in these photos is exactly what would be received in your box. I do not intend to cover every single rule included in the rulebook, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy online or from your FLGS. -T


To setup shuffle the main deck of cards and reveal three near the deck. The game may now begin! Note: this may be the easiest setup of any game I have played.
Dodekka is played in turns where each player will take one of a choice of two actions: take a card or add a card. When a player decides to take a card they simply take the card closest to the deck into their hand. Should they wish to add a card the player will simply reveal a card from the deck and add it to the end of the line. Easy, right? Well that’s not much of a game, admittedly. Where’s the catch?

When players add cards to the end of the line they must take care not to increase the total value of the cards within the line past 12. Each suit contains cards numbered zero through four, so adding a card to the line can be quite a gamble if the total value of the cards in the line is already in double digits. Many times players will be forced to take the card closest to the deck out of fear of busting the line total. When a players busts they must take ALL the cards in the line and a new set of three will be revealed to form a new line.

However, there is a catch to this catch. A catch-ception! Should the line bust when adding a card, but the newly added card is of the matching value of the card already at the end of the line (for example adding a three when the last card is already a three) then the bust is delayed until another player brings the total value down by taking a card or busts on a failed gamble.


Play continues in this fashion of players collecting cards of certain suits to earn points or pressing their luck by adding cards to the line until the deck runs out of cards. At that point players will add up the values of the suit with the most points in their hand and subtract the NUMBER of non-scoring cards. Using the photo below for example, should the player choose to score blue they would have five points. However, they would need to subtract the number of cards from the non-scoring suit, which also equals five (two purple cards and three green cards). This will be a net zero score. The player with the most points wins!
Components. This game is a bunch of cards. The cards are all great quality and feature minimal art. The numbering text on the cards are ancient Greek-themed and work for me. I actually like that the art gets out of the way of the cards and allows the numbers and suit colors to shine. Although, I try to be conscious of our colorblind friends and Dodekka is also considerate here by the addition of different art for each suit to help these players be successful. I have no qualms with any of the components here.

All in all, this game is quite similar to another favorite of ours: No Thanks! In each, players are trying to keep away from gaining a bunch of cards that will negatively impact their final scores. Also in each is the element of press your luck that I find simply delicious. You try to wait as long as possible sometimes so as not to get stuck with the bad card(s) but sometimes that gamble blows up in your face. I just love it!

What I like better in Dodekka than I do in No Thanks! is that there is so little to setup that this can be taken almost anywhere and played without any real concern for losing or damaging components. Being solely cards and setup just being a deck with three exposed cards is so simple that players I have introduced to Dodekka are floored that they don’t receive any cards or have anything at setup. It is just refreshing to start a game that can be setup in 10 seconds or less, depending on shuffling skills.

I really don’t want to say this because I love No Thanks! but I may have found its replacement. Dodekka is light, fast, and gives the same level of heart-racing excitement when you need to add a card to the line when it is at 11 already and showing a three at the end. Can you risk pulling a 0, 1, or 3 to remain cool, or will a 2 or 4 be your downfall and cause you to take the lot? It’s wonderful! If you are looking for a small card game that is an excellent little filler and has interesting twists on familiar mechanics, I recommend you grab a copy of Dodekka. Purple Phoenix Games gives this one an under-the-radar 10 / 12. Go grab your trusty dodecahedrons (or borrow mine – my Monk doesn’t use it for anything) and get Dodekka to the table!
  
13 Monsters Armed to the Teeth
13 Monsters Armed to the Teeth
2020 | Bluff, Dice Game, Fighting, Game Expansion, Memory
Let’s talk expansions. Some expansions are absolutely worth everything to have in with the base game, and some expansions just take up space on your shelves because either you A) love the base game so much that you can’t imagine anything adding to the experience, or B) just can’t seem to pull the trigger to try them out. What about when expansions completely change the game? And those that merely give you more of the same? And where does this expansion for 13 Monsters land? So many questions!

13 Monsters Armed to the Teeth (which I will call “the expansion” from here) is a big expansion to the successful 13 Monsters that recently fulfilled their Kickstarter campaign rewards. I was lucky enough to be able to preview OG 13 Monsters, and I suggest you take a look there before continuing on if you aren’t familiar with the base game. 13 Monsters can be summed up as, “a game of Memory where you use the pieces you’ve matched to battle your opponents.” Once you add in the expansion, though, the description takes on new veribiage, “a game of Memory where you use the pieces you matched along with enhancement items like weapons, shields, new abilities, and a new elemental species to decimate your opponents.” Intrigued?

DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and I do not know for sure if the final components will be any 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 download the rulebook, back the game through the Kickstarter campaign, or through any retailers stocking it after fulfillment. -T


Setup will be the same as base 13 Monsters but with added components to lay on the table. These include a big mini (is that a thing?) of a new character named Trall, new black dice, weapon tiles, shield tiles, Metal monster tiles, and durability counters for the weapons and shields. Once all these items are added the base tile grid the game may begin!
Now, I won’t go into detail how to play base 13 Monsters, but rather give an idea of what the expansion adds. Trall is a smithy who is intrigued by new monstersets matched and added to a player’s tableau, so he will come visit that player once a match is made. On one’s turn, if Trall is visiting, he will allow the player to Forge an item (weapon, shield, or Metal monster tile) by rolling the black dice and taking a tile from the specific pile, or Steal an item from another player by winning a roll-off of the new black dice.

The new abilities given to players are numerous and include names like All Seeing Eye and Oopsie Poopsie. I will leave you to the rulebook to discover all the new abilities.

Obviously, when players attach weapons to a monster they will be able to increase their attack power, but will also have to account for hits in durability using the small counters. Similarly, durability counters are included for the shield tiles that assist in deflecting portions of attacks from opponents.


The Metal monsters are part of a new elemental species of monster and are helpful, but worth less VP at the end of the game.
Components. If you have or know of the component quality in base 13 Monsters, then you will be glad to know that the components in the expansion are just as good if not better. When I opened the box the first thing I grabbed for was the Trall mini. He’s a big guy and while the prototype version is a 3D printed mini, I have seen photos of a cardboard standee in a box (however, my money is on a resin mini of Trall as a stretch goal). The weapon, shield, and Metal monster tiles are the same quality as the base tiles so it’s a match there. The new dice are black with white print, which contrast nicely with the base game’s pink dice and white pips. All in all the production quality is great, even in the prototype!

