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Sensitivemuse (246 KP) rated For Better and Worse in Books
Jul 13, 2019
Could not put this one down, definitely recommend
Contains spoilers, click to show
**Spoilers ahead, you’ve been warned**
This was an intensely insane book. It was filled with such tension and apprehension that you’re filled with pins and needles all throughout the book. You knew it was inevitable and everything was going to be crumbling down with Nat’s plan but the question was how and when.
You have to admit, despite everything Nat’s plan was just so well thought out all for one thing - relying on a drug dealer. Of all kinds of people, she relies on one that could (and did) ultimately turned tail and pretty much ruined the entire plan. That was the biggest flaw of the entire thing and you have to wonder if she didn’t rely on him, would the whole thing have worked out?
You have to admire her smarts for pulling this off. Her character is excellent and she’s fiercely protective of her family as a unit (understandably so) it’s almost scary to underestimate her as Will seems to have done (and is still doing.) And it’s so hard to like Will in fact he’s so unlikable you don’t understand why Nat just picks up her things and leaves. Aside from also nearly ruining Nat’s plan he’s pretty much a spineless nitwit and doesn’t contribute much to anything. Nat should have kicked him to the curb a long time ago (or when she found out about his stupidities)
The plot itself was so well done it was hard to stop reading. It pretty much grabs you from cover to cover. It’s seamless with no interruptions, it can get frustrating because of some of their actions, but it’s such a good read. The ending, although everything did come to a close, makes you want to be extra careful of Nat.
I enjoyed reading this one and it’s definitely recommended.
This was an intensely insane book. It was filled with such tension and apprehension that you’re filled with pins and needles all throughout the book. You knew it was inevitable and everything was going to be crumbling down with Nat’s plan but the question was how and when.
You have to admit, despite everything Nat’s plan was just so well thought out all for one thing - relying on a drug dealer. Of all kinds of people, she relies on one that could (and did) ultimately turned tail and pretty much ruined the entire plan. That was the biggest flaw of the entire thing and you have to wonder if she didn’t rely on him, would the whole thing have worked out?
You have to admire her smarts for pulling this off. Her character is excellent and she’s fiercely protective of her family as a unit (understandably so) it’s almost scary to underestimate her as Will seems to have done (and is still doing.) And it’s so hard to like Will in fact he’s so unlikable you don’t understand why Nat just picks up her things and leaves. Aside from also nearly ruining Nat’s plan he’s pretty much a spineless nitwit and doesn’t contribute much to anything. Nat should have kicked him to the curb a long time ago (or when she found out about his stupidities)
The plot itself was so well done it was hard to stop reading. It pretty much grabs you from cover to cover. It’s seamless with no interruptions, it can get frustrating because of some of their actions, but it’s such a good read. The ending, although everything did come to a close, makes you want to be extra careful of Nat.
I enjoyed reading this one and it’s definitely recommended.

Purple Phoenix Games (2266 KP) rated Zoom in Barcelona in Tabletop Games
Jan 5, 2022
Barcelona! One of my favorite cities I have ever visited. I have sweet memories and also sour memories of this wonderful place. I have walked the streets, tipped the street performers, performed at the Universitat de Barcelona, but I also have mistakenly happened upon a brothel at night and had my debit card stolen by the hotel maintenance staff while visiting. So there’s a wide range of experiences I’ve had in Spain. That said, as this game is set in Barcelona, I knew I just had to get it to the table ASAP, and I found a gem for my collection.
In Zoom in Barcelona, players are photographers competing in a local photography contest. Judges will dictate the preferred sites, and the contest will have an over-arching theme, while players also race to take shots at the most opportune moment with the sunlight over the city. There are multiple ways to score points, and collecting a diverse portfolio of shots from the day will win a prize for the best photographer!
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, follow the instructions in the rulebook; there are just too many to list here. However, the starting state of the board should look something similar to the photo below. The major components are the board, the Landmark photo cards, the Transport cards, Natural Light track, Themes tokens, and of course: the Dragon token.
NOTE: This review includes all rules found in the rulebook. For lighter games, players may omit certain rule options.
Turns are very simple in Zoom in Barcelona and consist of two phases – Move and Perform One Action. Players may move up to two connected spaces by walking, or more spaces by playing and discarding one of their Transport cards (shown above in hand). Players will be moving around the board like crazy attempting to arrive at certain locations so that they may take one action from the following: take one photo, visit an Information Point, or take the Metro.
