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Purple Phoenix Games (2266 KP) rated The Independence Incident in Tabletop Games
Jul 2, 2021
Nicolas Cage is a very polarizing actor, I know, but I kinda like him. Maybe he wasn’t the best Ghost Rider, but I cannot imagine anyone else playing Benjamin Franklin Gates from the National Treasure series of movies. I am a huge fan of those movies, and I will never pass up a chance to watch it or engage in anything remotely similar in real life. Enter The Independence Incident.
The Independence Incident is a 4th of July(ish)-themed escape room type card game. It consists of 18 cards and I will be darned if it isn’t just great.
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 (as there is none), 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 from your FLGS. -T
To setup, open the flaps of the box containing the cards, navigate to the provided website to launch a web-based companion app, and the game may officially begin!
As I do not wish to spoil anything about the game, I will merely state here that following directions, completing puzzles, and knowing a little something about American history will benefit players immensely. Sorry I cannot say more, I would rather you all experience it for yourselves.
Components. This game consists of 18 double-sided cards and a nifty little box to hold it all. The cards are all nice quality, and feature very specific artwork on them. I have no complaints about the components at all here. Grand Gamers Guild always provide great quality games.
Ok, be mad at me if you like, but I just cannot bring myself to go into great detail about the game mechanics, how to play, or what is really included. Just know that this is probably a game you will play once and pass along, or keep several years between plays so that it doesn’t become too repetitive and easy to solve.
That said, this is a great little card game filled with puzzles I can actually solve! Yes, I needed hints a few times (perhaps a few times too many, as my final score would indicate), but with plenty of time, a little help from some friends, and Trevor Rabin’s soundtrack in the background, I could have score way better.
If you are someone who enjoys escape room-style games and also a lot of Americana thrown in, this one is a must-buy. While you don’t get to steal the Declaration of Independence in the game, you still get the feeling of traipsing across Washington, D.C., to help solve the case/riddle/game. Purple Phoenix Games gives this one a stressful 5 / 6. If you are a fan of anything I have mentioned thus far, pick yourself up a copy today!
The Independence Incident is a 4th of July(ish)-themed escape room type card game. It consists of 18 cards and I will be darned if it isn’t just great.
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 (as there is none), 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 from your FLGS. -T
To setup, open the flaps of the box containing the cards, navigate to the provided website to launch a web-based companion app, and the game may officially begin!
As I do not wish to spoil anything about the game, I will merely state here that following directions, completing puzzles, and knowing a little something about American history will benefit players immensely. Sorry I cannot say more, I would rather you all experience it for yourselves.
Components. This game consists of 18 double-sided cards and a nifty little box to hold it all. The cards are all nice quality, and feature very specific artwork on them. I have no complaints about the components at all here. Grand Gamers Guild always provide great quality games.
Ok, be mad at me if you like, but I just cannot bring myself to go into great detail about the game mechanics, how to play, or what is really included. Just know that this is probably a game you will play once and pass along, or keep several years between plays so that it doesn’t become too repetitive and easy to solve.
That said, this is a great little card game filled with puzzles I can actually solve! Yes, I needed hints a few times (perhaps a few times too many, as my final score would indicate), but with plenty of time, a little help from some friends, and Trevor Rabin’s soundtrack in the background, I could have score way better.
If you are someone who enjoys escape room-style games and also a lot of Americana thrown in, this one is a must-buy. While you don’t get to steal the Declaration of Independence in the game, you still get the feeling of traipsing across Washington, D.C., to help solve the case/riddle/game. Purple Phoenix Games gives this one a stressful 5 / 6. If you are a fan of anything I have mentioned thus far, pick yourself up a copy today!
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I don’t always read poetry, but I won "It's Getting Harder and Harder To Tell the Two of You Apart" by Casey Renee Kiser and Johnny Scarlotti through a giveaway on LibraryThing.
And if you are already familiar with my “reading rules”, you know I try and read every single book I have ever received, because it’s only fair. And sometimes, the most unexpected books and the ones we don’t actively search for tend to surprise us the most. That happened with this book as well!
"It's Getting Harder and Harder To Tell the Two of You Apart" is written by two authors - two amazing writers of poetry, who have a very similar style of horror and suspense, but also very distinctive differences in their writing style too. The book is split in two parts, and we get the chance to explore both worlds.
<b>Part 1 - Casey Renee Kiser</b>
The first part of the book was written by Casey Renee Kiser, and my favorite poem was “I am not a ghost yet”. It is morbid and powerful, and I loved the way the feelings and scenes were amplified in a morbid sense. I love the brutality of the writing.
<b><i>“Everything was beautiful the day you died”,
You said as you touched my cold hand. </i></b>
<b>Part 2 - Johnny Scarlotti</b>
I could instantly see the difference in the poems between the two poets, but at the same time, also admire how similar their styles and themes are. I find Johnny’s writing very creepy, much creepier than Casey’s. Especially when the mood suddenly changes and the random “haha’s” and “woahh’s” in the poems appear.
<b><i>Now I’m dashing through the park clipping
Children’s kite strings
Ha ha, that’s what you get, you little freaks!</i></b>
It felt like I was reading the secret diary of the Joker. Either him, or Pennywise. It was so fucked up, but it read as the new normal, which is what a psycho would think and feel. It was creepy, it was wrong, but at the same time it satisfied my curiosity. I think that may be the same curiosity that makes me watch true crime shows, crime confessions and old interview with Ted Bundy. And I really enjoyed it.
