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Versusyours (757 KP) rated The Karate Kid, Part III (1989) in Movies

Nov 7, 2019 (Updated Nov 7, 2019)  
The Karate Kid, Part III (1989)
The Karate Kid, Part III (1989)
1989 | Action, Drama, Family
War on bonsai and sporting decency
Contains spoilers, click to show
I remember this film from a trip to the cinema on its release in 1989 and I recall fly kicking my way out of the cinema and into the mean Scottish streets. I am now at an age where fly kicking would be an effort in itself I decided to review it from my older and more critical eye.

 

It begins with a return to Part 1 to re-establish the bad blood Daniel (Ralph Macchio) and his aging sidekick Mr Miyagi (Pat Morita) have with John “I saw things in Vietnam” Kreese. This part I couldn’t let slide with me this viewing as the attempted punches by Kreese to contact Mr. Miyagi were as expected as Xmas day falling on the 25th of December each year. One failed attempt was followed by the same type of punch and the same outcome of bloody and smashed knuckles and an insurance claim for the car owners. After this we return to the present and a skulking and hobo like Kreese seeks the refuge of his ponytailed, rich and so 80s stereotyped “you know he is evil due to his involvement in toxic waste” comrade from the past Terry Silver.

 

Possibly due to giving him his shampoo and conditioner in Vietnam to maintain his ponytail or his heroics in battle, this remains unknown at this time.

 

What about Daniel and Miyagi you may ask well they are in for an unwelcome surprise when the housing complex they live in has been earmarked for redevelopment. To make matters worse unbeknown to Daniel his Uncle is ill and his mum must have been too busy with this to let Daniel know he is homeless as well as heartbroken after his holiday romance turned sour. Great use of a sentence to end a previous films love interest and subsequent relationship, one of films greatest tricks. At least he has a wad of money for college in his pocket to repair his broken heart. Spoiler alert neither the wad of money and the broken heart are the same for long.

 

So as it stands not much karate from Daniel but the use of Mr. Miyagi’s subtle use of Daniel as a glorified maid still exists as they branch out in the cutting world of Bonsai. Remember that college money well now its rent and utilities money after luckily realising there are no more Bonsai shops in the street and even luckier there is a pottery shop with a young lady for Daniel to obsess over and fight for her honour as he shows a propensity for in the previous films. The fact that she has a boyfriend only spurs Daniel on like the initial film in the series and makes her more desirable in his lusting eyes.

 

Enter the 80s Dragon it a supped up Zach Morris Karate Bad Boy, Mike Barnes who is wearing black to dictate his evil intentions. This guy could spell trouble for Daniel as he has links to Silver and thus the plot to ruin Daniels life and happiness for winning a local karate competition the year before takes seed. As someone who has played sports the format of the All Valley Karate Championship, which has been inexplicably changes to allow the defending Champion to only fight in the final where his battle wary and exhausted opponent will be easy prey for a crane kicking Daniel, makes no sense. Maybe Daniel is sick of being typecast as The Karate Kid but this area of the story annoyed me more than a grown man should as initially Daniel can’t even be bothered to sign up for this one fight but after some lying and coercion and some innocent Bonsai paying the price for The Karateless Kid.

 

More pressure from Barnes and his goons and more Bonsai casualties before Daniel and Mr. Miyagi are split between the tournament and after Daniel decided he will fight that 10 minutes if his life for another sweet trophy. With his training regime disguised as housework and child labour now running low, Miyagi wont train Daniel and thus pushing him into Silvers ponytailed clutches. The once meek and defensive Daniel learns that attack is more effective than Miyagi’s training and with another wooden victim (a repeating plot line in this film) being pummelled and the wax punched off it, Daniel is ready to be the badass he always threatened to be. A night out ends in a broken nose of a Silver bribed punk, Daniel questions who he has become and changes his mind about the tournament once more, only for Silver to admit his true intentions to ruin Daniel as a human being and to avenge John Kreese who is not dead as first explained but high on revenge and the smoking of broken kids karate trophies. They give the new and improved Daniel a beating until appearance of Mr. Miyagi, who may or may not be stalking Daniel, who uses his small but deadly side step and legs to defeat the 3 grown men with ease. There is nothing like a good beating to mend a relationship and together the Bonsai Brothers are back and for the umpteenth time Daniel IS going to defend his title and we all hoped that Barnes would make it through the many rounds to get to the final. Hollywood prevails and after relaxing and watching his potential opponents tiring and having their face smashed in, Daniel like and later day Elvis gets on the stage for a quick round of his greatest hits. In Karate Kid tradition Daniel is good and Cobra Kai are bad, he has honour they are sneaky, they will cheat Daniel wont. Daniel wins as usual and takes his hollow victory and Cobra Kai is no more or until the invention of YouTube at least.

Overall this film fondly remembered until I watched it again. The lack of new ideas left me disappointed and broken like the cliff Bonsai and like that tree I will heal and grow but I will be left with the scars of the better and simple life I used to live. The inclusion of Glen Medeiros on the soundtrack was almost enough to save it and keep it respectable but alas it was not to be, this film is the 80s ponytail of memories; best left cut off.
  