So is this expansion good or necessary or bad or what? Well, let me state the obvious first: if you are happy with how base 13 Monsters plays, then you do not need this expansion. If you want a lot more meat from your game, then this expansion is absolutely necessary. It adds so many more layers of complexity onto a somewhat harmless base game. Yes, there is battle in the base game and stealing of monstersets, but to me it seems it hurts way more using the expansion because you can spend lots more time buffing up your monsters with the extra battle accessories and such to have them just pilfered away.

That still doesn’t answer if I think 13 Monsters Armed to the Teeth is good. Here are my negative points off first. Adding in the expansion content will most certainly add length to the gameplay as well, especially with higher play counts. Players have a ton of options available on a turn now and though some events will be triggered via dice rolls, the new abilities will adjust how players play this versus just the base. A game can now be well over two hours depending on how players play and which type of players are playing. To help combat this, the rulebook advises ways of reducing game time by 50% and I highly suggest you take that advice. I did and games are still around 90 minutes with players who know how to play.

On the positive side, though, there’s more 13 Monsters goodness in this box! And while I do not classify this as “more of the same,” I enjoy more 13 Monsters goodies. This definitely amps up the pressure for each turn and players are involved at all times. Now, I will not be using the expansion when pulling out the game with new players or when I might use 13 Monsters as a gateway game. The expansion just adds too much complexity. But, after a couple plays of the base game, go ahead. Throw it in and watch the eyes widen in anticipation.

So yes, 13 Monsters Armed to the Teeth is a great expansion to a great game. If you like 13 Monsters and want to add more complexity and options, then definitely pick up this expansion. If you missed out on backing 13 Monsters last time, maybe the team at Twisted Stranger will offer them during the next campaign for this expansion. I am quite happy to be adding this to my collection and I know it will see lots of table time for me. Good job team! Now go obliterate your friends! I mean, their monsters.
  
40x40

Kirk Bage (1775 KP) rated Ford v Ferrari (aka Le Mans '66) (2019) in Movies

Jan 22, 2021 (Updated Jan 22, 2021)  
Ford v Ferrari (aka Le Mans '66) (2019)
Ford v Ferrari (aka Le Mans '66) (2019)
2019 | Action, Biography, Drama, Sport
Matt Damon asked Christian Bale how he had managed to lose almost 70lbs for his role as Ken Miles, following his chubbing up to play Dick Cheney in Vice the previous year. Bale just smiled, shrugged and said, “I didn’t eat”. Such is his reputation for playing real people with 100% commitment, apocryphal or not, I totally believe that is true.

Sports films, and especially racing films, hang on three things: the quality and believability of the sports/racing scenes, the dynamic tension between the lead characters, and the degree we are hooked by the underdog makes a comeback element. Le Mans ’66, also known as Ford V Ferrari for American audiences, who obviously can’t make sense of French or numbers, has all three of those boxes ticked, and several others besides.

It will make it easier for me to explain why I liked this film so much if I confess up front to how much I liked it, so without hesitation I confidently state… more than Rush (2013) and Grand Prix (1966), making it probably the best racing film ever, but less than Warrior (2011) or Rocky (1976), making it a contender for top 5 but not the best sports movie ever. So, that is pretty high praise from the flag-fall.

Let’s examine the 3 key elements in order. Firstly, the racing scenes: This film is based on real people in real races driving real cars, with very little altered or tweaked for dramatic purposes (save one key detail of the final race). It didn’t need anything adding, because the real story is incredible enough. Part of that is the very real rivalry that existed between the undisputed champions of the world’s most beautiful cars, Ferrari, representing everything essentially European, and the empire of mass production efficiency that was the Ford dynasty, representing everything American.

The reproductions of the cars themselves and the personalities behind them is vivid and believable from minute one, so when the cars hit the track you can almost smell the fuel and feel the heat and grime, not to mention the speed. Every shot on every straight and turn feels like it should, and would, if you yourself were driving: intense, terrifying, exhilarating and addictive!

At no point did I see anything unrealistic, or a piece of footage copied and pasted. No trick angles or overuse of time stretching techniques, what you see is mostly what you get, and if you understand car racing in even the most amateur way then that is impressive. Add to that a complete understanding of tension building during a race from a direction and acting point of view and you just have to tip your helmet visor to James Mangold and Christian Bale, who seem in complete synthesis about what is required from a racing scene.

Next, look at the chemistry between Damon’s laconic yet stubborn pragmatist, Carroll Shelby, and Bale’s idiosyncratic, twitchy adrenaline junky, Ken Miles. They couldn’t be more different, personality wise, or actually performance wise. Bale chews up the screen with another in a long line now of big bold characterisations that you can’t take your eyes off, and Damon gives off solid, dependable, trust-worthy movie-star vibes in return. Their scenes together are spiky, fun, compelling and feel authetic, in a Hollywood movie way that we recognise and love. It feels almost like Paul Newman and Jack Lemon – the handsome straight guy and the quirky foil.

I love both these actors when they bring their A game. And they do here. It is consummate film acting, completely in control of what kind of film they are making. Not a naturalistic drama hoping to sweep the Oscars and hit hard in the emotional solar plexus, but a fun sports film driven by the conventions and tropes of the genre. Both manage to keep it just the right side of fun and exciting, whilst holding the reigns on believability also. Mangold, who knows how both action (Logan) and Bio-pics (Walk the Line) work to a very high level, brings experience of both genres to the fore here, and the blend is sublime.

Finally, there is the underdog element. Both of these guys were unconventional mavericks, and well known as being so. Both respected, but never treated as champions as they deserved in their lifetime, perhaps because they were not yes men or company men, who toed the line and played by the rules of the big bosses of the sport. Both of them absolutely driven by compulsion and passion to win, yet both flawed on the ways they could achieve that.