If I could change anything about my experience with this book, I would have read this for Halloween. I think it would have been the perfect experience, next to a lot of red candles and dim lighting, alongside some quiet creepy music.
I would recommend "It's Getting Harder and Harder To Tell the Two of You Apart" to all fans of horror poetry - it is dark and twisty, brutally honest and creepy, and it will pull you over to the dark side, even for a day.
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I don’t always read poetry, but I won "It's Getting Harder and Harder To Tell the Two of You Apart" by Casey Renee Kiser and Johnny Scarlotti through a giveaway on LibraryThing.
And if you are already familiar with my “reading rules”, you know I try and read every single book I have ever received, because it’s only fair. And sometimes, the most unexpected books and the ones we don’t actively search for tend to surprise us the most. That happened with this book as well!
"It's Getting Harder and Harder To Tell the Two of You Apart" is written by two authors - two amazing writers of poetry, who have a very similar style of horror and suspense, but also very distinctive differences in their writing style too. The book is split in two parts, and we get the chance to explore both worlds.
<b>Part 1 - Casey Renee Kiser</b>
The first part of the book was written by Casey Renee Kiser, and my favorite poem was “I am not a ghost yet”. It is morbid and powerful, and I loved the way the feelings and scenes were amplified in a morbid sense. I love the brutality of the writing.
<b><i>“Everything was beautiful the day you died”,
You said as you touched my cold hand. </i></b>
<b>Part 2 - Johnny Scarlotti</b>
I could instantly see the difference in the poems between the two poets, but at the same time, also admire how similar their styles and themes are. I find Johnny’s writing very creepy, much creepier than Casey’s. Especially when the mood suddenly changes and the random “haha’s” and “woahh’s” in the poems appear.
<b><i>Now I’m dashing through the park clipping
Children’s kite strings
Ha ha, that’s what you get, you little freaks!</i></b>
It felt like I was reading the secret diary of the Joker. Either him, or Pennywise. It was so fucked up, but it read as the new normal, which is what a psycho would think and feel. It was creepy, it was wrong, but at the same time it satisfied my curiosity. I think that may be the same curiosity that makes me watch true crime shows, crime confessions and old interview with Ted Bundy. And I really enjoyed it.
If I could change anything about my experience with this book, I would have read this for Halloween. I think it would have been the perfect experience, next to a lot of red candles and dim lighting, alongside some quiet creepy music.
I would recommend "It's Getting Harder and Harder To Tell the Two of You Apart" to all fans of horror poetry - it is dark and twisty, brutally honest and creepy, and it will pull you over to the dark side, even for a day.

Darren (1599 KP) rated The Haunting in Connecticut: 2 Ghosts of Georgia (2013) in Movies
Oct 14, 2019
Characters – Lisa is the wife and mother of the family, she does have an ability to see spirits with her mother helping her through these experiences. In her new home she starts to see more spirits that has trying to send her messages and must use her skills to figure out how to save her child. Andy is the husband and father, he is the only one that doesn’t have the ability to see the spirits which shows him taking on the situation as if there would need to be a logical reason behind it all. Heidi is the daughter of the family, that can also see the spirits and it is her visits which guide us to where the story goes this time, she is encouraged by her Auntie and discouraged by her mum. Joyce is the free-spirited Auntie that joins the family, she tries to embrace the idea of the spirits needing help and will guide Heide unlike her sister.
Performances – This is a sequel with no returning cast members, no connection to the original, so the cast is brand new. We do have a couple of known actors from television, Abigail Spencer, Chad Michael Murray and Katee Sackhoff, they do what they can with the material, but the poor decisions they are forced to make doesn’t help. Emily Alyn Lind does well for a child star put in horror situation.
Story – The story is based on real events or sold on this idea anyway. We have the events of the story taking place over short amount of time, as we see how everything seems to escalate, which is fine for a horror story. the idea the sisters and daughter can see spirits naturally is a good spin on the idea where only one can usually see the ghosts. The problems do some into this too as the one person who can’t see the spirits still sees them and most of the decisions being made are poor throughout. For the mystery behind everything it does keep us interested throughout and does give us shocks along the way.
Horror/Mystery – When it comes to the horror in this film we get plenty of the normal jump scares, most of which just play out like you would imagine, the casual fan will jump along the way. The highlight is the mystery behind what is causing the hauntings because history is always filled with surprises.
Settings – The setting for the film is good because it is an old house that is bound to be filled with history that could be a terrifying as what we learn as the film unfolds.
Special Effects – The effects in this film are mixed because the way the flashbacks are shot does look do and feels different to current events, the negatives come from how the injuries can look while inflicted to the modern characters.
Scene of the Movie – Cut the cord.
That Moment That Annoyed Me – The moments Andy saw a ghost.
Final Thoughts – This is a solid enough sequel even though it has no connection to the actual first film, it does have smart ideas but terrible character decisions.
Overall: Horror fans should enjoy.
Performances – This is a sequel with no returning cast members, no connection to the original, so the cast is brand new. We do have a couple of known actors from television, Abigail Spencer, Chad Michael Murray and Katee Sackhoff, they do what they can with the material, but the poor decisions they are forced to make doesn’t help. Emily Alyn Lind does well for a child star put in horror situation.
Story – The story is based on real events or sold on this idea anyway. We have the events of the story taking place over short amount of time, as we see how everything seems to escalate, which is fine for a horror story. the idea the sisters and daughter can see spirits naturally is a good spin on the idea where only one can usually see the ghosts. The problems do some into this too as the one person who can’t see the spirits still sees them and most of the decisions being made are poor throughout. For the mystery behind everything it does keep us interested throughout and does give us shocks along the way.