Munchkin
Munchkin
2001 | Card Game, Fantasy, Fighting, Humor
A “Munchkin,” in gamer terms, is someone who is only out to better themselves with treasure and power at the expense of everyone else in their adventuring party. That rings so very true in the Munchkin line of games, as you are trying to be the first to gain 10th Level in a VERY loosely-based RPG setting. OG vanilla Munchkin (pictured above) was my first entry into hobby board gaming. Many many games later I ask myself: How has this system of games aged for me as my gaming tastes have changed? Let’s see.

In Munchkin games, you are trying to become the first player to reach 10th Level. That’s the goal. You take on the persona of a 1st Level basic human (no Starbucks jokes please) who will be adventuring with a party of your opponents through a dungeon. You will be kicking down doors, fighting monsters, placing curses on your fellow party members, and buffing yourself with cards featuring funny art and punny references. Your party mates are also trying to achieve 10th Level and will do everything they can to block your progress, so be prepared!

DISCLAIMER: This review is not for a specific game within the Munchkin universe, but for the system as a whole. All Munchkin games will pretty much use similar, if not exactly the same, rules to play the game with minor variations and different theming. I will be using The Good, The Bad, and The Munchkin for my review as it is one of the two versions I still own of the franchise. Also, I will not be detailing every rule in the book(s), but giving a brief overview of how the game plays. -T

Setup is easy: shuffle the deck of Door cards and the deck of Treasure cards. Deal cards to the players for their opening hands and keep the included die handy.

Your turn consists of just a few phases: Open a Door, Look for Trouble, Loot the Room, and Charity. To Open a Door, flip over the top card of the Door deck. If it is a monster you must fight it or run. If not a monster, you can move on to the next phase. If it IS a monster, prepare for combat. Combat is simple in that you add up all your bonuses from your gear cards you have attached to your character and try to beat the strength of the monster. Your party mates can screw with you during combat by adding strength to the monster or adding monsters to the fight to make it a more difficult encounter. If you win, you gain a Level on the spot. Some monsters are worth even more than one Level. If you did not encounter a monster, you will add the non-monster card you drew to your hand and you may Look for Trouble by playing a monster card from your hand to initiate a combat. This fight will work the same way and you will be susceptible to pile-ons as before. You may Loot the Room if you defeated a monster on your turn by drawing Treasure cards equal to the printed reward on the bottom of the monster card you defeated. If you defeated the monster yourself, unaided, these are drawn in secret. If you were given help by your mates then you may have to split up the loot per any agreements made. These cards are usually very advantageous to you so they are usually very valuable to others as they attempt to steal away your goods. If you did not fight a monster yet this turn, you may draw another secret card from the Door deck to add to your hand. Should your hand size climb above your limit (dictated by your Race card, if any) you will slide into the Charity phase to relieve your hand of extra cards. Give all excess cards to the player of lowest Level, or split them among those that share the lowest Level. It is now the next player’s turn and you continue play until someone reaches 10th Level.

Components. It’s a bunch of cards and one die. The cards are of okay quality. Nothing to write home about. The die is nice with one of the faces having the Munchkin logo head imprinted on it. It will also have a color scheme that matches the version of Munchkin you are playing, so it’s easy to match them back up if they become integrated with each other. Overall, the components are fine, but not wonderful. That’s probably why these are pretty inexpensive to purchase.

Okay, so like I said earlier the original vanilla Munchkin was the first hobby board game I ever purchased. My friends and family had no idea hobby games existed, so there was actually a pretty steep learning curve for us. Once we figured it out, however, we began to play it a ton and really love it! The cards are cute, the game play is pretty easy if you have played hobby games before, and the puns kept us rolling for a good while. There was a time when I owned every version of Munchkin in circulation and we never even played half of them. Seeing this I got rid of them through BGG Auctions. I have The Good, The Bad, and The Munchkin and Munchkin Zombies right now and I feel that will be plenty for me from here on out – unless they make a Doctor Who or Firefly set or something /*checks warehouse23 to find out if these are available/.

Do I still love Munchkin? No, not really. I LIKE it, but I don’t really want to play it all the time any more. Why? Well, as my gamer experience increases and I level up, my game tastes also level up. I see why people enjoy and even love this game system. I myself loved it for a time. But there are better games out there that accomplish the same feelings without being as sophomoric and have better choices to be made. Will I still play these games? Heck yeah! If someone asks to play a Munchkin game I am all in. I have different tastes and preferences now, but I’m no snob. Just come prepared, because I won’t go easy on you.

We at Purple Phoenix Games give this family of titles a backstabby 16 / 24.
  