Then there is the consideration how much the car is a character, or at least Ford as a concept. What makes this story so great is the David and Goliath element, that makes you sure there is no possible way this could be true. As with all great sports films, even if you know the history and result of a real event, the little guy sticking it to the invincible and arrogant behemoth, win, lose or draw, is what makes us invest and then cheer, or cry, when all the effort is finally spent.

Effort, sacrifice, overcoming obstacles, facing defeat, bouncing back from setbacks, gaining respect of friends and rivals alike – all these elements make a sports film great. Le Mans ’66 has it all, with the added bonus of enough budget to make it fly, which isn’t usually the case in this genre. It looks spectacular, feels exciting and is ultimately completely satisfying, as both a character study of real men, and a document of a game changing moment in sporting history.

It also doesn’t entirely ignore the female influence on such a masculine world; the little known Irish actress Catriona Balfe as Mollie Miles really caught my eye in some really tender scenes. This film won’t be passing the Bechdal test any time soon, however, as she is pretty much the only female member of the cast with an actual name! But it isn’t something to get too hung up about, in my opinion.

I’d be bold enough to recommend this to anyone. No need to love cars, or racing or even sport at all. If you love good movies that keep you hooked till the checkered flag of the credits, then look no further. High art? No. A proper movie with huge mass appeal? 100%
  
Crazier Eights: Camelot
Crazier Eights: Camelot
2017 | Card Game, Fantasy
DISCLAIMER: We have previously reviewed Crazier Eights: Olympus and Crazier Eights: Pantheon, and this preview has much of the same verbiage as the family of games share most things. Near the end of the preview are my thoughts about the differences in Camelot vs Olympus and Pantheon.

War. Old Maid. Go Fish. Crazy Eights. These are classic card games we probably all grew up playing. There have been many re-themes and new difficulty layers spread upon them to make them even more interesting. While UNO certainly has cornered the market on the Crazy Eights base, we have a new contender: Crazier Eights. Recoculous has published several versions of this card game with different themes: Avalon, One Thousand & One Nights, Olympus, and Shahrzad. Today we are taking a preview of Crazier Eights: Camelot.

You HAVE played Crazy Eights right? The card game where you attempt to be the first to exhaust your hand of cards, but you can only play down if you can match the suit or number on top of the discard pile? And if you can’t, you throw down an 8 as a wild and call the color to be played next? Well there you have the easy rules. Crazier Eights: Camelot (which I will from here call C8C) holds basically the same rule-set with a few new mechanics and a theme. The win condition is still the same: be the first to exhaust your hand of cards, but to win you will need to play your hand strategically against your opponents.

DISCLAIMER: We were provided a copy of this game for the purposes of this review. This is a retail copy of the game, so what you see in these photos is exactly what would be received in your box. I do not intend to cover every single rule included in the rulebook, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy online or from your FLGS. -T


To setup, shuffle the large deck of cards and place the deck in the middle of the table. Flip the top card to begin the discard pile and dictate the first card play. Deal each player seven cards and you are ready to begin!
The turn structure is familiar: check for any “start of turn” effects and apply them, draw a card, play and/or discard a card, then resolve any “end of turn” effects. The deck is comprised of Events and Assets in different colors (suits) and numbers like in a typical deck of playing cards. After checking and resolving start of turn effects on Asset cards in your personal tableau, you must draw a card from the deck. This is where C8C strays from OG Crazy Eights a bit. You may play a card from your hand (Assets and Events) and discard a card to the discard pile (matching the suit/number/or an Eight), or simply play a card from your hand without discarding. Cards played from your hand can be Event cards that are played, resolved, and then discarded to the bottom of the discard pile, or an Asset card that is played to your tableau that cause chain reactions or other abilities on future turns. Next, resolve any end of turn effects from Assets in your tableau before the next player begins their turn.


Play continues in this fashion until one player has rid themselves of their hand and is crowned the Master of the Camelot! Or at least, the winner of the game.
Components. This game is a box full of cards. The cards are good. The layout makes sense, and the art on the faces of the cards remind me of very classic art depicting ancient Arthurian scenes. I am no art historian, so I do not know if they are existing art pieces or new ones crafted for this game, but either way, they are a joy to behold… if you can spend the time appreciating the art instead of tracking what cards you need to play and what effects you can chain together (that was me). Extra points to the Recoculous team for associating symbols with the different suit colors for our colorblind friends. This is something that unfortunately goes unaddressed far too often.

This implementation is the third Crazier Eights we have had the chance to try, and I can say that we really enjoyed our plays of it (we played Olympus first and recently also reviewed Pantheon). The game comes with many interesting and varied effects to craft an ingenious strategy, and the art is stellar. Beware of playing with AP-prone gamers, as there is a lot going on and it is more than just a skinned Crazy Eights.

This Camelot set is slightly different than our previous experiences with both Olympus and Pantheon in a few ways. Firstly, it is more of a base game deck like Olympus instead of a standalone/expansion like Pantheon. Secondly, this set seems to use more cards that affect the assets of other players, specifically in destroying them. Additionally, I have noticed a few cards in the deck that specifically say if certain criteria are met one player automatically wins or loses the game. That’s it. Done-zo. Maybe I missed these cards in the other sets, but I do not remember them ever surfacing. Having each set focus on different aspects of the game and the manipulation of the rules ever so slightly to affect a player’s strategy from one set to the next is quite enchanting to me. Could you put all the sets together to make a massive meta-deck a la Munchkin with all the sets and expansions? Probably, but like Munchkin, I probably would rather keep them separate.

Now having played this family of games several times, I can say that it is my favorite Crazy Eights derivative and certainly worthy of a look. If your game collection is sorely lacking in Arthurian-themed card games, or if you want a hybrid game of old school rules with interesting twists, then do consider purchasing this or one of its predecessors.

PS – Don’t worry if, while you are playing, you have all your Assets stolen or destroyed. I have won the game with zero Assets in front of me while opponents have had eight, ironically. Assets are great, but you still need to shed your hand.
  