Horror/Mystery – When it comes to the horror in this film we get plenty of the normal jump scares, most of which just play out like you would imagine, the casual fan will jump along the way. The highlight is the mystery behind what is causing the hauntings because history is always filled with surprises.
Settings – The setting for the film is good because it is an old house that is bound to be filled with history that could be a terrifying as what we learn as the film unfolds.
Special Effects – The effects in this film are mixed because the way the flashbacks are shot does look do and feels different to current events, the negatives come from how the injuries can look while inflicted to the modern characters.
Scene of the Movie – Cut the cord.
That Moment That Annoyed Me – The moments Andy saw a ghost.
Final Thoughts – This is a solid enough sequel even though it has no connection to the actual first film, it does have smart ideas but terrible character decisions.
Overall: Horror fans should enjoy.

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From the markers of Split Lens and Magic eye color effect:Split Lens 2 has finally arrived to take...

Bob Mann (459 KP) rated You Were Never Really Here (2018) in Movies
Sep 28, 2021
Joachim Phoenix delivers a standout performance in a violent tale of crusading.
Joachim Phoenix (“Her”) is a very intense actor, and fits perfectly here into the role of Joe. For he is a hired thug, available to do over anyone you think deserves dispatching or giving a good telling off. His weapon of choice for this task is a ball-point hammer, bought each time from a local hardware shop. He is a ghost, who drifts in and out of his jobs, face concealed by a hoodie and emanating an air of menace that automatically deflects enquiring eyes.
When hired by a Senator (Alex Manette) to rescue his wayward daughter Nina (Ekaterina Samsonov) from the clutches of a paedophile gang, Joe delivers on the job with gusto, and – you sense – a degree of satisfaction. But then things go from bad to violent worse and Joe is drawn into a deadly high stakes game. As things get more and more personal, Joe embarks on a personal crusade for justice and retribution.
The real joy of this film is that Joe is such a nuanced character. Yes, he’s a brutal thug, but is still living with and loving his aged and demented mother (Judith Roberts), even though she drives him to distraction. He’s also clearly damaged himself, with a high degree of OCD behavior exhibited. Via clever flashbacks, we get hints to the route that led the boy to become this damaged man. As a sociopath, when things go wrong he could just say “F*** it” and walk away. But he doesn’t. Is this altruism? A sense of professional pride? Or is it the sight of a path to redemption? Although you could strongly argue that revenge kicks in to reinforce his decision, Lynne Ramsay‘s screenplay leaves things deliciously vague. Ramsey also directs expertly: she previously did 2011’s “We Need To Talk About Kevin”.
“I don’t like gory films” you might say “so this doesn’t sound like one for me”. Me neither, but actually, the trailer makes the film seem worse than it is. The violence is more alluded to than shown. Most of the “hammer action” is done either in long shot or seen on CCTV cameras, and you don’t get to see much of the outcome. There is only one really gory bit that I remember (shut your eyes where Phoenix answers the knock at the hotel door if you are squeamish!).
This doesn’t mean that it’s a comfortable watch though. It’s an insanely tense film since you’re not sure the direction it will go in next (think “Get Out”), and it has more than its fair share of “WTF” moments, especially in a dramatic closing scene. There are some memorable cinematic moments as well: a young girl in a nightie in the paedophile den blankly observing Joe’s handiwork being one that stays with you.
It’s a standout film, winning Best Actor (for Phoenix) and best screenplay (for Ramsey) at Cannes. It will be in a strong position to make my films of the year list. Highly recommended.
When hired by a Senator (Alex Manette) to rescue his wayward daughter Nina (Ekaterina Samsonov) from the clutches of a paedophile gang, Joe delivers on the job with gusto, and – you sense – a degree of satisfaction. But then things go from bad to violent worse and Joe is drawn into a deadly high stakes game. As things get more and more personal, Joe embarks on a personal crusade for justice and retribution.
The real joy of this film is that Joe is such a nuanced character. Yes, he’s a brutal thug, but is still living with and loving his aged and demented mother (Judith Roberts), even though she drives him to distraction. He’s also clearly damaged himself, with a high degree of OCD behavior exhibited. Via clever flashbacks, we get hints to the route that led the boy to become this damaged man. As a sociopath, when things go wrong he could just say “F*** it” and walk away. But he doesn’t. Is this altruism? A sense of professional pride? Or is it the sight of a path to redemption? Although you could strongly argue that revenge kicks in to reinforce his decision, Lynne Ramsay‘s screenplay leaves things deliciously vague. Ramsey also directs expertly: she previously did 2011’s “We Need To Talk About Kevin”.
“I don’t like gory films” you might say “so this doesn’t sound like one for me”. Me neither, but actually, the trailer makes the film seem worse than it is. The violence is more alluded to than shown. Most of the “hammer action” is done either in long shot or seen on CCTV cameras, and you don’t get to see much of the outcome. There is only one really gory bit that I remember (shut your eyes where Phoenix answers the knock at the hotel door if you are squeamish!).
This doesn’t mean that it’s a comfortable watch though. It’s an insanely tense film since you’re not sure the direction it will go in next (think “Get Out”), and it has more than its fair share of “WTF” moments, especially in a dramatic closing scene. There are some memorable cinematic moments as well: a young girl in a nightie in the paedophile den blankly observing Joe’s handiwork being one that stays with you.