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Jamie Towell Cook (13 KP) rated the PlayStation 4 version of Kingdom Hearts III in Video Games

Apr 6, 2020  
Kingdom Hearts III
Kingdom Hearts III
2018 | Action, Role-Playing
Contains spoilers, click to show
Kingdom Hearts 3 is the long anticipated third part officially in the series. It started back in 2002 and now in 2019 we finally have the 3rd (and allegedly) final part of what is Sora and his friends story. In this time we have travelled to many beloved Disney classics from Mount Olympus to Neverland and for some bizarre reason we even went to Tarzan's world. During all of this Sora is learning how to be the Keyblade wielder and defend all the worlds from the threat of the darkness. On his journey he meets many familiar faces ranging from final fantasy characters such as Cloud, Tidus and Vivi to famous disney heroes such as Ariel, Beast, Jack Skellington.

Unfortunalty since it began in 2002 Kingdom Hearts became a jumbled mess jumping on different consoles along the way. It may have begun as a PlayStation game but soon after there was a spin off for the game boy advance and another for the psp and another for the nintendo ds. Releasing titles that actually continue the plot from the original game on various different consoles and expecting fans to just role with that and keep up, well thats not exactly the best of ideas! Luckily the story so far has been released and rereleased and rererereleased so that fans can figure out just what the hell is actually going on in this either brilliantly masterminded tale or a way for the game producers to milk the franchise for all its worth. I'll let you decide that one.

So any ways, with a whopping 14 years between KH2 and KH3 a lot has changed within the Disney world and with their new corporate purchases a lot of people had questions about what would we see in a new Kingdom Hearts. Would the new game feature any worlds from Marvel? Would we see something from the Muppet Show? Maybe Star Wars? The answer to this was a big fat no. They were going to keep it old school Disney......although by old school Disney that didn't have the same meaning as what I thought it would. Instead of the familiar faces we have grown accustomed to there is no Halloween Town, no Neverland, no Atlantica (Thank god, good call on that one) instead we visit new realms, draining whatever is left from the Frozen franchise and travelling to worlds such as Arendale, San Frantokyo and some other Disney Pixar worlds. Now i'm not saying there is anything wrong with these worlds because they are beautiful and stunning and fun to play through. Couldn't they have at least tried to feature some golden oldies as well. Something else that i noticed that as well that made me feel disappointed in this release was the lack of final fantasy characters, minus a very brief glimpse of 2 characters as statues thats pretty much it.

The story itself is appealing as it continues the tales of Sora, Ventus and Roxas and ultimately brings the trios story to a (almost) conclusion. The voice acting for the kingdom hearts series will never win any awards and in some areas is just hands down terrible but, as it plays out you notice it a lot less and just want to see where its all headed.

The gameplay is as it has always been, if its not broke don't fix it. There are a few additions though. Kingdom Hearts 1 had abilities, in kingdom hearts 2 we seen this become built upon by fusion. This was a way of fusing Sora's abilities with either Donald or Goofy and eventually both. Leading to Wisdom mode, which was magic based. Valour mode, which was strength and defence based. Master, which, yes you guessed it, is a mix of all the above. Limit mode, which brings Sora's abilities to the spotlight. Then you had Final form which was basically a combination of Limit and Master and finally there was anti form, this turned Sora into a heartless version of himself with attacks and abilities to match. These were all scrapped in Kingdom Hearts 3 to make way for attractions, which is an attack based on Disneyworld theme park attractions. There are also attacks based on whose in your team as well. As fun as these are in the beginning, they get old and repetitive fast. The summons have never really played a main part in the Kingdom Hearts series since its first release and KH3 makes that very apparent again, with what i thought was a very lackluster 5 summons in the form of Ariel, Ralph, Stitch, Simba and a dream eater from Kingdom Hearts own series. I mean come on, wheres Mushu? Genie? Bambi? Dumbo? Tinkerbell? Why aren't there any new ones? They could have played up new Pixar entries such as Bolt or Up, even The Incredibles.
The other feature that is new and unique to KH3 is the ability to transform the Keyblade. Now picking up a new keyblade isn't just about the stat boosts, they each feature something different and unique. Without giving too much away, all i can really say about this is the additions to turn your weapon in to such things as shields, blasters and other random creations based on the worlds they are related to is actually a brilliant concept and makes up for the drive form that was taken from KH2 and not featured again.

I really hope that Square Enix are planning on releasing some decent DLC for KH3. Hopefully in the form of some old Disney worlds, a coliseum and some extra story with old familiar faces. Because it is definitely needed.

The Gummi ship does manage to make a come back (yet again). I would like to say something positive about this because it does seem like a lot of work went into making this feel like a more relevant part of the game but, the controls take a bit of figuring out and there is no real need for it other than it being a mini game really.

If Square Enix does add some DLC that adds worlds, characters, keyblades and modes. Then i honestly believe they could boost the game from being a good game to an amazing game. Just listen to the fans, hear what they want and deliver.

I wish i had better news for Kingdom Hearts fans. Especially those who have waited those 14 years but i am judging this game harshly because of my love for the series and the length of time it has been under development.
  