Dungeon Academy
Dungeon Academy
2019 | Dice Game, Fantasy
Roll-and-write style games have come a really long way over the past couple years. In the olden days we had Yahtzee, and that satisfied us. But then designers began dusting off that olde mechanic and breathing new life into it. While roll-and-write may never become my favorite mechanic, I am starting to appreciate the good ones more and more each time I play them. Dungeon Academy is one of these good games.

In Dungeon Academy players are taking the roles of students attempting their finals to become graduated warriors and mages in the land. They must pass their tests though, and that entails surviving through the dreaded Dungeon four times and surpassing all opponents to receive their degree.

DISCLAIMER: We were provided a copy of this game for the purposes of this review. This is a retail copy of the game, so what you see in these photos is exactly what would be received in your box. I do not intend to cover every single rule included in the rulebook, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy online or from your FLGS. -T


To setup a solo game of Dungeon Academy, assemble the Dungeon component per the instructions. The player is dealt a character card with a special ability and markers to track Health and Mana throughout the game. Pile the Health and Mana tokens on the table, shuffle the Loot cards into a deck, and place the Teacher pawn nearby. Grab the pad of paper and pen and you are ready to begin.
Each attempt in the Dungeon will require the 16 Base Dice to be rolled and set inside the Dungeon. It is then flipped upside down when the timer begins and the mad dash to the Exit commences. As the player marks a line through every “room” (each die is considered a “room” in the Dungeon) they create a path to be checked at the end of the round. Once the player has made it through the Dungeon satisfactorily the Teacher will check the path.

The Teacher pawn is now used to track movement in the Dungeon. As the player tracks the path they drew on the paper, the Teacher is moved through the rooms. In each room (each die face) will be one of these possible encounters: a Mana potion to refill an empty Mana space on the character card, a Health potion, a small red Blob, a small blue Ghost, a large red Colossus, or a large blue Reaper. Each small foe encountered will be overtaken by spending one Health or Mana token from the character card. Each potion will restore spent Health or Mana. Each large foe encountered will require two Health or Mana to be spent. As the Teacher follows the path set by the player, Health and Mana will be spent and replenished on the character card, and foes defeated tracked on the sheet.

Once complete, the player will add up all the points from defeated foes (1VP per foe) and any VP from special character abilities or Loot cards. Additionally, the player will choose one of the four Quests at the bottom of the sheet to score each round for extra VP. They write these numbers on the sheet and prepare for the next level. After four total levels the game ends and the total is compared to a scale in the rulebook.


Multiplayer Dungeon Academy works the exact same way except once a player exits the Dungeon, they must grab the lowest-numbered Exit card as representation of the place finished in the Dungeon (so the first one out grabs the 1 card, etc.). The other difference from solo play is that players all compare total VP at the game end to determine the winner.
Components. This game has a large scorepad of 150 double-sided sheets, a bunch of cards for Hero characters, Loot, and Exits, as well as 18 total dice, about a trillion double-sided Health/Mana tokens and an impressive cardboard Dungeon. Everything is of wonderful Matagot quality… except for the Duneon. In my copy the Dungeon does not stay together very well. I may attempt some glue to keep the parts down that need to stay down, but it is still functional and a great design. The art style across the game is cute and fun, and I like the muted bright color scheme. That feels so weird to say/type, but the colors are vibrant hues, but muted so they stay out of the way. It’s strange and I love it.

Speaking of I love it, I love this game! It is quickly becoming one of my favorite roll-and-write games, and I can play it solo. In about 15 minutes. These are all positives, and I haven’t even really touched on the gameplay. Being able to get through a light solo game in 15 minutes while having a great time throughout is an achievement, and one I would like to applaud here. I wasn’t really sure going into this if I was going to enjoy it, but it has blown me away. Trying to evaluate the best path through the Dungeon while keeping track of how the Health and Mana is always in flux gives my brain a welcomed workout that is just a breath of fresh air for me. I love the art style and the theme, and the simple but easy to understand iconography on the dice is much appreciated.

I think that if you are looking for or lacking a similar type game in your collection you should do yourself a favor and check out Dungeon Academy. It is super quick, easy to grasp and play, requires little table space, and is simply a great time alone or with your gamer friends and family. I know I am going to be tracking lots of plays with this one. I am going to have to find a place on my shelves at eye-level because I don’t want it to be overshadowed down at foot-level.

If you already enjoy roll-and-write games and want something a little different with a great theme, or you don’t have any roll-and-writes and want to check one out for the first time, or you simply cannot get enough games featuring great art about wizards in school check this one out. I recommend it.
  
Ghoulash
Ghoulash
2001 | Exploration, Fantasy, Horror, Maze, Print & Play
Beef, elbow macaroni, tomato sauce, onions, garlic, many other spices. Combine. This is goulash.

Wait, this is Ghoulash? Ok so ditch the food and add Ghoul meat, dashes of Ghoo, some falling debris, and holes. Also add an opponent to play against and you have a recipe for a really great game. Intrigued by my recipe? Read on. This is Ghoulash.

When you name a game (and game company) using a pun for a delicious meal you just KNOW everyone is going to be making these jokes. I am not below this. However, Ghoulash pits two players against each other in a race to defeat eight Ghouls first – or die trying. This is a pencil and paper game contained on one double-sided sheet of paper (with the rules printed on the other side). With such little in components, this game CAN’T be very good, right?

DISCLAIMER: We were provided with a link to print off the game, so technically it’s a PNP for us. We printed off several copies to play our review games. I do not intend to cover every single rule included in the rule book, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy from the publisher directly or from your FLGS. -T

To setup a game of Ghoulash: The Game of Pen and Paper Peril (which I will be calling simply Ghoulash for the remainder of this review) grab two copies of the game sheet and two writing utensils. Though the game’s title suggests using a pen, I recommend a pencil. From here, you will need to decide which map grid you want to use for your play map and which will be your DM map. For those who have not played table top RPG’s before, a DM is a Dungeon Master – the person who ultimately runs the game and is typically in charge of placing and playing the monsters, traps, and NPCs of a game. In this case, each player will be each other’s DM. You will see the number of items that must be placed on the map on the main page. You must place (anywhere you want on the map) eight Ghouls, five Holes, five Debris, and three First-Aid Kits. Seriously. Anywhere you want. These are the items and encounters your opponent will be interacting with as you play. You are now ready to begin!

