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Once Upon A (The Stained Duet #1)
Once Upon A (The Stained Duet #1)
Charlotte E Hart | 2017 | Erotica, Romance
10
7.5 (2 Ratings)
Book Rating
Bloody Hell, What an experience that was, I have absolutely no idea where to start with this review, I have so much white noise running through my head at the mo, this page-turning addictive read has short-wired my ability to well, frankly articulate, I'm like a goldfish gasping unable to convey much at all.
All my concepts and thoughts are ping ponging around my brain as I try to analyse and dissect what I have just indulged in.
So I'm going to try to compartmentalise all my concepts and thoughts internally so I can analyse everything that is "Once Upon A"
I want to remember all my first impressions without forgetting anything as this is such a unique read with so many indefinite angles to the characters involved.
So First Things First, A Warning!!!
This a very dark read, dealing with some very disturbing stuff, if this is not your flavour, well you have been cautioned.
Myself, I happen to like fiction that stretches my boundaries, forcing me to contemplate instances outside my comfort zone, forcing that discomfited almost uneasy feeling.
This definitely Delivered in spades and them some.
So brief synopsis, Alana Williams is an author living with various pen-names One of these names she has decided is going to write the next BDSM/Kink bestseller all she needs is some research into the scene.
Enter Blaine Jacobs, Blaine of the humiliating set-downs and filthy mouth, All round degenerate of the highest order he doesn't play, annihilating his opponent is his kink.
So Alana is going to learn in a big way what it means to be Blaine's obsession and he is going to enjoy every Humiliation and lesson he bestows while making his little brat thank him prettily.
All in the name of research of course.
This Tale is probably gonna be marmite for people, me I abhor the rank stuff, I'm more of a peanut butter sort of gal, this story is so my peanut butter and I was nuts for the whole nine yards.
This book is so much more than the sum of its parts, I really think what this tale ultimately imparted to me, the main lesson I found myself taking away from this was acceptance.

He was right. It's full of honesty and trust, more so perhaps than the normal pronouncement of love. To give yourself to someone who wants to cause pain, needs to even, to offer them that with no recriminations and bathe in the glory of their honesty, too? That's a love unencumbered by restriction or temptation.

So That's all from me guys and gals, So Sorry for the vagueness but this is really something you need to go into blind and just behold.
Once Upon A (The Stained Duet #1) By Charlotte E Hart is so well written and such a fascinating read, managing to portray the decadence of such a lifestyle, while still managing to connect with the reader's heart, this is a rare talent that many authors fail to achieve, not so Miss Hart all her arrows shoot true and I thoroughly enjoyed each and every word, I will be waiting with baited breath for take two of Blaine and Alana.
Thank you to the author for providing me with an advanced readers copy, this is my own personal opinion.


Arc Reviewed By Beckie Bookworm
https://www.beckiebookworm.com/
https://www.facebook.com/beckiebookworm/
https://www.goodreads.com/user/show/9460945-bex-beckie-bookworm
  
George's Marvellous Medicine
George's Marvellous Medicine
Quentin Blake, Roald Dahl | 2016 | Children
8
8.0 (11 Ratings)
Book Rating
This was always my favourite Roald Dahl book, and I’ve re-remembered why now! It’s deliciously naughty, and everybody can imagine gleefully mixing up a concoction to make a disliked person yell “Oweeeee!”

A couple of years ago, I was an au pair in France for three children: a boy aged 9 and two girls, aged 5 years and 9 months old, respectively. I remember I had a little bit of trouble getting the children to settle down and listen to me reading a book, and alas, with the girls, I wasn’t actually successful. They were really intelligent kids, speaking French and German, with English as their third language. With the boy though – I’ll call him L, as I haven’t asked permission to use his name – he ended up loving this book. While there were some words I thought it necessary to replace so that he’d understand, he got really into it, and every day was asking me to read him another chapter.

It’s all slightly cheeky, and very funny. There have certainly been people over the years I’d love to make a magical medicine for, and I remember L getting more and more excited as he firstly wondered what was going to happen to Grandma, and then was fascinated by all the effects the medicine had.