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Purple Phoenix Games (2266 KP) rated Hues and Cues in Tabletop Games

Jul 7, 2020 (Updated Jul 7, 2020)  
Hues and Cues
Hues and Cues
2020 | Party Game
When chatting with the team at Purple Phoenix Games about Hues and Cues, what ended up happening was listing our favorite Hughs in order (obviously Hugh Jackman being the best Hugh). However, Hues and Cues has nothing to do with any of those Hughs, but rather color hues, or shades. Did this one make us blue like Eeyore? Are the other PPG team members green with envy that I possess this game now? Or has this one sparked a joyous shout to the orange-colored sky?

Hues and Cues is a party game of describing colors using one- and two-word cues (a la the hit game show Password from back in the day). As each player is attempting to guess the correct color, and populate the areas immediately adjacent to it, chances for big-time points are plentiful, but I’ll tell you what – coming up with cues proves to be a bit more challenging than one might assume.

DISCLAIMER: We were provided a retail copy of this game for the purposes of this review. Though I know the designer personally, I will be reviewing this game as an impartial judge. -T


To setup a game of Hues and Cues, shuffle the large deck of cue cards to be drawn from, lay out the giant board, set aside the scoring frame for now, and give each player the three cones of their selected color. Place one of these cones on the board to be used as a scoring token, and the game is ready to be played!
A game of Hues and Cues will be played over several rounds where each player will act as the cue giver for at least one round, depending on number of players (unless you play with my wife, in which case games can last many many more rounds than suggested). The cue giver will draw a card from the deck, choose a color hue from it, and think of a one-word cue to offer the group. Once the cue is given, in clockwise fashion, each other player will place one of their cones on a color box on the main board. Once complete, the cue giver will then offer a two-word cue to the group, if they so choose… Again the players will place their other cone in a box (either near their original choice or somewhere completely different). When all players have placed their second cone, the cue giver will place upon the board the scoring frame with the chosen hue’s coordinates directly in the center of the frame.

If a player has placed a cone directly on the correct coordinate box, they score 3 points. If a cone resides within the scoring frame (the other 8 boxes surrounding the correct box), they receive 2 points. For every cone just outside the scoring frame surrounding it, the player will receive 1 point. For each cone within the scoring frame the cue giver will score 1 point.


The game ends after each player has had one or two turns to be cue giver, depending on player count and house rules for game end rounds. The player with the most points will be deemed the winner and will have quality bragging rights for the night.
Components. Guys and gals, these components are great. The board is HUGE, but also necessary because there are tons of color hues printed on it. The cards are nice, and the game comes with a giant stack of them. The cones are colored cones. There’s orange and purple and some others colors I think too (I really only care about orange and purple usually). The scoring frame takes a bit to get used to, but is necessary to visualize which cones receive the correct amount of points. The Op comes through again with some choice components here.

So again, I personally know the designer and want to offer that disclaimer. That said, whether I know him or not, this is another great game. I reviewed Gekitai some months ago and was enamored with it as a wonderful abstract, and Hues and Cues gets me again. I love the components, the game play is simple and fast, and I haven’t really played a game too similar. I guess the closest games I can compare it to would be Concept and Codenames. You have to be very exact when giving cues to others (Concept) using one-word and two-word cues (Codenames). It seems super easy to be able to describe a color, but when you look at your chosen hue and can’t even think of a one-word cue and you’re just sitting there while the other players are anxiously awaiting your utterance, you can feel the confidence sweating out of your body.

For one example of actual gameplay, a cue was given, “Western.” My wife and I, alums of Western Illinois University, immediately started finding the correct purple hue because WIU’s colors are purple and gold. However, another player started searching the browns because they thought the cue was guiding the players to Western movies or the Wild West. So there may be conflicts, or different ideas and interpretations of the cues given that can make the whole group giggle incessantly, or times where the game is near the end and you know you need at least 3 points to be in the running and you reallllllly want to hit on the exact hue. So this one can make you feel like you are Bob Ross colormaster, or like you can’t even remember what red even is anymore.

That said, this is NOT a game for our colorblind friends, as it revolved heavily on being able to distinguish color differences, but for everyone else this is a hit. I love that I have to think of things and items and concepts in terms of color to describe instead of any other values, and that is very challenging for me. I love being able to look at the board and have 20 options when the cue given is, “Penny.” I love laughing at some of the amusing cues given or trying to figure out what the hey someone even means with their cues. It’s a wonderful stressful game (for me and the way my mind works) but it has gone over smashingly with everyone to whom I have introduced it. If you are looking for a uniquely-themed party (!) game that isn’t an Apples to Apples or Mafia clone, then you certainly owe it to yourself to check out Hues and Cues. Purple Phoenix Games gives this one a rainbowy 11 / 12. Hugh Jackman would certainly approve, and would probably like to come to your house to play your copy.
  
YOHO (You Only Hang Once)
YOHO (You Only Hang Once)
2020 | Card Game, Pirates
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).
  
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.
  
A Luminous Republic
A Luminous Republic
Andrés Barba | 2020 | Crime, Mystery, Science Fiction/Fantasy
9
7.5 (2 Ratings)
Book Rating
Well-written (1 more)
Unpredictable
Flat characters (0 more)
Andres Barba's A Luminous Republic has feral children, senseless murders, and a plot that keeps the story moving enough that the reader won't want to put the book down. This story creatively combines politics, murder, fear and family - - - but the best part is, the book is unpredictable.