On your turn you will be moving through the map attempting to encounter and kill Ghouls – blobby monsters that want to eat you. You do this by moving onto a square that your opponent has placed a Ghoul and fighting it. Fighting Ghouls is easy: your DM opponent will circle any number on the Ghoul you are fighting. You need to guess this number in order to exploit its weak spot and vanquish it. For every incorrect guess YOU will take a wound from it bashing you. Mark your wounds on the Wound Meters area below the Ghouls. If you happen to take 12 wounds before finding a First-Aid Kit, then you die and you lose the game. Finding a First-Aid Kit, however, will relieve you of all your wounds you have suffered. In this scenario, you will begin tracking your wounds anew on the next Wound Meter on the tracker.

Like I mentioned earlier, other traps will be awaiting you in your personal hell dungeon. When you fall into a Hole you will forfeit the rest of your turn and you will skip your next turn entirely. Should you move onto a square containing Debris, you will be hit for one wound from falling bits of the rickety dungeon. Or perhaps it’s guano. You never know.

The player to defeat all eight ghouls or remain living the longest will be the winner (unless you play hardcore rules and have to defeat all Ghouls to win)!

Usually at this point in my reviews I evaluate the game components. In this case I am going to evaluate how the game art and graphic design work with and for the game. As the entire game is played on one side of one sheet of paper and everything you really need is located on that page, this is really genius to me. Everything is right there, and it’s very clear what to place on the map, how many of each thing to place, and where you can track the Ghouls, wounds, and your Ghoul trophies. It’s really great! The only negative here is we wished the letters and numbers on the x and y axes were darker. It was a little difficult for some people to read the coordinates. This would be an easy fix for me, but it may not be within the designer’s vision for the layout. Many times we were describing our movement with Battleship coordinates: I am moving south to B-1 then east to P-1 then north to P-2, etc. I didn’t have much difficulty with this, but I did hear that others did.

I believe that the intent of the future of Ghoulash is to offer pre-printed charts for sale and possibly have different themed charts to play. The eagle-eyed among you may have noticed that we were playing The City map. I have not seen any other maps, so I cannot comment on them, but even if I only had The City to play forever, I think that I would be happy enough.

That said, I believe this is a really really great game. I enjoyed being able to place out my encounter elements, and being able to freely roam around the map until I ran into something – even if it was a hole in the middle of an intersection that I had to fall through several times (sneaky, sneaky, my brilliant little brother!). The guessing game of fighting Ghouls can be quick and fun, or it can give you five wounds in one encounter. Overall, I think that anyone can enjoy it, but I will give a caveat. Both players MUST be able to read the map and coordinates to follow along with where each player is moving or else you may have some bickering. Oh, just my family? Maybe.

Purple Phoenix Games gives this one a sticky-yet-pleasing 10 / 12. You really should give it a shot. It could work with couples, friends, co-workers, strangers, pets, anyone!
  
Genre: Contemporary, Inspirational

Page Count: 324 pages (of nauseation)

Average Goodreads Rating: 3/5 stars (why, Goodreads? You’re usually so tough on books)

My Rating: 1.5/ 5 stars

Truthfully, this is actually a great story. Yeah. So great. It’s the perfect backstory for its horror sequel: The Martins Trump Manson on Body Count.

As a romance it fucking sucks.

I don’t even know where to begin. This book is so full of sugary sap that it makes pasta covered in maple and chocolate syrup and marshmallows look appetizing.


original
Still not as sweet as The Air We Breathe
Here’s the thing: I’m not actually a bitter and cynical person. I like sap and fluff. I smile and giggle during romance scenes, I’ve obsessively written cute and romantic fanfiction and my boyfriend and I were arguably the most nauseatingly cute couple to ever walk the halls of John Bapst Memorial High School.

But I gagged reading this book for the amount of love-doveyness.

Marguerite is on holiday in London, recovering from the sudden deaths of her parents which liberated her from 27 years of being suffocated and controlled by them. While there, she has a random chance encounter with Chase Martin, a depressed rock star exhausted from touring with his band. Chase and Marguerite are drawn together by a strange unknown force. They don’t know why they have such a strong connection to each other, but they do know that life without the other would not be living at all.

I actually really liked the beginning and thought that it would shape up to be an interesting and sweet romance. We see them before they meet in the coffee shop, miserable and depressed, and then while sipping her drink and reading her book, Marguerite feels Chase’s anxiety. So she buys him a decaf drink and gives it to him, saying she could feel his anxiety from across the shop. That’s great.

The two of them realize they’re drawn together and can find each other happiness and Marguerite ends up spending the night at Chase’s house just so they can find comfort in having another human being near them. That’s great, too.

The beginning is by far my favorite part because it has promise for a good story and has more vivid scenes than any other part of the book.

But then it moves too quickly from there.

From that moment on, the two of them are so deep in love they make Romeo and Juliet look reserved and cautious. They are constantly “blown away” by each other and moved to tears every minute by each other. They “get a kick out of” every little joke they make to each other, and they start living together immediately after they meet. After a week (that’s right, a flipping week), Chase proposes to her.

And if I had a pin for every time one of those quoted phrases appeared in this novel, I could pulverize a voodoo doll. The repeated phrases and excessive emotion of the characters is definitely the worst part.

I’m still not that aggravated with this book, yet. Yeah, the insta love irks me, but I figure there will be a great plot with lots of trouble between the two of them after they marry. After all, they barely know each other and they need to figure out what this psychic connection means. Maybe they’re the incarnated souls of Hawkgirl and Hawkman and they’re about to get killed by an immortal psychopath (did I mention I’m a huge nerd?).

Nope. The two of them agree on everything, right down to how to decorate the house and the new rule that shoes are off upon entering. And things continue to be hunky dory for practically forever. All of Chase’s friends, and their girlfriends, love Marguerite and nobody questions their whirlwind romance. Yeah, because a severely depressed person getting engaged after a week of dating isn’t a cry for help or anything.