Should the active player choose to take one photo, they must be currently at a location that matches one of the Landmark cards currently residing in the Judges’ Picks area (northeast corner of the board). To take a photo here, the player simply collects the card from the board and replaces it with another from the deck. Collecting Judges’ Picks cards is nice, but if players neglect to advance themselves along the Natural Light Track (southeast corner of the board), these cards will not score. Players will need to take photos at the leftmost location to be able to score two Landmark cards, with each subsequent Natural Light card allowing an additional two cards to be scored, up to a maximum of eight total cards scored. Players may also take photos of portions of the Barcelona Skyline by arriving at the corresponding Skyline Viewpoint spots on the board and collecting the token present (in a two player game, there is only one token at each spot, so the race is on!). These Skyline tokens can be combined at the end of the game for bonus points if combined in a specific order per the individual City Skyline Tokens dealt at the beginning of the game. Finally, players may take a photo of the Dragon in its current Lair by arriving on the Dragon’s location and choosing this action. By taking its photo, the Dragon allows players to freely take one of the Judges’ Picks Landmark cards from those on display, collect any Skyline building token from the board, advance the player’s token on the Natural Light Tracker, OR refresh all the Landmark cards on the Judges’ Pick area. In all of my plays, I abuse the Dragon to advance my token on the Natural Light Track primarily.
The player may instead visit an Information Point on the board in order to draw more or completely refresh their hand of Transport cards. Perhaps the player has a value 3 card, discards it, and draws three more cards offering higher value transports.
Finally, a player may instead choose to Take the Metro by visiting a red M spot and virtually teleporting to any other red M Metro spot on the board. This makes for quick travel across the city.
Play continues in this fashion until one player collects their eighth Landmark photo. The game then immediately ends and scores are counted per the rulebook. The photographer with the highest score wins the competition!
Components. This game has a lot of different types of components; the box is stuffed! All of the cards are nice, the cardboard components are great, and the wooden tokens are just okay. I would prefer more custom wooden components, as the game ships with just entry level pawn tokens and matching colored cubes. Something a bit more jazzed up would be appreciated here. Otherwise, the art is wonderful, the board is beautiful, and everything just looks really interesting when all setup. Per usual, Blue Orange has given us a beautiful game. (*Just bling out the wooden bits in your copy – I plan to with mine)
So wow, there are so many choices to be made in this game. Firstly, it’s a mad dash to collect that eighth Landmark card, but you just can’t ignore the Natural Light Track (if you play with it), because having eight cards but only able to score two or four is just like shooting yourself in the foot for no good reason. Zooming around town (I know, I had to) is so satisfying, like a board game treasure hunt, and snapping all these photos of memorable places just hits the spot for me. Yes, I am probably biased because of the setting and my fondness for it, but even if this were set in another location where I had no experience, I would still very much enjoy it.
I’ll tell you one thing. I feel bad every time I play this because I feel like a lazy one-trick pony chasing around the Dragon to exploit its power, and MAYBE grabbing a shot along the way. The Dragon is very powerful and allows players to do really helpful things throughout.
Yes, there are some minor rules I left out, but I think you all get the idea behind this game. I am absolutely in love with this one, and I am so glad it was suggested to me to try, and even more lucky that Blue Orange sent me a copy to review! Officially, Purple Phoenix Games gives this one a 5 / 6 for its beauty, fun mechanics, and incredible array of choices to be made along the way. I can see this one inching its way toward my Top 10 Games of All Time, but I suppose time will tell. If you are a fan of ours, and your tastes typically line up with mine, then please do yourself a solid and grab a copy of this one right away. It may be daunting to learn at first, but once it all clicks, I can guarantee you will see the cohesiveness and beauty of Zoom in Barcelona.
Oh, and if anyone finds my debit card, please return it. I “lost” it there in the Summer of 2000. Thanks.
In Zoom in Barcelona, players are photographers competing in a local photography contest. Judges will dictate the preferred sites, and the contest will have an over-arching theme, while players also race to take shots at the most opportune moment with the sunlight over the city. There are multiple ways to score points, and collecting a diverse portfolio of shots from the day will win a prize for the best photographer!
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, follow the instructions in the rulebook; there are just too many to list here. However, the starting state of the board should look something similar to the photo below. The major components are the board, the Landmark photo cards, the Transport cards, Natural Light track, Themes tokens, and of course: the Dragon token.
NOTE: This review includes all rules found in the rulebook. For lighter games, players may omit certain rule options.
Turns are very simple in Zoom in Barcelona and consist of two phases – Move and Perform One Action. Players may move up to two connected spaces by walking, or more spaces by playing and discarding one of their Transport cards (shown above in hand). Players will be moving around the board like crazy attempting to arrive at certain locations so that they may take one action from the following: take one photo, visit an Information Point, or take the Metro.