We first meet our main character, whose name is never given throughout the entire story, when he and his family are moving to San Cristobal because of a job opportunity. He works for the Department of Social Affairs, and has just received a promotion because he has come up with a very successful plan: " I had developed a social integration program for indigenous communities. The idea was simple and the program proved to be an effective model; it consisted of granting the indigenous exclusive rights to farm certain specific product." Our main character believes that this plan will bring the farmers more money. And he is more than happy to go back to the city where he fell in-love with his now wife, Maia - - - a violin teacher who had a daughter before meeting him, who he calls 'girl' throughout the story because she is also named Maia.

While on his way to work one day, our main character comes across one of the unknown children of the jungle, which shakes him up a bit. The unknown jungle children were known to beg at street lights for money and food, but one of the grimy, frizzy-haired boys stared the man down, only to end up giving him a very wide smile. "The boy's smile unsettled me because it confirmed that there had been a connection between us, that something had begun in me ended in him." Pretty soon after, he begins to notice these unknown jungle children running around a lot more, and that sometimes their intentions are not always innocent - - - he and the 'girl' witness an elderly woman get robbed of her groceries by a group of these children in the middle of the street in a subtle but violent way.

The unknown jungle children soon begin to rob several people,and when a police officer is killed while being attacked by them, the Mayor and the police want the children off the streets as soon as possible. Working with our main character, the former and the latter try to figure out the strange language these children use, whom may be the leader among them, and where they disappear to at night. Since the story is being told from our main character's past, the book is written like a True Crime story, with names of professionals and such being cited throughout. Our main character brings up a woman, who was a young girl at the time of the jungle children's invasion on San Cristobal: Teresa Otano, who happened to 'publish' her diary from that time, which gives readers insights into the jungle children: "Often, some of the thirty-two [jungle children], on their nightly journey back to the jungle, congregated next to Teresa's house, on one corner of Antartida Avenue. At first, Teresa, enthralled, simply makes notes, logging the days on which they appeared, whether there were three, four or five of them, what they were wearing, and so forth. She establishes patterns and identifies a few of the kids..." our main character explains to the reader.

But soon, the children cross a line that they can never come back from; being told by our main character from the view of surveillance video tapes, he describes to us that the jungle children entered a supermarket after an incident with a guard that works there, they block the entrance doors and begin to destroy items throughout the store, but the chaos quickly escalates, and two adults are murdered by the children - - - fear now holds the town in its grip, causing search parties to sweep through the dense jungle after the children fled.

But murder wasn't something new to San Cristobal, our main character explains to us that the suburbs of this area usually had a murder a week all year long, and that on the outskirts of the jungle, there were known spots for drug trafficking and assaults. What made the 'Dakota Supermarket' murders scare the town was that the residents' own children began to behave differently afterwards - - - they start to play a 'game' where they put their ears to the ground, believing that they can hear the jungle children talking to them. Our main character even walks in on the 'girl' playing this exact game. "For a second it was as if I were witnessing a ritual invented by a twelve-year-old girl, and I thought of how afraid my daughter must have felt when I found her in the bathroom that day. People often remark on the self-assured quality of the invocation, its instruction-manual tone, but I'd say that its intensity actually stems from what it dispenses: adult logic, a world that no longer serves. How could our children possibly have explained to us what they were doing? We weren't prepared for their world or their logic. Somewhere out there, underground, that dissonant sound was being sent, in code: down below, chaos. "

This phenomenon attracts the attention of money/fame seekers, which includes the Zapata children. Four siblings, ranging from the ages of five to nine, claimed that the jungle children were speaking to them through their dreams. They would make drawings from what they were told by the jungle children, but state that even they didn't know what the drawings meant. The media quickly jumped on them and put them in front of a camera, causing the family's home to be surrounded by civilians at all hours of the day and night. One night, the crowd outside becomes anxious, and breaks into the house, stealing not only the drawings from the Zapata children, but also the life savings of the family. At this point, the Zapatas had had enough, and retreat from the story altogether for reasons I won't disclose here. I can't give away much more of the book without ruining the story.

Barba's attempt at making a different kind of Lord of the Flies was done well, but the lack of emotion is felt throughout the entire story which makes the characters flat, especially our main character, who I didn't find likable in any such way. He calls a grieving woman a 'whore,' and he seems rude towards his family, especially his step-daughter.

A Luminous Republic is redeemed by is unpredictability, which is something that doesn't come along in fiction that often anymore. I enjoyed that the story was written like a True Crime novel, with fictitious documentaries, news reports and books. So, I would recommend this book to people who like True Crime and Mysteries.
  
Cinderella is Dead
Cinderella is Dead
Kalynn Bayron | 2020 | LGBTQ+, Young Adult (YA)
10
7.5 (2 Ratings)
Book Rating
Contains spoilers, click to show
Thank you to Netgalley and Kalynn Bayron for giving me the opportunity to read an advance copy of Cinderella is Dead in exchange for an honest review.