And there is so much to dislike about Chase’s and Marguerite’s decisions. Marguerite is forced to quit her job so she can move to London to be with Chase.

Never mind that she liked her job in Pennsylvania and didn’t express any wish to be a housewife. Never mind that Chase was getting tired of touring and thinking about quitting the band anyway. It’s her life that gets turned upside down.

Also, so much for her newfound freedom following her parents’ deaths! Now she’s shadowed by a bodyguard wherever she goes, needs to sneak into the backs of restaurant when she wants to eat out, and can’t even walk to the store for fear of being accosted by her husbands’ fans.

Yes, Chase’s life gets changed too. He now has a wife that cooks meals for him, cleans for him, furnishes and decorates his house for him, and hands him a cold towel when he walks off stage. He made some real damn sacrifices when he married Marguerite.

bitch_please_by_teslapunk-d32znko

But life goes on. With a lot of summary and over thirty years, it goes on.

Aside from dialogues and scenes peppered here and there, the book is mostly sweet and sappy summary of their lives. Dark things happen now and then but they’re glossed over and smothered in fluff.

If this storyline was done by a competent writer, this actually could have been an entertaining series about the Martin family. There is actually plenty of material between the psychic connection, Marguerite’s tragic background, a miscarriage, a huge celebrity drugging conspiracy, two sets of twins, a near death experience, and a baby on the doorstep.

But somehow it becomes boring and plotless when it’s all crammed into one book that seems to drag on forever. During all of this my main concern, the psychic connection, was never explained. It’s just a gift from God. One that turns their “perfect” (as in creepily well behaved and mature) children into kids from The Shining. Because they also have a psychic connection. They can “feel” each other and their parents. Oh, and talk to their dead sister, apparently, when their dead sister wants to tell them about babies being left on their doorstep.

“This is Baby Sarah,” Matt said.

“Baby Sarah?” Marguerite asked.

(Both sets of twins) said “Yes. We knew she was coming.”

Chase asked, “How did you know?”

“Baby Margaret told us,” Mark said.

Also, when Chase and Marguerite choose Sarah’s full name, all four children, in a different room, wake up from a dead sleep, sit up in unison, and announce that the baby is named.

May I present the newest additions to the Martin family?
If you want to read a rockstar romance, I recommend Love’s Rhythm by Lexxie Couper, which isn’t perfectly crafted, but leagues beyond The Band 4: The Air We Breathe.
  
It: Chapter Two (2019)
It: Chapter Two (2019)
2019 | Horror, Thriller
Part of this post is sponsored by 4DX Cinemas. With poignancy and heart on its side, 2017’s IT managed to avoid its occasional flaws to become an unnerving addition to the horror genre. While the film could never be classed as outright terrifying, the character of Pennywise, portrayed exceptionally by Bill Skarsgard, is an unsettling antagonist and one of the best in film.

Two years later, the town of Derry is back on the big screen in Andy Muschietti’s epic conclusion. But at nearly 3 hours long, is IT: Chapter Two just a bloated mess, or does it float to new heights?

Defeated by members of the Losers’ Club, the evil clown Pennywise returns 27 years later to terrorise the town of Derry, Maine, once again. Now adults, the childhood friends have long since gone their separate ways. But when people start disappearing, Mike Hanlon (Isaiah Mustafa) calls the others home for one final stand. Damaged by scars from the past, the united Losers must conquer their deepest fears to destroy the shape-shifting Pennywise – who is now more powerful than ever.

The film follows many of the same tropes as its predecessor, with beautiful cinematography and excellent performances masking some shoddy CGI and an over-reliance on jump scares, and while it does lack the simplicity and tightly-wound script of its predecessor, IT: Chapter Two is even more unsettling.

For director Andy Muschietti, it’s clear that the training wheels are off. After being guided through the process by Warner Bros. first time around, the success of IT (it grossed over $700million worldwide) now means he’s been free to splash his creative vision all over the screen – and it shows. A deeply disconcerting opening involving two of Derry’s LGBT community and some town bigots lets the audience know early on that this is going to be even darker and much more graphic than its predecessor.

From a casting point of view, they couldn’t have done better. Each adult version of the Loser’s Club nicely embodies their child counterpart, even if we spend more time with some than others. James McAvoy is as reliable as ever and Jessica Chastain plays Beverly nicely but it’s in Bill Hader and James Ransome that we find the perfect embodiments of their juvenile characters.

Hader and Ransome share the same chemistry that made Eddie and Richie so watchable in the first instalment and there is even some well-judged poignancy to go with their playful teasing. The Chinese restaurant scene, a fan favourite from the book and the TV mini-series, is present and correct and remains a highlight over the course of the running time.

IT: Chapter Two is a confident finale to one of 2017’s best films; filled with exceptional performances

Praise must be given to the scriptwriters here as ensembles of this size can all too often get lost with little character development. Thankfully, each cast member feels fully fleshed out, meaning we care for them a lot more than your typical horror-movie character.

However, this is Bill Skarsgard’s film and Pennywise is as menacing as ever. Skarsgard turns up the ante here with his physical performance being absolutely incredible. This portrayal is Heath Ledger Joker levels of good. It would be a shame if he wasn’t recognised officially for the exceptional work he has done to bring this wretched character to life.

While much of the film sees the Loser’s Club separate from each other as they try to locate tokens from their pasts, this allows the production team to create some truly staggering set pieces – although it’s unfortunate that many of them have been spoilt in the trailers. The much-marketed house of mirrors scene is brief but leaves a lasting impression and there’s a sequence early on involving a small girl that was really troubling.

Unfortunately, it’s not all good news. While the pacing for such a long film is spot on, the appearances of our titular character are not. Despite being billed as appearing more often, the movie’s gargantuan length means that Pennywise doesn’t feel like he’s on screen for any longer than in the first instalment. With such a great character and performance, it would have been nice to see him a little more.

And while you’ll have noticed me using adjectives like ‘unsettling’ and ‘unnerving’, the film isn’t truly scary unless Pennywise in clown form is on the screen. That’s mainly down to some of the CGI used to create the monsters. As in its predecessor, IT: Chapter Two’s monsters feel too glossy, lacking in any true sense of realism.