It’s a standout film, winning Best Actor (for Phoenix) and best screenplay (for Ramsey) at Cannes. It will be in a strong position to make my films of the year list. Highly recommended.

Heather Cranmer (2721 KP) created a post
Nov 11, 2022

Purple Phoenix Games (2266 KP) rated 13 Monsters in Tabletop Games
Dec 5, 2019
Guys and gals, I have a confession. I am not good at memory games. I already surmised it is due to my increasing age, as my 3-year-old son tore through our plays of Farm Rescue, so I am not above resigning myself to the fact that it may be age. In any case, 13 Monsters starts out as a memory game then quickly transforms into a punish-thy-neighbor-into-oblivion monster battle game. Intrigued? We were too…
As I mentioned in the intro, and as you can see in the first photo below, 13 Monsters starts out as a memory tile-flipping game and then becomes a bash-em’-up for domination. The goal of 13 Monsters is to end the game holding the monsters with the highest total Hit Points (HP). Now how you get there is another matter entirely.
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, purchase the game through the Kickstarter campaign running until December 20, 2019, or through any retailers stocking it after fulfillment. -T
To setup 13 Monsters, a randomized 9×9 grid of monster tiles are spread across the play surface with the longer title tile placed square in the middle (see what I did there?). Place the five d6 on the table to be used by any player. Determine the first player (whomever is the most beastly) and you are ready to play!
Turns are played in phases where you will initially be hunting the playing field trying to find matching monstersets to build a complete monster. Monstersets are horizontally matching tiles belonging to the same monster. So the top set is the head, the middle is the eyes, and the bottom is the body of the monster. This phase will continue in turns until multiple players have at least one monsterset. Things now start getting interesting.
Once you have at least one monsterset you can, before hunting from the field, offer to trade monstersets with other players. You may also use an ability named “Sacrifice,” which allows you to rearrange your monstersets to create a more powerful monster. Why would you want to rearrange? Monsters come in five elemental flavors – fire, water, earth, air, and ghost. Monsters with matching elemental monstersets are more powerful than those with mismatched elemental monstersets. This will come into play later when the monsters battle for supremacy.
Battles. Once you have a complete monster (head, eyes, body) you can, on your turn and before hunting, attack another monster. When attacking, both the attacker and defender will be throwing the five dice in hopes of ending with the highest total of pips of a matching set (like five 6s on the d6). The winner will then claim a monsterset from the involved monster (or separate monsterset) and add it to their collection. Monsters with more elementally-matching sets will be able to throw the dice more times versus a completed monster with mismatched elemental sets, so THAT is why using Sacrifice can make or break a battle.
There are other special abilities that are unlocked with different combinations of monsters: “Permafrost” allows the player to place a die on a tile that other players will not be able to flip on their hunting turn. However, once a battle is initiated all Permafrost dice are removed from the board to be used in the battle, so it is not a long-term tactic to be used. “Prophet” allows the player to flip over three tiles instead of the normal two tiles and can be very powerful when used correctly – you need to have a “Monster O.G.” which is a monster with all matching tiles belonging to the same completed monster. The final ability is “Supernova” and can only be used by a completed 13th Monster (the only Ghost-element monster, shown below). Supernova allows the player to sacrifice the 13th Monster in order to absorb (steal) a complete monster from any player and add it to their personal collection. The 13th Monster then leaves the game, but the controlling player will still receive the HP points for having collected and used it.
Play continues in this fashion until all tiles have been collected from the playing field. Once the final pair is taken, players are then allowed to declare one final battle against any opponent in hopes to bolster their final score. The player with the most HP shared among their completed monsters is the winner and ultimate Beast Master!
Components. Again, we were provided a prototype copy of the game, but from what I understand, the final production copy of the game will be very similar to this version if not exactly the same. What comprises the game is a ton of monster tiles and five dice. That doesn’t sound like a lot, and it’s not. But these are great quality tiles and normal quality dice (which I am hoping will become pink to match the main color found throughout the game). I love the overall art style. The art is what really pops out at you because the monsters are all uniquely weird and intriguing and kinda cute at the same time. I also very much appreciate that the team thought to include little bubbles next to the element icon on the tiles to indicate to which layer the tile belongs: head, eyes, body. Excellent touch. Overall the components are great, and the rulebook is killer. Outstanding work went into making this game visually stunning.
Is it a good game? It is certainly a very cool spin on Memory and adds modular monster building and player vs player battles where you can win each others’ components. I love it! Even though I am horrible at memory games, this gives me options once I do find a monsterset. I can trade and attack my way to building more and better monsters – but the dice have to be on my side, and I’m cool with that. If you are looking for something to add to your collection that is a brilliant hybrid of many different mechanics and looks absolutely incredible on the table, then please check out 13 Monsters. It rewards tactics, but also has that element of luck to help balance everything out. I’m a big fan!
As I mentioned in the intro, and as you can see in the first photo below, 13 Monsters starts out as a memory tile-flipping game and then becomes a bash-em’-up for domination. The goal of 13 Monsters is to end the game holding the monsters with the highest total Hit Points (HP). Now how you get there is another matter entirely.
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, purchase the game through the Kickstarter campaign running until December 20, 2019, or through any retailers stocking it after fulfillment. -T
To setup 13 Monsters, a randomized 9×9 grid of monster tiles are spread across the play surface with the longer title tile placed square in the middle (see what I did there?). Place the five d6 on the table to be used by any player. Determine the first player (whomever is the most beastly) and you are ready to play!