With such a strong title to a novel, it’s easy to predict that an author would struggle to maintain the sense of danger and mystery that is immediately evoked. However, as Kalynn Bayron opens on the revelation that Cinderella has been dead for 200 years and introduces us to two young women hiding from those who are sure to kill them, I think it is safe to say that she has the drama side of things covered!

The kingdom of Mersaille was once ruled by none other than Prince Charming and Cinderella. After her untimely death, Cinderella’s tale is held in almost biblical stature for generations, with young girls reciting it each night in preparation for their own chance to attend an annual ball once they turn 16 and wishing for their own fairy godmother to grant their happily ever after.
However, as the reader enters the town of Lille 200 years later, we witness that life within the kingdom is far from that of a fairytale. The balls that act as a tribute to Cinderella are mandatory meat markets with lecherous “suitors”, domestic violence and the suppression of women is commonplace and the ruler, Prince Manford, thrives on the power, fear and violence.
 
The reader witnesses this abysmal society through Bayron’s use of a first-person perspective: that of our protagonist Sophia. Sophia is everything a modern protagonist should be: she questions the unjust world around her and, having just turned 16 is preparing to attend her first ball, not with excitement, but with trepidation.
Sophia reveals to the reader that a girl only has three chances to be chosen by a suitor at the ball, after that she is considered forfeit, taken away from her family in disgrace and placed either into a workhouse or service. Men, however, are under no such conditions: they can attend balls when they wish and can choose a number of girls if they want to. Many girls’ singular hope is to be chosen by a good man at the ball, one who will not beat her, perhaps even one who will take them away from Lille. This is not enough for Sophia, she wants more for her life and, as she says herself:
“I don’t want to be saved by some knight in shining armor. I’d like to be the one in the armor, and I’d like to be the one doing the saving.”

At the beginning of the book, Sophia’s main gripe with the society she lives in is that it will not allow her to be with Erin, the girl she loves. As the book continues, the underlying theme of the rights and treatment of women strengthens, along with Sophia, but the first few pages at least are centered on the teenage relationship between Sophia and Erin.
What I absolutely adored about Bayron’s writing style here is the complete lack of shock or awe in this relationship: it is mentioned right from the start and at no point in this novel does Sophia “come out”, there is simply no need. All those around Sophia, who know her and care for her, are aware of her feelings for Erin and, although Sophia is occasionally referred to as “different”, the author chooses to abolish any unnecessary labels within her novel.

Unfortunately, Bayron does not have an easy ride in store for Sophia: reeling from a firm separation from Erin, Sophia is cast a lifeline, an “easy way out” in the form of a local boy who is also “different”. Sadly, this option is quickly and dramatically ripped away from her: forcing her to find her strength pretty damn quickly as she begins a life as an outlaw.
Along her path, Sophia meets two strong female characters: Constance and Amina. Although, wildly different, both these women play a significant role in Sophia’s self-discovery.
Amina is as far from the traditional fairy godmother image as you can get and, although she feels guilt for her previous actions, it takes meeting Sophia for her to recognise her previous denial and to help change the way of the world. Amina is a protector to Sophia right to the end, in her own unique way.
Constance, what can we say about Constance? I defy anyone to read this book and not fall in love with this girl! Constance possesses the strength that Sophia does not yet recognise within herself; she is fiery and, as a descendant of an “evil stepsister”, leads a resistance movement to uncover and publicise the truth about the real tale of Cinderella. Despite, technically saving Sophia towards the beginning of the story, Constance is not Sophia’s saviour: nor is Sophia the saviour; however, the power that they find together is monumental.
Constance is a complete juxtaposition to Erin: whereas Erin accepts the rules of society out of fear for herself and her family, Constance actively rebels against them. It is almost as if they represent the paths Sophia has to choose from. Nevertheless, along their adventure, Sophia and Constance’s relationship strengthens into love. This is no fairytale, love at first sight deal though! If anything, the slow-burning romance between the two made it more believable and I really appreciated that Sophia didn’t just rebound due to Erin’s choices: she had been burnt and she was still unsure of her own feelings never mind anyone else’s.

At the hands of Bayron, Sophia experiences heartbreak, friendship, murder, love and conspiracy: she is on the brink of danger too many times to count and is constantly second guessing who she can trust. Yet, it is clear that the author adores her main character: Sophia’s journey to realise that she is enough is incredible and the strength that she finds within herself is inspirational. Sophia is also surrounded by a cast of strong female characters: there are no Prince Charming’s in this novel that’s for sure!

I wasn’t that far into this book when I decided I need to read more of Kalynn Bayron’s work. I love how there are no chapters in this novel, we are taken on this relentless journey with Sophia: the reader is not given a chance to stop and take stock, reflect or rest until it is all over and this creates the tensest experience. Even we don’t know who to trust towards the end!
‘Cinderella is Dead’ is powerful, thought-provoking and is constantly leaving the reader guessing. On a basic level the novel deals with violence, love, politics and a little bit of necromancy thrown in there for good measure. However, the intelligent writing as well as the massive plot twist and the subjects of LGBTQ love, women’s rights and domestic violence lifts this novel from that basic level into, what I predict could be a bestseller.
  