Nevertheless, IT: Chapter Two is a confident finale to one of 2017’s best films; filled with exceptional performances and the wit and humour that made its predecessor such a hit. While not reaching quite the same dizzy heights as that film and relying even more on jump scares, as a pair, it’s hard to think of a horror series that has made its mark in the last decade quite as much as IT.

⭐⭐⭐⭐ IT: Chapter Two in 4DX
I was unsure how a horror film would translate to 4DX but the good news is that the experience became even more immersive, with sight, smell and feel all being utilised to great effect.

Soaring over Derry, the advanced seating that 4DX provides means that you feel like you’re flying over the town too. Of course, while this is a pleasant experience when the film is playing nicely, as soon as the horror hits, 4DX jolts you back to reality with some well-timed movement, strobe lighting and weather effects.

A nice touch in this film was the use of smell, something not utilised in Hobbs & Shaw. Every time Pennywise was about to appear on screen, a sweet aroma would fill the cinema, lulling you into a false sense of security. It was a nice effect that added to the drama of the film beautifully.

Naturally, being a horror film, rain was utilised a lot and having the spray nozzle behind your seat was great. Although you are able to turn it off if you so wish, having the weather effects left on meant that you became immersed in what was happening on screen.

This was my first experience of 4D cinema utilised in a horror film and the overall impact was one that added to the terror rather than detracted from it. I would highly recommend viewing IT: Chapter Two in 4DX, and you can book tickets at 19 Cineworld locations across the UK.
  
Scary Stories to Tell in the Dark (2019)
Scary Stories to Tell in the Dark (2019)
2019 | Horror
In the early 1980s, author Alvin Schwartz created a book of short horror stories titled Scary Stories to Tell in the Dark that would go on to terrorize a whole generation of curious young readers. Combined with its morbid and ghastly illustrations by artist Stephen Gammell, the book would serve as an introduction to horror for many. Over the next ten years, Schwartz wrote two more books in the Scary Stories series, and now, nearly forty years later, it has finally been adapted into a major motion picture. Produced by Academy Award-winning director Guillermo Del Toro and directed by André Øvredal, the Scary Stories to Tell in the Dark film constructs a new narrative around several of the iconic short stories from the book series, and brings them to life to haunt the movie’s teenage characters.

In Mill Valley, Pennsylvania in 1968, a group of teenage friends fleeing from a band of bullies hide out in an abandoned haunted house on Halloween night. They know the story of this house well, whose folklore is rooted in the origins of their own small town. It was once owned by the wealthy Bellows Family, who according to urban legend, locked away their own daughter, Sarah Bellows, inside the cellar of their home. Sarah had been accused of killing the town’s children, and so her family kept her hidden away and attempted to erase her from existence, even removing her from their own family portraits. According to legend, Sarah wrote a book of horror stories and would read them aloud through the walls of her room to frighten the local townspeople.

While inside this haunted house, our group of protagonists; Stella (Zoe Colletti), Ramón (Michael Garza), Auggie (Gabriel Rush), and Chuck (Austin Zajur), discover the room Sarah had spent her life trapped in. Stella, an amateur horror writer herself, finds the rumored book that was written by Sarah. Upon opening it she sees that a new page is somehow being written in blood right before her very eyes, and it happens to be about the bully that chased them into the house. The next day, they realize that it seems as though the story actually came true, and that the book itself may be haunted. This establishes the basic premise of the film, in which new stories are being written in the book and they appear to be targeting Stella and everyone else that entered the Bellows’ house that night.

It’s an interesting set-up that cleverly mixes horror with mystery, as the characters are not only trying to survive these stories as they come to life, but are also trying to figure out how to stop them from happening. The film features five different stories from the series, most of which come from the third and final book, and a sixth story centered around Stella and Sarah Bellows that is at least in part inspired by one of the original tales. To give an example without giving too much away, one story for instance, involves a haunted scarecrow, whereas another is about a walking corpse in search of its severed big toe. The stories themselves are much more dark and grotesque than I had anticipated. I was expecting something more along the lines of Goosebumps, which was a series of children’s horror books that I personally loved and grew up with as a child, but these are much more disturbing than that. While I only found the first story of the film, “Harold”, to actually be scary, I do imagine this movie might be a little too frightening for some teenagers.

I should clarify that I’m not familiar with the original written source material of Scary Stories to Tell in the Dark, and I had truthfully never even heard of the books prior to the movie’s announcement. I don’t have any personal stake in these stories, but I do admire the thoughtfulness and creativity that went into building the film around them. I thought the film started out really strong with a likable cast of characters, and with most of its best moments featured early on. I loved the introduction to the haunted house and the legend of the Bellows Family. I enjoyed the playful nature of our group of young protagonists, who in the beginning felt reminiscent of the fun and crazy kids you might find in an 80s movie like The Goonies. Additionally, I liked the mystery of Sarah Bellows that the kids were trying to uncover, all the while struggling to survive the dangers of her haunting stories that had come to life.

Unfortunately, as the movie went on, I found myself less and less invested in it with each passing story, all of which I would argue are weaker than the previous one before it. The Pale Lady storyline was particularly dull and underwhelming. The final act itself, although smartly designed with its use of parallels, wound up feeling poorly executed and unsatisfying overall.

Similarly, in regards to the acting, I liked the performances even less by the end as well. Early on I had been impressed with Zoe Colletti as Stella, but I found her to be annoying in the later parts of the movie. The same goes for Austin Zajur as Chuck. The cast for the most part was decent, but everything about the movie began to drop in quality as it dragged on, which is especially unfortunate given how well it starts out.