Turns are played in phases where you will initially be hunting the playing field trying to find matching monstersets to build a complete monster. Monstersets are horizontally matching tiles belonging to the same monster. So the top set is the head, the middle is the eyes, and the bottom is the body of the monster. This phase will continue in turns until multiple players have at least one monsterset. Things now start getting interesting.
Once you have at least one monsterset you can, before hunting from the field, offer to trade monstersets with other players. You may also use an ability named “Sacrifice,” which allows you to rearrange your monstersets to create a more powerful monster. Why would you want to rearrange? Monsters come in five elemental flavors – fire, water, earth, air, and ghost. Monsters with matching elemental monstersets are more powerful than those with mismatched elemental monstersets. This will come into play later when the monsters battle for supremacy.
Battles. Once you have a complete monster (head, eyes, body) you can, on your turn and before hunting, attack another monster. When attacking, both the attacker and defender will be throwing the five dice in hopes of ending with the highest total of pips of a matching set (like five 6s on the d6). The winner will then claim a monsterset from the involved monster (or separate monsterset) and add it to their collection. Monsters with more elementally-matching sets will be able to throw the dice more times versus a completed monster with mismatched elemental sets, so THAT is why using Sacrifice can make or break a battle.
There are other special abilities that are unlocked with different combinations of monsters: “Permafrost” allows the player to place a die on a tile that other players will not be able to flip on their hunting turn. However, once a battle is initiated all Permafrost dice are removed from the board to be used in the battle, so it is not a long-term tactic to be used. “Prophet” allows the player to flip over three tiles instead of the normal two tiles and can be very powerful when used correctly – you need to have a “Monster O.G.” which is a monster with all matching tiles belonging to the same completed monster. The final ability is “Supernova” and can only be used by a completed 13th Monster (the only Ghost-element monster, shown below). Supernova allows the player to sacrifice the 13th Monster in order to absorb (steal) a complete monster from any player and add it to their personal collection. The 13th Monster then leaves the game, but the controlling player will still receive the HP points for having collected and used it.
Play continues in this fashion until all tiles have been collected from the playing field. Once the final pair is taken, players are then allowed to declare one final battle against any opponent in hopes to bolster their final score. The player with the most HP shared among their completed monsters is the winner and ultimate Beast Master!
Components. Again, we were provided a prototype copy of the game, but from what I understand, the final production copy of the game will be very similar to this version if not exactly the same. What comprises the game is a ton of monster tiles and five dice. That doesn’t sound like a lot, and it’s not. But these are great quality tiles and normal quality dice (which I am hoping will become pink to match the main color found throughout the game). I love the overall art style. The art is what really pops out at you because the monsters are all uniquely weird and intriguing and kinda cute at the same time. I also very much appreciate that the team thought to include little bubbles next to the element icon on the tiles to indicate to which layer the tile belongs: head, eyes, body. Excellent touch. Overall the components are great, and the rulebook is killer. Outstanding work went into making this game visually stunning.
Is it a good game? It is certainly a very cool spin on Memory and adds modular monster building and player vs player battles where you can win each others’ components. I love it! Even though I am horrible at memory games, this gives me options once I do find a monsterset. I can trade and attack my way to building more and better monsters – but the dice have to be on my side, and I’m cool with that. If you are looking for something to add to your collection that is a brilliant hybrid of many different mechanics and looks absolutely incredible on the table, then please check out 13 Monsters. It rewards tactics, but also has that element of luck to help balance everything out. I’m a big fan!

Purple Phoenix Games (2266 KP) rated YOHO (You Only Hang Once) in Tabletop Games
Jan 14, 2021
If you have been following us for a while you will no doubt remember my love of the pirate theme in board games. In fact, three of my top 20 games feature pirates. So when I heard the pitch for this one that it is a, “semi-cooperative card game for 2 to 4 players where you take on the role of a notorious pirate, stuck on a ship of thieves and liars” I knew I wanted in. While I wasn’t blown away, there are some quality play experiences to be had. Let me explain.
As mentioned previously, YOHO is a semi-cooperative game of pirate players attempting to find the Treasure and bury it in their safe spaces by the end of the game. Players will be assuming roles of jobs on a pirate ship: Captain, Quartermaster, Bosun, Seadog, and Pariah. These positions have jobs and pirating to do or else they may find themselves walking the plank.
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 players will choose their pirate persona and place it in front of them with the Loyal side showing. On the backside is the Rebel side, which will allow the player special abilities later in the game. A Captain is chosen and that player then doles out the remaining ranks of pirate jobs to the other players. Each player will be dealt five cards from the shuffled Blame deck (draw deck) for their starting hands. The top card from the deck is flipped to become the Blame Pile (discards). The Captain takes the Course card and places it Port side up. The game may now begin!
The active player’s turn will be comprised of four steps. The first step is refilling the hand to five cards. Should the player have more than five then no additional cards are drawn. Next the player will choose one card from hand to play to the Blame Pile. The card may not contain the same text as the card below it, so no stacking UNO Draw 2s. Once the card is played to the Blame Pile the active player will carry out the card’s instructions. These could be switching hands with other players, flipping their pirate cards to Rebel or vice versa to Loyal, Demoting pirate ranks, or one of the other four actions printed on the cards. Finally the active player passes the Course card to the next player to take their turn.