Should the active player choose to take one photo, they must be currently at a location that matches one of the Landmark cards currently residing in the Judges’ Picks area (northeast corner of the board). To take a photo here, the player simply collects the card from the board and replaces it with another from the deck. Collecting Judges’ Picks cards is nice, but if players neglect to advance themselves along the Natural Light Track (southeast corner of the board), these cards will not score. Players will need to take photos at the leftmost location to be able to score two Landmark cards, with each subsequent Natural Light card allowing an additional two cards to be scored, up to a maximum of eight total cards scored. Players may also take photos of portions of the Barcelona Skyline by arriving at the corresponding Skyline Viewpoint spots on the board and collecting the token present (in a two player game, there is only one token at each spot, so the race is on!). These Skyline tokens can be combined at the end of the game for bonus points if combined in a specific order per the individual City Skyline Tokens dealt at the beginning of the game. Finally, players may take a photo of the Dragon in its current Lair by arriving on the Dragon’s location and choosing this action. By taking its photo, the Dragon allows players to freely take one of the Judges’ Picks Landmark cards from those on display, collect any Skyline building token from the board, advance the player’s token on the Natural Light Tracker, OR refresh all the Landmark cards on the Judges’ Pick area. In all of my plays, I abuse the Dragon to advance my token on the Natural Light Track primarily.
The player may instead visit an Information Point on the board in order to draw more or completely refresh their hand of Transport cards. Perhaps the player has a value 3 card, discards it, and draws three more cards offering higher value transports.
Finally, a player may instead choose to Take the Metro by visiting a red M spot and virtually teleporting to any other red M Metro spot on the board. This makes for quick travel across the city.
Play continues in this fashion until one player collects their eighth Landmark photo. The game then immediately ends and scores are counted per the rulebook. The photographer with the highest score wins the competition!
Components. This game has a lot of different types of components; the box is stuffed! All of the cards are nice, the cardboard components are great, and the wooden tokens are just okay. I would prefer more custom wooden components, as the game ships with just entry level pawn tokens and matching colored cubes. Something a bit more jazzed up would be appreciated here. Otherwise, the art is wonderful, the board is beautiful, and everything just looks really interesting when all setup. Per usual, Blue Orange has given us a beautiful game. (*Just bling out the wooden bits in your copy – I plan to with mine)
So wow, there are so many choices to be made in this game. Firstly, it’s a mad dash to collect that eighth Landmark card, but you just can’t ignore the Natural Light Track (if you play with it), because having eight cards but only able to score two or four is just like shooting yourself in the foot for no good reason. Zooming around town (I know, I had to) is so satisfying, like a board game treasure hunt, and snapping all these photos of memorable places just hits the spot for me. Yes, I am probably biased because of the setting and my fondness for it, but even if this were set in another location where I had no experience, I would still very much enjoy it.
I’ll tell you one thing. I feel bad every time I play this because I feel like a lazy one-trick pony chasing around the Dragon to exploit its power, and MAYBE grabbing a shot along the way. The Dragon is very powerful and allows players to do really helpful things throughout.
Yes, there are some minor rules I left out, but I think you all get the idea behind this game. I am absolutely in love with this one, and I am so glad it was suggested to me to try, and even more lucky that Blue Orange sent me a copy to review! Officially, Purple Phoenix Games gives this one a 5 / 6 for its beauty, fun mechanics, and incredible array of choices to be made along the way. I can see this one inching its way toward my Top 10 Games of All Time, but I suppose time will tell. If you are a fan of ours, and your tastes typically line up with mine, then please do yourself a solid and grab a copy of this one right away. It may be daunting to learn at first, but once it all clicks, I can guarantee you will see the cohesiveness and beauty of Zoom in Barcelona.
Oh, and if anyone finds my debit card, please return it. I “lost” it there in the Summer of 2000. Thanks.

Emma @ The Movies (1786 KP) rated Tomorrow (2019) in Movies
Nov 7, 2019
The film had me at "brief strong sex" on the title card.
Tesla, a war veteran, struggles day to day being in the real world again. His loses weigh heavily on him and he hits rock bottom. A chance encounter with the over-friendly Sky leads him to new friends and new opportunities. Will he be able to see past his inner demons long enough to make a go of everything?
Firstly, someone at BBFC is leading a very sheltered life... moving on.