The special effects are mostly quite good and adequately disturbing, but on the same token, I wish they were more clearly visible at times. A lot of the horror settings take place in dark rooms, so at times it can be hard to see the monsters with much clarity. Still, I love the design of Harold the Scarecrow, as well as The Jangly Man, who is played by contortionist Troy James whose extreme flexibility allows the character to move in unnatural and disturbing looking ways.
To conclude, I’m left with some mixed feelings on Scary Stories to Tell in the Dark. For me, it almost hits the mark, but unfortunately it isn’t a movie that I think I’d bother to watch again. It made a solid first impression with its rich atmosphere and creepy first act, but it failed to maintain its momentum and level of quality. In the end, my favorite thing about the whole movie is actually the excellent cover song of “Season of the Witch” by Lana Del Rey that plays during the credits. However that’s not in any way to say the movie is so bad that the credits were my favorite part. It’s just a great song by an artist I very much enjoy. If you grew up with the Scary Stories to Tell in the Dark series, then by all means, I recommend that you at least check it out. If you like horror and have any troublesome teenaged kids, this may be a perfect opportunity to have some fun scaring the heck out of them.
  
Proving Grounds
Proving Grounds
2019 | Dice Game, Fantasy, Fighting, Real-time
Maia Strongheart sees the eight opponents surrounding her and knows exactly how to handle each one. She makes a dash for #4, a simpleton Warrior in Training, and whoosh – misses. “Huh, that’s never happened to me before,” she thinks. Performing a daring backflip whilst targeting the Clan Elder in the #6 position with a well-placed finishing blow and whoosh – her armor seems to part like the Red Sea as the Clan Elder finds its weakness and delivers a wound to our heroine. “WHO IS PLAYING ME?” Maia wonders. It’s me. Travis. The worst player of Proving Grounds. Poor Maia.


Proving Grounds is a solo fighting dice game with real-time phases. Players will win by defeating eight opponents in battle and will lose (often, in my case) if the heroine suffers too many wounds. The game is played over several rounds, and Renegade has provided an app to act as a timer during the rolling dice phase. Obviously I am terrible at the game, but how does it play and do I feel like continuing to suffer subsequent losses?
To setup a basic game, place the Encounter Board in the middle of the table. Shuffle the enemy cards (with swords & board backs) and deal one per slot around the Encounter Board. These are the first set of enemies Maia will be fighting. Place Battle Markers (silver ninja stars that track wounds inflicted to enemies) in the outlined spaces of the enemy cards. Place Maia’s health token (a heart) on the tracker and one each of the green, yellow, and blue dice on the health area in the space with a rainbow surround. Fill the exhaustion track with one white die per space (on the right side of the Encounter Board), and take the rest of the dice into hand to use as the dice pool. For this review I also used the Dragonling Die module.

As mentioned, Proving Grounds is played solo over a series of rounds. Each round consists of three phases: Roll Dice, Resolve Attacks, and Recover. The first phase of the game, Roll Dice, is also the most chaotic. During this phase the app timer (or your phone or sand timer or sun dial) will allow 60 seconds to roll the dice and arrive at a final result. The interesting aspect of this mechanic at play here is that only sets of dice may be rerolled, not singles. So players may only roll that set of four 3s and not the solitary 1 sitting there all alone. This causes some brain freeze because many games utilize this in reverse, where only singles may be rerolled. Factor that into a 60 second frenzy to get the greatest results and brains will smoke.

Once the timer is up or players are satisfied with the rolled results, they move to the next phase: Resolve Attacks. Each number rolled on the dice correspond to the enemy’s position around the Encounter Board. So that solitary 1 that was rolled earlier is assigned to the enemy in position #1. Here’s the kick in the rear though: any single dice assigned to an enemy will result in a wound dealt to Maia, and would require the player to sacrifice one of the dice to the exhaustion track! Should an enemy require three or more dice but only two are assigned, or if zero dice are assigned, nothing happens to Maia nor the enemy. But those dang single dice will come back to haunt the player. A lot, if they play like I do. Some enemies will require at least one of the dice to be the blue/green/yellow die in order to be successful while others are just straight number of dice. Calculating everything that is needed during the Roll Dice phase is something that I have yet to master.


After attacks are resolved, players enter the Recover phase. During this phase players will gather all assigned dice from the round as well as any dice on the lowest spot of the exhaustion track to be used for the next round. Any enemies that were defeated have left an empty slot on the Encounter Board, so a new enemy will now fill that void. Play continues in this fashion of three phases per round until either eight enemies have been defeated or Maia suffers too many wounds to continue.
Components. I am fascinated by how few components are needed to put a game like this together. Yes, the Encounter Board is mostly unnecessary, but a great way to organize the game and keep everything spacially relevant for those of us that need that. The cards are fine quality and the game has great art. The dice are very cool, but I am unsure how the colors pop for our colorblind gamer friends. While the game doesn’t necessarily refer to the damage markers as “ninja stars” I cannot get over the fact that they are ninja stars. They are certainly out of place in a game like this where I encountered zero ninjas in my plays. Everything else, though, is great and it comes in a nice-sized box: a little smaller than my Century: Golem Edition box.

It was Kane Klenko’s birthday recently, so I wished him a happy birthday on social media and informed him that I was celebrating by playing Proving Grounds. His response was absolutely perfect: “Good luck!” Well, Kane, I never have good luck with this one! It is certainly a combination of poor dice rolling, poor decision making whilst rolling dice, and just dumb luck (emphasis on dumb). I love playing this game but it is infuriating that I have yet to beat it! Even with just the first Dragonling Die module! Gahhhhhh!!!

However, Proving Grounds is an excellent dice game that breaks out of the Yahtzee clone mold and into something fresh and exciting. The twist of only being able to reroll sets instead of singles makes for interesting decisions when you really need to defeat enemy #5 but just cannot roll ANY 5s to save your life (in the game). I just want to beat it once with the Dragonling Die so I can start adding in other modules (oh yes, there are several other modules to add). When games force me to WANT to play them more and more, even for the sheer hope of victory, I consider that a mark of distinction and a sign of a great game.

So if you are like me and enjoy the pain of defeat over and over again then I invite you to try Proving Grounds. It will not be easy. But if you happen to beat it, especially on your first try, please let me know. I need all the cheat codes I can get here. It will stay in my collection probably forever because I just need to overcome it, and then once I figure it out completely, I will just need to wallop it over and over to teach it a lesson. Enjoy Proving Grounds everyone!