While this all seems typical of many card games, YOHO forks from the common by employing a Blame mechanic. One of the aforementioned other actions on cards is the Accuse action. When one player accuses another the Blame Pile is consulted, and whichever pirate’s rank number matches the highest sum of the matching rank number of cards in the Blame will take the entirety of the Blame Pile into their hand. For example, if the Bosun (3) accuses the Seadog (2) then the Blame Pile is sifted through in order to see how many cards match the 2 and 3 of the ranks involved. Add up the totals of these cards to arrive at the rank’s Blame. The larger number receives the Blame. Special rules are provided for when the Captain is both involved in an accusation and also when the Captain is forced to take the Blame.
The game ends once a pirate draws the last card from the Blame (draw) deck. Players will total their matching Blame in their hands, adjust this number if the player holds the Treasure card or if the pirate is Loyal vs. Rebel according to the Course card’s current display. The player with the most Blame will walk the plank and lose immediately. With a few other scoring rules the player still on board with the highest rank wins!
Components. This game is a deck of cards in a tuckbox. The cards are all fine quality with linen finish (the best finish methinks). The art is somewhat cartoony, but still enjoyable and not offensive at all. I don’t have any problems with the components in YOHO.
My first game of YOHO was played between my wife and I and it was a disaster. I strongly suggest playing with three or four, with four giving the best experience. When the full compliment is used there is only one “inactive” pirate who sits in the middle of the table holding onto their rank and not really doing anything. A ghost player, if you will. However, with two players there are three ghost players not doing anything. It just didn’t work with us AT ALL. But four players was quite enjoyable and actually saved this one for me.
I like the gameplay here. It is different and quirky, and I like that. The constantly-shifting ranks and demotions left and right makes players wish for promotions, but those only come as demotions to a higher rank. Also being able to accuse other players caters to the card counters in the group because they can be watching which cards are played to the Blame Pile and know exactly which rank has more cards represented. While that is dependent on the type of players involved, I have not found that to be a problem. I also really like the shifting Course card. When on Port all pirates can do their jobs, but as soon as it flips to Starboard the Rebel pirates may NOT complete their jobs. This is such an interesting way to utilize the active player token instead of just noting which player’s turn it is currently.
Again, I do NOT recommend playing with two, but definitely do recommend with four. I would be hesitant at three, but it can certainly work. Purple Phoenix Games gives this one a wishy-washy-swashbuckling 8 / 12. If your collection is missing another pirate card game that can be played quickly, has interesting twists, and fresh-feeling mechanics, give YOHO a try. You might finally have the chance to send your rival off the plank. But be warned, despite the title, there is no hanging in YOHO (You Only Hang Once).
As mentioned previously, YOHO is a semi-cooperative game of pirate players attempting to find the Treasure and bury it in their safe spaces by the end of the game. Players will be assuming roles of jobs on a pirate ship: Captain, Quartermaster, Bosun, Seadog, and Pariah. These positions have jobs and pirating to do or else they may find themselves walking the plank.
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 players will choose their pirate persona and place it in front of them with the Loyal side showing. On the backside is the Rebel side, which will allow the player special abilities later in the game. A Captain is chosen and that player then doles out the remaining ranks of pirate jobs to the other players. Each player will be dealt five cards from the shuffled Blame deck (draw deck) for their starting hands. The top card from the deck is flipped to become the Blame Pile (discards). The Captain takes the Course card and places it Port side up. The game may now begin!
The active player’s turn will be comprised of four steps. The first step is refilling the hand to five cards. Should the player have more than five then no additional cards are drawn. Next the player will choose one card from hand to play to the Blame Pile. The card may not contain the same text as the card below it, so no stacking UNO Draw 2s. Once the card is played to the Blame Pile the active player will carry out the card’s instructions. These could be switching hands with other players, flipping their pirate cards to Rebel or vice versa to Loyal, Demoting pirate ranks, or one of the other four actions printed on the cards. Finally the active player passes the Course card to the next player to take their turn.
While this all seems typical of many card games, YOHO forks from the common by employing a Blame mechanic. One of the aforementioned other actions on cards is the Accuse action. When one player accuses another the Blame Pile is consulted, and whichever pirate’s rank number matches the highest sum of the matching rank number of cards in the Blame will take the entirety of the Blame Pile into their hand. For example, if the Bosun (3) accuses the Seadog (2) then the Blame Pile is sifted through in order to see how many cards match the 2 and 3 of the ranks involved. Add up the totals of these cards to arrive at the rank’s Blame. The larger number receives the Blame. Special rules are provided for when the Captain is both involved in an accusation and also when the Captain is forced to take the Blame.
The game ends once a pirate draws the last card from the Blame (draw) deck. Players will total their matching Blame in their hands, adjust this number if the player holds the Treasure card or if the pirate is Loyal vs. Rebel according to the Course card’s current display. The player with the most Blame will walk the plank and lose immediately. With a few other scoring rules the player still on board with the highest rank wins!
Components. This game is a deck of cards in a tuckbox. The cards are all fine quality with linen finish (the best finish methinks). The art is somewhat cartoony, but still enjoyable and not offensive at all. I don’t have any problems with the components in YOHO.
My first game of YOHO was played between my wife and I and it was a disaster. I strongly suggest playing with three or four, with four giving the best experience. When the full compliment is used there is only one “inactive” pirate who sits in the middle of the table holding onto their rank and not really doing anything. A ghost player, if you will. However, with two players there are three ghost players not doing anything. It just didn’t work with us AT ALL. But four players was quite enjoyable and actually saved this one for me.