I had concerns going into this, Tomorrow was written by Stuart Brennan and Sebastian Street, if you're wondering why one of those sounds familiar it's because Stuart Brennan wrote Wolf (and directed, and produced and starred), I gave that 1.5 stars and I was one of the more generous viewers. You'll also spot the name Sebastian Street as he's playing the lead role of Tesla to Brennan's Sky.
I actually thought that Brennan did a great job as Sky. His storyline progressed at a much tougher rate than any of the other characters and his handling of it was surprisingly good.
Sebastian Street was in no way convincing. Tesla had an important point to make about disability and veterans but it felt more like he was acting in a bad soap opera than a film.
Unfortunately the downsides don't stop there, neither Stephanie Leonidas nor Sophie Kennedy Clark gave convincing portrayals, though I'm inclined to think that is more to do with the script. Tesla's love interest Katie, played by Leonidas, was a particularly hateful woman at times. I'm sure they were attempting to bring her on a learning curve about Tesla and his PTSD but there are moments that are entirely unbelievable. No one would be as oblivious as she was and I was genuinely annoyed by the fact he didn't tell her to take a hike then and there.
You'll also see on the cast list we have Stephen Fry, James Cosmo and Paul Kaye... I know! Cosmo gives a good performance but both Fry as Chris and Kaye as Milo felt like a let down. Neither character was well written and the tone really didn't fit the scenarios they were in. I have no idea why they went for the parts, I'm assuming bills.
While I felt there were a lot of issues with the film, many more than I listed, I was able to identify with part of the film and actually felt like they treated the subject with more respect than everything else was afforded. Because of that fact I'm giving Tomorrow a 2 star score, it deserves more than Wolf but I couldn't in good conscience recommend it to anyone. It's currently sitting at a 7 on IMDb which seems rather suspicious to me, the 29% on RT seems like a more accurate rating for this film.
What you should do
While I found something in this to latch onto there's not a lot to gain from seeing this.
Movie thing you wish you could take home
I've always wanted my own restaurant, so I'd have to go with that or Sky's adorable dog.
Tesla, a war veteran, struggles day to day being in the real world again. His loses weigh heavily on him and he hits rock bottom. A chance encounter with the over-friendly Sky leads him to new friends and new opportunities. Will he be able to see past his inner demons long enough to make a go of everything?
Firstly, someone at BBFC is leading a very sheltered life... moving on.
I had concerns going into this, Tomorrow was written by Stuart Brennan and Sebastian Street, if you're wondering why one of those sounds familiar it's because Stuart Brennan wrote Wolf (and directed, and produced and starred), I gave that 1.5 stars and I was one of the more generous viewers. You'll also spot the name Sebastian Street as he's playing the lead role of Tesla to Brennan's Sky.
I actually thought that Brennan did a great job as Sky. His storyline progressed at a much tougher rate than any of the other characters and his handling of it was surprisingly good.
Sebastian Street was in no way convincing. Tesla had an important point to make about disability and veterans but it felt more like he was acting in a bad soap opera than a film.
Unfortunately the downsides don't stop there, neither Stephanie Leonidas nor Sophie Kennedy Clark gave convincing portrayals, though I'm inclined to think that is more to do with the script. Tesla's love interest Katie, played by Leonidas, was a particularly hateful woman at times. I'm sure they were attempting to bring her on a learning curve about Tesla and his PTSD but there are moments that are entirely unbelievable. No one would be as oblivious as she was and I was genuinely annoyed by the fact he didn't tell her to take a hike then and there.
You'll also see on the cast list we have Stephen Fry, James Cosmo and Paul Kaye... I know! Cosmo gives a good performance but both Fry as Chris and Kaye as Milo felt like a let down. Neither character was well written and the tone really didn't fit the scenarios they were in. I have no idea why they went for the parts, I'm assuming bills.
While I felt there were a lot of issues with the film, many more than I listed, I was able to identify with part of the film and actually felt like they treated the subject with more respect than everything else was afforded. Because of that fact I'm giving Tomorrow a 2 star score, it deserves more than Wolf but I couldn't in good conscience recommend it to anyone. It's currently sitting at a 7 on IMDb which seems rather suspicious to me, the 29% on RT seems like a more accurate rating for this film.
What you should do
While I found something in this to latch onto there's not a lot to gain from seeing this.
Movie thing you wish you could take home
I've always wanted my own restaurant, so I'd have to go with that or Sky's adorable dog.