Tales of Evil
Tales of Evil
2020 | Adventure, Horror, Miniatures, Murder & Mystery
It is no surprise that following the enormous success of Netflix’s “Stranger Things” that creators would begin developing ideas borrowed from the show’s setting or characters. Of course we have seen games in this “80s kids Goonie-esque adventure game” genre before, and I have to say that I love the setting. When I saw the Kickstarter campaign for Tales of Evil I was immediately drawn to it. Did my investment pay off or is this one a gnarly bust?

Tales of Evil is a cooperative, horror, storytelling, adventure game that uses a unique new “Fusion System” throughout the game. Players will be taking on personas of kids from the 1980s who belong to a club named “Pizza & Investigation.” I do not wish to reveal too much in this review, so I will be covering this as a Solo Chronicles using one character going through the introductory tutorial mission.

DISCLAIMER: We are using the Kickstarter Deluxe version of the game. We do have the expansions from the KS campaign, but will not be using those for this review. Also, we 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, well, just follow the setup instructions in the rulebook. There’s too much for me to explain here. For one character playing the tutorial scenario, the game setup should look similar to what is pictured below. Maybe. The rulebook does not specifically state WHERE each item should be placed, so players will have ultimate freedom to setup items where they see fit to be most efficient for themselves.
Players in Tales of Evil will have no real “turn structure” as most games do, because all players will be adventuring together as a group. So characters will be moving as a group and never splitting the party (RPGers breathe a sigh of relief… maybe). However, as with many adventure games of this style, once players explore into new areas certain markers will placed on the board (Clue, Darkness, Mystery, Search, etc). These markers signify different actions that can be taken, or entrances to areas that are blocked or found, or something that could be traced from one area to another. The leader of the group for the time being is in possession of the Walkie-Talkie and will make all final decisions for the group after any discussion (for solo players, it is just a nice prop). Usually searching for items will result in a card draw and upon the card will be a test to pass using the stats on the player character mat to roll dice for successes. Of course, the other side of that are horrible losses as well.


Players will be traipsing through the area and reading passages from two actual books: the Story Book and the Event Book. Most of the action happens in the Story Book and it will guide players through the story and once choices are made or tests succeeded/failed, the book will instruct players what to do next and to which section to turn to further the story (a la Tales of the Arabian Nights). The game continues in this fashion until the story ends with victory or defeat.
Components. Why yes, that is a real spoon in the photo above. No, it does not come with the game. I will explain in a bit. The components in this game are great. Each character has their own mat for organization, action cards, equipment cards, and status cards that dictate the difficulty of the game and how the character degrades over time in the horror-filled mission. Some components are even glow-in-the-dark! A nice touch, but certainly unnecessary. I find everything to be wonderful quality, even the cards that are kind of polarizing on the KS comments are nice (people are complaining that they are not linen-finished, but I believe the publisher made the right call to make them matte finished if the linen obscured the look and art on them). Thumbs up for components from me.

I wanted to wait until my final thoughts to explain the whole “Fusion System” that is in play here. Tales of Evil uses the catchphrase, “You will get into the game and the game will get into you!” Now, I’m not sure exactly how this game is getting into me, but I’m certainly digging the game and this Fusion System. You see, some cards (in the tutorial, remember, so I’m not really giving much away here) will give players 60 seconds to grab a kitchen spoon for some benefit and a debilitation if they are unable to find one – hence the spoon in my photos. Another card relies on the character (and also then the player) removing their shoes. Still yet another deals with fire or people smoking in the vicinity. If there is fire nearby in real life, it affects the effects of the card drawn. It’s ingenious and I love every little bit of it! I can’t wait to see how the Fusion System will work in this game more and how it can be applied to other games in the future.

All in all I love everything about Tales of Evil. The setting is great, the Pizza & Investigation kids are awesome, and the game itself is incredibly engaging and makes you really think about the choices you make within. Perhaps the haunting feeling of doubting some choices is how the game gets into you, because I did find myself wondering what would have happened had I chosen a different course for some instances. I am very drawn to this game and I want to tackle all of the scenarios. Even solo! And another great thing about Tales of Evil is the fact that a player (or players) can join a game already in progress! So if I am exploring solo and my wife decides she wants to hop in, she just grabs a character mat, sets up the character, and dives right in with me. I LOVE games like that. So versatile.

While I should probably stop gushing at this point I just can’t. This game is so much fun and worth every penny spent on it. I implore you, if you are a fan of exploration adventure games in this vein you definitely need to snatch up a copy whenever you see one. And if you love it as much as I do let me know. We can swap adventure stories.