I like the gameplay here. It is different and quirky, and I like that. The constantly-shifting ranks and demotions left and right makes players wish for promotions, but those only come as demotions to a higher rank. Also being able to accuse other players caters to the card counters in the group because they can be watching which cards are played to the Blame Pile and know exactly which rank has more cards represented. While that is dependent on the type of players involved, I have not found that to be a problem. I also really like the shifting Course card. When on Port all pirates can do their jobs, but as soon as it flips to Starboard the Rebel pirates may NOT complete their jobs. This is such an interesting way to utilize the active player token instead of just noting which player’s turn it is currently.
Again, I do NOT recommend playing with two, but definitely do recommend with four. I would be hesitant at three, but it can certainly work. Purple Phoenix Games gives this one a wishy-washy-swashbuckling 8 / 12. If your collection is missing another pirate card game that can be played quickly, has interesting twists, and fresh-feeling mechanics, give YOHO a try. You might finally have the chance to send your rival off the plank. But be warned, despite the title, there is no hanging in YOHO (You Only Hang Once).

Lee (2222 KP) rated The Curse of La Llorona (2019) in Movies
Apr 21, 2019
I've said it before, The Conjuring is my all time favourite scary movie. However, since the success of that first movie, there have been a number of spin off movies, in an bid to build what's now known as the 'Conjuring Universe'. These movies have all varied in quality, ranging from the not too bad (Annabelle Creation) to the downright awful (The Nun). With a third Annabelle movie due out this year, not to mention another Conjuring sequel and other planned universe movies such as The Crooked Man, there's no sign of them stopping anytime soon.
Which brings us to The Curse of La Llorona, the latest entry to the universe and one which is based on Mexican folklore. La Llorona, also known as "The Weeping Woman", is the ghost of a woman who drowned her children and now cries while looking for them in the river. Nowadays, children are told to be well behaved and respectful of their elders, otherwise La Llorona will come and take them away.
This movie wasn't originally billed as being part of the Conjuring universe, and featured a pretty dull first trailer. However, a subsequent trailer featured a familiar face from the Annabelle movies in the form of Father Perez (Tony Amendola), and a link to the Conjuring universe was later confirmed, despite his presence in this movie being somewhat brief.
We're in Los Angeles, 1976. Anna (Linda Cardellini) is a widow with two young kids and working in social services. She still mourns the death of her police officer husband while trying to keep her family together and maintain her demanding job. That job involves dealing with some difficult cases involving children and one such case takes her to the Alvarez home. The mother appears to have lost her mind, while her children are locked in a cupboard that has strange markings on the door. As the title of the movie suggests, there is a curse at play and it's not long before that curse, and the horror that brings with it, is passed onto Anna and her children.
Like The Nun, La Llorona is essentially just a woman with scary face makeup who shrieks at people every so often and tries to make you jump. But thankfully, there's a little more to La Llorona than just that. Some slow, effective reveals provide some pretty decent chills and scares, making this a much more solid and enjoyable movie as she begins to terrorise the children before eventually invading their home and going full on evil.
After Father Perez brings us all up to speed on the backstory of La Llorona, and a flashback to 1763 gives us a visual and graphic representation, the family are referred to an ex priest who is better suited in helping them shake off the curse. He comes to their home in order to prepare for the arrival, and hopefully the removal of, La Llorona. It all feels very formulaic, similar to countless movies we've seen before, such as Poltergeist.
The Curse of La Llorona is pretty corny at times, attempting to inject humour which doesn't always seem to work. However, I did like it. It's certainly a huge step up from last year's disappointing Nun movie and featured enough intensity and scares in its short 93 minute runtime to make it enjoyable enough.
Which brings us to The Curse of La Llorona, the latest entry to the universe and one which is based on Mexican folklore. La Llorona, also known as "The Weeping Woman", is the ghost of a woman who drowned her children and now cries while looking for them in the river. Nowadays, children are told to be well behaved and respectful of their elders, otherwise La Llorona will come and take them away.
This movie wasn't originally billed as being part of the Conjuring universe, and featured a pretty dull first trailer. However, a subsequent trailer featured a familiar face from the Annabelle movies in the form of Father Perez (Tony Amendola), and a link to the Conjuring universe was later confirmed, despite his presence in this movie being somewhat brief.
We're in Los Angeles, 1976. Anna (Linda Cardellini) is a widow with two young kids and working in social services. She still mourns the death of her police officer husband while trying to keep her family together and maintain her demanding job. That job involves dealing with some difficult cases involving children and one such case takes her to the Alvarez home. The mother appears to have lost her mind, while her children are locked in a cupboard that has strange markings on the door. As the title of the movie suggests, there is a curse at play and it's not long before that curse, and the horror that brings with it, is passed onto Anna and her children.
Like The Nun, La Llorona is essentially just a woman with scary face makeup who shrieks at people every so often and tries to make you jump. But thankfully, there's a little more to La Llorona than just that. Some slow, effective reveals provide some pretty decent chills and scares, making this a much more solid and enjoyable movie as she begins to terrorise the children before eventually invading their home and going full on evil.
After Father Perez brings us all up to speed on the backstory of La Llorona, and a flashback to 1763 gives us a visual and graphic representation, the family are referred to an ex priest who is better suited in helping them shake off the curse. He comes to their home in order to prepare for the arrival, and hopefully the removal of, La Llorona. It all feels very formulaic, similar to countless movies we've seen before, such as Poltergeist.
The Curse of La Llorona is pretty corny at times, attempting to inject humour which doesn't always seem to work. However, I did like it. It's certainly a huge step up from last year's disappointing Nun movie and featured enough intensity and scares in its short 93 minute runtime to make it enjoyable enough.