Barry Newman (204 KP) rated The Entity (1982) in Movies
Feb 1, 2020
A dated looking but still quite intriguing psychological horror about a woman who is apparently being repeatedly raped by some sort of invisible entity. The first half of the film was quite effective at keeping you guessing if the events that were happening were real or a manifestation of Carla’s past traumas. The mood is tense and unsettling throughout and Barbara Hershey was convincing in the lead role. Unfortunately I found the ending with a group of scientists trying to freeze the entity with liquid nitrogen in a fake house quite ridiculous and overblown. There is also no real explanation of what was doing this or why which was quite disappointing, the music repeatedly used in the attack scenes also really got on my nerves after a while. So a bit of a mixed bag for me but still worth a watch.

The Light Keeper
Book
Sarah stands on the brink, arms open wide as if to let the wind carry her away. Her husband Jack...
Fiction Literary

Purple Phoenix Games (2266 KP) rated You Said You Could Draw in Tabletop Games
Apr 23, 2021
Excuse me, title of game, but I NEVER said I could draw. Is it just me or does nearly everyone feel the need to preface every drawing game with a declaration that they are horrible artists and will probably perform disastrously? I have found this to be the case, as least for myself and about 90%+ of the people with whom I play, and it is especially rampant with the tongue-out drawers in the world. But we all still enjoy the old favorites like Pictionary and Win, Lose, or Draw! How about if we add another gimmick to these classics in order to turn the games on their ears? Enter You Said You Could Draw.
In You Said You Could Draw (I will just acronymize to YSYCD) players are attempting to win the game by scoring the most points. The provided score board has space for each player to earn 20 points, though agreements could be made by players to stop at any number of points.
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, but to give an idea of how the game is played. You are invited to download the rulebook, back the game through the Kickstarter campaign launching May 8, 2021, or through any retailers stocking it after fulfillment. -T
To setup a game of YSYCD place the score board anywhere on the table and players choose which color board they wish to represent themselves. Players are also given a dry erase marker. The large deck of cards is placed somewhere near the score board, along with the blindfold. Players will roll the die to determine the first player, and the game may now begin!
YSYCD is played in turns until a player reaches the aforementioned ending score. On a turn a player will draw a card, roll the die, then draw. On each card is a list of six prompts to be drawn by the player and the result of the die roll determines which prompt the player must draw. Once the player is ready they will don the blindfold and begin drawing on the large board. When the masterpieces is complete the artist will write the name of the player they believe will guess correctly. Both the drawing process and the name writing are secret – no lookyloos! When the artist reveals their labor each player will secretly write their guess on their player boards, to be revealed simultaneously once all players have finished. The artist reveals their choice and the other players reveal their hilarious guesses. Points may now be awarded.
The artist will receive one point if at least one player has guessed correctly, with a bonus one point earned if the player they wrote on their board guessed correctly. Each player who guessed the prompt correctly also scores one point. If ALL players guess correctly except for one lonely player, the lonely player will earn a painful NEGATIVE two ( -2 ) points!
Players will notice that one prompt on each side of the card includes a star icon. Should this prompt be rolled for the turn the points awarded for the artists and correct guessers are three, versus the typical one. Play continues in this fashion until a player has reached the agreed score threshold and claims victory!
Components. This game boasts two large and eight smaller dry erase boards with eight dry erase markers. The boards are fine, but the markers (at least in this prototype version) are very low quality, especially the erasers. We resorted to using napkins for our erasing needs, as they did not smear as much. The 1d6 is fine, and the blindfold is very comfortable (thank you, JPN Games!). The cards are fine quality and there are 100 double-sided cards, offering 1200 prompt options to draw! I normally also cover art direction and theming here, but there is very little art, with most of it on the box cover. The box cover in this version features two players having a great time playing the game in a color VERY close to our logo’s Volt color. So I’m a fan of that for sure.
The rulebook is a simple folded cardstock that could easily become a duplexed sheet of paper or stock. The rules are incredibly simple to learn and teach, which makes this a great entry for families.
I recently broke this one out to play with my brother-in-law, his wife, and their twin 10-year-old children. When I say that it has been a long time since I laughed so hard while playing games, I certainly mean it. Most drawing games favor the talented artists of the group, but YSYCD offers the great equalizer – that blindfold. Sure, someone could be able to draw an excellent Sonic the Hedgehog (not a sponsor), but once you take away the spacial awareness drawing becomes a lot more difficult. And having a 10-year-old look into your eyes and tell you they drew a Chef instead of your guess of Quasimodo makes for a very interesting adult-child dynamic.