Oh did I mention the designer is even created a way for us normies to create our own scenarios and upload them to other Tales of Evil players? Yeah, I’m fascinated by that as well…
  
Voltage
Voltage
2006 | Card Game
One thing that I truly love about the board gaming hobby is the ability to discover new games at nearly every turn. Just when I think I’ve seen it all, I come across a post on BGG or a social media game group that blows my mind. Either with unique gameplay, or sweet components, I’m always in awe at how many games are new to me every day. Enter Voltage. I came across this game at The Table when I visited Travis in Tennessee this summer. This game has apparently been around since 2006, but I never came across it until 2021. The box was unassuming on the shelf, but the gameplay seemed interesting. Added bonus: it’s a 2-player game that doesn’t take forever to play, which was perfect for a quick game night out. So I guess I am very late to the Voltage party, but as you can tell from my rating above, I think it’s a pretty stellar game. Keep reading to find out why!

Voltage is a competitive game for 2 players in which players are trying to be the first to earn 4 total points. To setup for the game, place the board between the two players. Take the double-sized Terminal blocks and place them on their corresponding spaces of the board. The starting orientation for the Terminal blocks should read + – – + horizontally across the board. Shuffle the deck of cards and deal 4 to each player. Each player selects a Score Marker and places it on the first space of their score track. Choose a starting player, and the game is ready to begin! Pictured below is the starting setup for a game.

Over a series of turns, players will be playing cards to their corresponding colored Terminals in an attempt to win the set. If the Terminal is set to a + then the player with the highest value will win the set. Alternately, if the Terminal is set to a – then the player with the lowest value will win the set. Cards are played to Terminals until a Terminal has a set of 5 total cards. The Terminal is then scored, the cards used are discarded, and the winning player earns a point. The game continues in this fashion until one player has earned 4 total points.

On your turn, you must perform one of these three actions: Play a card & draw a card, Play 2 cards, or Draw 2 cards. Simple enough, but the strategy is what makes this game. When playing cards to the different Terminals, there are a few placement rules to keep in mind. Of course, you may only play cards to the Terminal of the matching color. You are allowed to play cards on your side of the Terminal, or on your opponent’s side. Now to get to the actions themselves. If you choose to play a card and draw a card, you must do so in that order. If you choose to play 2 cards, you must play both cards on different colors – you cannot play both to the same Terminal. The last action, draw 2 cards, is self-explanatory.


The cards of the game are numbered from 1-3, and are of the 4 Terminal colors. There are 3 types of special cards: Bypass, Blown Fuse, and Transformer. A Bypass card allows you to move a card from your opponent’s side to your side of the Terminal, and a Blown Fuse allows you to remove a card from your opponent’s side completely from play. Both of these types of cards count toward the 5-card maximum of the Terminals, so use them wisely. A Transformer is identified by the card back – if the V logo is colored Yellow. When you draw a Transformer, you must then flip one of the Terminal blocks to its opposite side. Since the draw deck is always visible, you can see when a Transformer card is next, so that could help inform your strategy for your turn. The game continues in this fashion of alternating player turns until one player has earned 4 total points. They are declared the winner!
I have to say that the gameplay of Voltage really surprised me. I went into my first play expecting a light little game, and what I got was so much more. There really is a pretty decent strategic element to this game that caught me a little off guard at first. The gameplay itself seems simple – draw cards, play cards, win sets to earn points. But how you accomplish that is more challenging that it seems. The ability to play cards to your side or your opponent’s allows you to try to tip the scales in your favor. You can’t simply focus on your side alone, you need to keep tabs across the entire board to inform your next move. And then if your opponent draws a Transformer, they could just as easily reverse the polarity of that Terminal and now you’re on the wrong end! When playing 2 cards, they must be played to different colored Terminals, so how can you place your cards so they are most beneficial to you? Do you risk placing the big numbers right away in hopes of winning a + Terminal, or do you play lower-numbered cards in case that Terminal gets flipped? All things to consider throughout the game. Along with the strategy, one thing that I love about Voltage is that there really is no runaway winner each time – the direction of a set can literally change with one card, and neither player can really feel secure during the game. You have to anticipate your opponent’s moves while trying to complete sets that are currently favorable to you. That all being said, I guess there is a bit of a ‘take that’ element in the gameplay that might seem a little aggressive to some players, but that’s kind of just the nature of this head-to-head gameplay.


To touch on components, this game is pretty basic. The cards are nice quality, and the artwork is electrical and thematic. The board itself is nice and thick, and the spaces are all clearly marked. The Terminal blocks are probably my favorite components of this game. They are nice chunky plastic blocks, and the colors are bright neon colors – some of my favorites! For a game with such few components, the quality of them is appreciated.

After playing Voltage with Travis at The Table, I actually came home and found a copy for myself – that’s how much I liked it! I don’t think it’s my all-time favorite 2-player game yet, but it’s certainly working its way up the list…. If you’re in the market for a fast, yet strategic, 2-player game, I would highly recommend giving Voltage a try. The simplicity of the gameplay coupled with the vast strategic options makes for an engaging and entertaining game. Purple Phoenix Games gives this one an electrifying 9 / 12.