Kara Skinner (332 KP) rated A Gift of Ghosts in Books
Jun 11, 2019
Genre: Contemporary, Paranormal
My rating: 4 out of 5 stars
Goodreads Rating: 4.01 out of 5 stars
Page Count: 190 pages
One little paragraph about spirit energy ruined Akira’s career as an academic professor. Now she has two options: get a job at General Directions, a mysterious company in Florida that wants to interview her for some reason, or teach high school physics.
She’d rather work in Hell than teach high school physics.
Luckily, General Directions offers her a job that includes a salary increase and also the freedom to research whatever she wants as long as she signs a two-year contract.
What she doesn’t know is they don’t want her for her scientific research. They want her because she sees ghosts. Her boss, Zane, and the company’s CEO (and Zane’s dad), Max, want her to contact Zane’s mother and nephew, who passed, but may still be in the ghost world.
Now Akira is living in a town full of psychics where she has a haunted car and a haunted house– luckily, only friendly spirits. Her boss, Zane, is more of a friend than a manager. Which is all right with her, because she can’t help but be incredibly attracted to him.
But when Akira finds out that Zane’s mother has turned into an evil spirit, tensions rise. How can she make Zane understand that she can’t talk to his mother because the mother might kill Akira in the process?
This book was incredibly good. Way better than I was expecting, especially after I realized that Zane was going to be Akira’s boss. Normally I don’t like boss-employee romances because it feels icky. But Zane really didn’t manage Akira at all, and was a boss in name only. Not only that, but Akira seduced Zane, which was a refreshing change of pace.
Zane and Akira were both incredibly sexy and complemented each other so well. I loved the two of them together and the way Zane desired to protect her while also respecting her ability to protect herself was amazing.
The entire town, which is an homage to Eureka, was adorable and pulled me right into the world. I also really liked all the ghosts Akira encountered. They were complex enough to feel like real people even though they were for the most part side characters.
The ghostlore was intriguing as well and I enjoyed watching the discoveries Akira made about the afterlife as the story unfolded. Despite being able to see ghosts her entire life, her knowledge about ghosts was limited because of her overprotective father who forbade her to talk to ghosts or think of them as anything other than leftover energy.
The climax was satisfying for the most part. However, for a few minutes, Zane doubted that Akira could see ghosts, which was really weird. For most of the book, he didn’t doubt her ability at all, especially after testing her ability to see ghosts many times. But suddenly he doubts it? His reasoning for it didn’t fly for me and it was pretty annoying. But once he shook off his out-of-character skepticism, I was enjoying the story again.
The only other problem I had in the book was towards the beginning where there were a few random formatting marks visible. Not enough to really mess with the story, but it was a little distracting nevertheless.
But overall, this was an awesome, slightly spooky romance that’s perfect for October.
My rating: 4 out of 5 stars
Goodreads Rating: 4.01 out of 5 stars
Page Count: 190 pages
One little paragraph about spirit energy ruined Akira’s career as an academic professor. Now she has two options: get a job at General Directions, a mysterious company in Florida that wants to interview her for some reason, or teach high school physics.
She’d rather work in Hell than teach high school physics.
Luckily, General Directions offers her a job that includes a salary increase and also the freedom to research whatever she wants as long as she signs a two-year contract.
What she doesn’t know is they don’t want her for her scientific research. They want her because she sees ghosts. Her boss, Zane, and the company’s CEO (and Zane’s dad), Max, want her to contact Zane’s mother and nephew, who passed, but may still be in the ghost world.
Now Akira is living in a town full of psychics where she has a haunted car and a haunted house– luckily, only friendly spirits. Her boss, Zane, is more of a friend than a manager. Which is all right with her, because she can’t help but be incredibly attracted to him.
But when Akira finds out that Zane’s mother has turned into an evil spirit, tensions rise. How can she make Zane understand that she can’t talk to his mother because the mother might kill Akira in the process?
This book was incredibly good. Way better than I was expecting, especially after I realized that Zane was going to be Akira’s boss. Normally I don’t like boss-employee romances because it feels icky. But Zane really didn’t manage Akira at all, and was a boss in name only. Not only that, but Akira seduced Zane, which was a refreshing change of pace.
Zane and Akira were both incredibly sexy and complemented each other so well. I loved the two of them together and the way Zane desired to protect her while also respecting her ability to protect herself was amazing.
The entire town, which is an homage to Eureka, was adorable and pulled me right into the world. I also really liked all the ghosts Akira encountered. They were complex enough to feel like real people even though they were for the most part side characters.
The ghostlore was intriguing as well and I enjoyed watching the discoveries Akira made about the afterlife as the story unfolded. Despite being able to see ghosts her entire life, her knowledge about ghosts was limited because of her overprotective father who forbade her to talk to ghosts or think of them as anything other than leftover energy.
The climax was satisfying for the most part. However, for a few minutes, Zane doubted that Akira could see ghosts, which was really weird. For most of the book, he didn’t doubt her ability at all, especially after testing her ability to see ghosts many times. But suddenly he doubts it? His reasoning for it didn’t fly for me and it was pretty annoying. But once he shook off his out-of-character skepticism, I was enjoying the story again.
The only other problem I had in the book was towards the beginning where there were a few random formatting marks visible. Not enough to really mess with the story, but it was a little distracting nevertheless.
But overall, this was an awesome, slightly spooky romance that’s perfect for October.