All in all I have had a great time with this game. The blindfold is what makes this special, and rolling the die to select the prompt causes each player to begin their turns on the same artistry level as their opponents. I dig that. A lot. I will be honest here – this is not a game that I would see at a store and be interested in buying or playing. But I gave it a shot with the family and I now have a party game that differs from my other party games in my collection and I am all the happier for it. You Said You Could Draw is not for the hard core gamer. It is for the gamer who needs a break from the brain burning and is able to relax a bit and have fun – even at their own expense. If this sounds interesting to you, I urge you to check out the Kickstarter campaign, launching May 8, 2021. Pick up a copy or two or twelve and give some away. The holidays are always just around the corner. Also, be warned that some children cannot accept that their Chef looks like Quasimodo. I learned this the hard way.
In You Said You Could Draw (I will just acronymize to YSYCD) players are attempting to win the game by scoring the most points. The provided score board has space for each player to earn 20 points, though agreements could be made by players to stop at any number of points.
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, but to give an idea of how the game is played. You are invited to download the rulebook, back the game through the Kickstarter campaign launching May 8, 2021, or through any retailers stocking it after fulfillment. -T
To setup a game of YSYCD place the score board anywhere on the table and players choose which color board they wish to represent themselves. Players are also given a dry erase marker. The large deck of cards is placed somewhere near the score board, along with the blindfold. Players will roll the die to determine the first player, and the game may now begin!
YSYCD is played in turns until a player reaches the aforementioned ending score. On a turn a player will draw a card, roll the die, then draw. On each card is a list of six prompts to be drawn by the player and the result of the die roll determines which prompt the player must draw. Once the player is ready they will don the blindfold and begin drawing on the large board. When the masterpieces is complete the artist will write the name of the player they believe will guess correctly. Both the drawing process and the name writing are secret – no lookyloos! When the artist reveals their labor each player will secretly write their guess on their player boards, to be revealed simultaneously once all players have finished. The artist reveals their choice and the other players reveal their hilarious guesses. Points may now be awarded.
The artist will receive one point if at least one player has guessed correctly, with a bonus one point earned if the player they wrote on their board guessed correctly. Each player who guessed the prompt correctly also scores one point. If ALL players guess correctly except for one lonely player, the lonely player will earn a painful NEGATIVE two ( -2 ) points!
Players will notice that one prompt on each side of the card includes a star icon. Should this prompt be rolled for the turn the points awarded for the artists and correct guessers are three, versus the typical one. Play continues in this fashion until a player has reached the agreed score threshold and claims victory!
Components. This game boasts two large and eight smaller dry erase boards with eight dry erase markers. The boards are fine, but the markers (at least in this prototype version) are very low quality, especially the erasers. We resorted to using napkins for our erasing needs, as they did not smear as much. The 1d6 is fine, and the blindfold is very comfortable (thank you, JPN Games!). The cards are fine quality and there are 100 double-sided cards, offering 1200 prompt options to draw! I normally also cover art direction and theming here, but there is very little art, with most of it on the box cover. The box cover in this version features two players having a great time playing the game in a color VERY close to our logo’s Volt color. So I’m a fan of that for sure.
The rulebook is a simple folded cardstock that could easily become a duplexed sheet of paper or stock. The rules are incredibly simple to learn and teach, which makes this a great entry for families.
I recently broke this one out to play with my brother-in-law, his wife, and their twin 10-year-old children. When I say that it has been a long time since I laughed so hard while playing games, I certainly mean it. Most drawing games favor the talented artists of the group, but YSYCD offers the great equalizer – that blindfold. Sure, someone could be able to draw an excellent Sonic the Hedgehog (not a sponsor), but once you take away the spacial awareness drawing becomes a lot more difficult. And having a 10-year-old look into your eyes and tell you they drew a Chef instead of your guess of Quasimodo makes for a very interesting adult-child dynamic.
All in all I have had a great time with this game. The blindfold is what makes this special, and rolling the die to select the prompt causes each player to begin their turns on the same artistry level as their opponents. I dig that. A lot. I will be honest here – this is not a game that I would see at a store and be interested in buying or playing. But I gave it a shot with the family and I now have a party game that differs from my other party games in my collection and I am all the happier for it. You Said You Could Draw is not for the hard core gamer. It is for the gamer who needs a break from the brain burning and is able to relax a bit and have fun – even at their own expense. If this sounds interesting to you, I urge you to check out the Kickstarter campaign, launching May 8, 2021. Pick up a copy or two or twelve and give some away. The holidays are always just around the corner. Also, be warned that some children cannot accept that their Chef looks like Quasimodo. I learned this the hard way.

BookwormMama14 (18 KP) rated The Reluctant Duchess (Ladies of the Manor, #2) in Books
Jan 2, 2019
I have been looking forward to The Reluctant Duchess since the moment I finished book one, The Lost Heiress! As the mystery of the Fire Eyes continues, we will follow Lady Rowena on her journey of faith and love.
About the Book
By the year 1912, Lady Rowena has suffered much and is determined to flee the terrors of her life in the Highlands of Scotland. Yet she reluctant to submit to the schemes designed for her escape. In a rather unconventional way, Brice Myerston, the Duke of Nottingham, sweeps in and saves her from a daunting future. With the Duke, Lady Rowena has the chance of a new life, new love and a new hope that she never thought possible. (Please tell me I am not the only one who started humming the Star Wars theme song just now.) Yet she is plagued with nightmares of the past. Afraid that she will never be worthy, convinced that no one could care about her. Rowena also discovers that Brice is involved with a treasure that brings sorrow wherever it goes. Will Brice be able to help her see the true worth and the beauty that lies within her? Will she find her confidence, her voice and maybe fall in love along the way? Can they overcome the "curse" of the Fire Eyes, together?
"Be whoever you want to be, and be it with confidence."
- The Reluctant Duchess (page 156)
My Thoughts
While I have no personal understanding of the exact situation that Lady Rowena experiences, I know full well the horror of emotional trauma. I avoid talking about our experience in my reviews because, books are my escape. I didn't want the stress, the
trauma, to slip into my posts. But after reading this book, I felt that I needed to share just a little bit. We have been through a lot with our son (medically) since he was born two years ago. He underwent a lifesaving Bone Marrow Transplant (non cancerous diagnosis) at 9 weeks old and everything that goes along with that: being isolated because he is immune suppressed, constant doctor visits, being hospitalized with even the slightest hint of a fever and so much more. Thankfully we are now at the tail end of our journey. He made it through his first cold and was not hospitalized! (Although he had a quick visit to the E.R. per his protocol.) But the effects of the last two years remain. For me, the thought of having to spend the night in the hospital with my son has brought on severe anxiety. Going shopping alone is a real challenge for me as well. While this may seem trivial to some, it is very real for me. What Rowena undergoes, and what I have experienced ( although different triggers) can be explained as PTSD. Because of this, I feel it only fair to give a heads up that separate from Rowena's experience, there is a heart wrenching circumstance near the end of the book that involves a child. I was caught quite off guard with it and know that can be a sensitive subject. This book was a very hard read for me emotionally. It is not a comedy, however I did laugh out loud a couple of times. Love, faith, hope and joy can be found in The Reluctant Duchess as well. I love Brice's faith, that he is actively listening to God in every situation. He acts on the voice he hears, and even though he may misinterpret the words on occasion, he does not let the condensation of his peers sway his faith. Overall, I really enjoyed this second book in Ladies of the Manor. Because it helped me to see myself in a new light. Roseanna captured the essence of the story beautifully. I absolutely LOVE her use of accents throughout the dialogue. All through the story we are reminded of the truth: Where LIGHT is, darkness cannot abide. Do not let the fear of the past distort your view of the future. I understand first hand the effects that can linger after a traumatic experience. But please, do not suffer in silence. Reach out to those who love you. And find hope for the future.
Brice ducked his head a bit, caught her gaze.
"And if you really want to spite them, do you know what you should do?"
He leaned closer, pitched his voice low.
"Thrive. Be happy."
- The Reluctant Duchess (page 156)
I received a free print copy of The Reluctant Duchess from Bethany House Publishers, through Celebrate Lit, in exchange for my honest review. All opinions expressed are mine alone.
About the Book
By the year 1912, Lady Rowena has suffered much and is determined to flee the terrors of her life in the Highlands of Scotland. Yet she reluctant to submit to the schemes designed for her escape. In a rather unconventional way, Brice Myerston, the Duke of Nottingham, sweeps in and saves her from a daunting future. With the Duke, Lady Rowena has the chance of a new life, new love and a new hope that she never thought possible. (Please tell me I am not the only one who started humming the Star Wars theme song just now.) Yet she is plagued with nightmares of the past. Afraid that she will never be worthy, convinced that no one could care about her. Rowena also discovers that Brice is involved with a treasure that brings sorrow wherever it goes. Will Brice be able to help her see the true worth and the beauty that lies within her? Will she find her confidence, her voice and maybe fall in love along the way? Can they overcome the "curse" of the Fire Eyes, together?
"Be whoever you want to be, and be it with confidence."
- The Reluctant Duchess (page 156)
My Thoughts
While I have no personal understanding of the exact situation that Lady Rowena experiences, I know full well the horror of emotional trauma. I avoid talking about our experience in my reviews because, books are my escape. I didn't want the stress, the
trauma, to slip into my posts. But after reading this book, I felt that I needed to share just a little bit. We have been through a lot with our son (medically) since he was born two years ago. He underwent a lifesaving Bone Marrow Transplant (non cancerous diagnosis) at 9 weeks old and everything that goes along with that: being isolated because he is immune suppressed, constant doctor visits, being hospitalized with even the slightest hint of a fever and so much more. Thankfully we are now at the tail end of our journey. He made it through his first cold and was not hospitalized! (Although he had a quick visit to the E.R. per his protocol.) But the effects of the last two years remain. For me, the thought of having to spend the night in the hospital with my son has brought on severe anxiety. Going shopping alone is a real challenge for me as well. While this may seem trivial to some, it is very real for me. What Rowena undergoes, and what I have experienced ( although different triggers) can be explained as PTSD. Because of this, I feel it only fair to give a heads up that separate from Rowena's experience, there is a heart wrenching circumstance near the end of the book that involves a child. I was caught quite off guard with it and know that can be a sensitive subject. This book was a very hard read for me emotionally. It is not a comedy, however I did laugh out loud a couple of times. Love, faith, hope and joy can be found in The Reluctant Duchess as well. I love Brice's faith, that he is actively listening to God in every situation. He acts on the voice he hears, and even though he may misinterpret the words on occasion, he does not let the condensation of his peers sway his faith. Overall, I really enjoyed this second book in Ladies of the Manor. Because it helped me to see myself in a new light. Roseanna captured the essence of the story beautifully. I absolutely LOVE her use of accents throughout the dialogue. All through the story we are reminded of the truth: Where LIGHT is, darkness cannot abide. Do not let the fear of the past distort your view of the future. I understand first hand the effects that can linger after a traumatic experience. But please, do not suffer in silence. Reach out to those who love you. And find hope for the future.
Brice ducked his head a bit, caught her gaze.
"And if you really want to spite them, do you know what you should do?"
He leaned closer, pitched his voice low.
"Thrive. Be happy."
- The Reluctant Duchess (page 156)
I received a free print copy of The Reluctant Duchess from Bethany House Publishers, through Celebrate Lit, in exchange for my honest review. All opinions expressed are mine alone.

David McK (3562 KP) rated Tribune of Rome in Books
Jan 30, 2019
Ever since (roughly) about a decade ago - when the movie 'Gladiator' first came out - I've been noticing more and more Roman-themed books, from Simon Scarrow's 'Macro and Cato' series to Conn Iggulden's 'Emperor' quartet to Ben Kane's 'Forgotten Legion Chronicles' (and now 'Enemy of Rome' series) to John Stack's 'Masters of the Sea' series to Anthony Riches' 'Empire' series to Harry Sidebottom's 'Warrior of Rome' series to ...
... you get the picture.
To that list, we can now also add Robert Fabbri with his planned 'Vespasian' series of books, of which this is the first. In the interest of full disclosure, I'm also going to state that (from the above list of authors) I've read at least one book in their respective series. Of those all - and, including, now, this book - I have to say, I've found Scarrow's novels to be the most entertaining.
As a novel, I found this one could be split into three distinct sections: the beginning was set during Vespasians early years in the Roman country-side and mainly concerning the relationship between him and his brother, before the setting moves to Rome proper when the two brothers get embroiled in Roman politics, and then (in the latter half of the book), following Vespasians early military career. It was probably this latter aspect of the book that is the most enjoyable, even if it does still suffer from seemingly stilted conversations that are used to move the plot along - that, and some 'Oh, come on! As if ...' moments (one in particular!).
While I read some more of this series? Possibly, but also I'm not going to be going out of my way to look for them.
... you get the picture.
To that list, we can now also add Robert Fabbri with his planned 'Vespasian' series of books, of which this is the first. In the interest of full disclosure, I'm also going to state that (from the above list of authors) I've read at least one book in their respective series. Of those all - and, including, now, this book - I have to say, I've found Scarrow's novels to be the most entertaining.
As a novel, I found this one could be split into three distinct sections: the beginning was set during Vespasians early years in the Roman country-side and mainly concerning the relationship between him and his brother, before the setting moves to Rome proper when the two brothers get embroiled in Roman politics, and then (in the latter half of the book), following Vespasians early military career. It was probably this latter aspect of the book that is the most enjoyable, even if it does still suffer from seemingly stilted conversations that are used to move the plot along - that, and some 'Oh, come on! As if ...' moments (one in particular!).
While I read some more of this series? Possibly, but also I'm not going to be going out of my way to look for them.