There’s a real childish logic to how George goes about concocting his marvellous medicine, which I know appeals to many kids. She’s got rotten teeth, so he’ll put toothpaste in, and if that doesn’t work, he’ll paint them red with nail varnish. Genius! Here’s one of his ideas:

<blockquote>“The first one he took down was a large box of SUPERWHITE FOR AUTOMATIC WASHING-MACHINES. DIRT, it said, WILL DISAPPEAR LIKE MAGIC. George didn’t know whether Grandma was automatic or not, but she was certainly a dirty old woman.”</blockquote>

Quentin Blake’s illustrations really add to the story, particularly in the second half of the book, when the child reading it can see just how big the characters are getting.

The imagination is powerful, but even more so when mixed with these visual aids – see the picture to the right. I think the great thing about the detail of these illustrations – particularly Grandma’s face – is that you can project feelings onto them. In the context of the story it’s really easy to see her as a disgusting “old bird”, but if it was slightly different, judging from the front page you could see her as slightly mischievous too. Or is that just me?! However, I’m digressing. For an adult reading the book, the words dance off the tongue just like George, imagining he’s casting a spell over his cauldron. I found that L’s attention was thoroughly captured and he loved hearing the ‘special effects’ of all the whooshes and woweeees. There’s also the magical and triumphant aspects – he’s somehow created this cool concoction that has meant he’s got his own back on his grouchy old Grandma and helped out his dad by enlarging all the animals. I think kids love those feeling of pride and revenge they get on George’s behalf, while at the same time getting vivid images in their head that they’ll remember for a long time – I know I did!

This review is also on my <a href="http://awowords.wordpress.com">blog</a>; - if you liked it, please check it out!
  
Bellum Magica
Bellum Magica
2021 | Adventure, Fantasy, Fighting, Medieval
One of the many recent trends in board games has been that of playing as the villains in the game’s lore. One of the bigger games that I remember employing this little shift is Legendary: Marvel Villains, and another that I truly enjoy is Disney Villainous. There is just something about playing as the bad guys in a game that is designed for the bad guys to finally win. Enter Bellum Magica, a game that I didn’t even realize existed until it arrived on my door step from Blue Orange Games. I wonder, will this one find its way into my collection permanently?

Bellum Magica is a medieval fantasy engine building game for two to five players. In it, players are evil lords waging war on a local village and each other in an attempt to becoming the richest lord of all. The winner is the player who earns the most VP from treasure chests looted during the game.

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, each player chooses a castle board and is randomly dealt two goblin cards to be added to the castle. These goblin cards have icons on the left and the right of the main character art, and will slide beneath the main castle board on either side to activate their icons for the duration. Next, the human kingdom (that will inevitably be attacked by players) is setup per number of players and placed on the table. The two different creature decks are shuffled and two cards from each pile are revealed. The other tokens are placed in the insert “token reserves” and are available to all. The first player takes the die and is known as the Captain. The game is now setup and ready to begin!
Each turn consists of six phases and, luckily, the game comes with a couple player aids to remind players of the order. First, the Captain rolls the die to Choose an active horde. Whichever result is rolled will then activate the corresponding line on the castle board, with all icons activating during the turn. If a player is unsatisfied with the rolled result, they may discard a barrel token in order to buy a round of drinks for the Captain, forcing them to re-roll the die. The Captain may also discard a Confusion Spell token in order to re-roll the die as well. These items are earned later in the game from different actions. Next, all players Gather resources (collect items) shown on the line that is activated on their castle board and any cards that have been added to alter these items (see photo below). Players will compare treasure map icons shown on the active line, and Call back their scouts who have gone in search of treasure chests. The player with the most icons will collect a metal chest, and if players are tied for the most, they each instead collect a wooden chest.

Once all items have been collected, players may enact the Attack action in turn order. Depending on the number and types of sword icons showing on the right side of players’ castle boards, they may choose to attack one of the face-up kingdom cards in the offer OR may choose to instead attack another player. In order to attack, the player will need to possess at least as many normal swords and/or magic swords as are showing on the kingdom card or on an opponent’s castle board. By successfully attacking, the player will collect spoils shown on the kingdom card, or may steal a treasure from an opponent, provided the attacker also possesses a thief icon on the active line.

When attacks are all resolved, players may next Recruit creatures from the setup creature decks by paying the recruitment costs (in food and glyph tokens). Players then decide under which side of their castle board they will slide the newly-acquired creature to aid in their efforts on future turns. These creatures can provide more resources or more attacking icons, depending on the side added.


After all these phases have been completed, the End of the Turn phase aptly finishes the turn. Cards are replenished and the new Captain is passed the die. Play continues in this fashion until one player has ten treasure chests at the end of an Attack phase. The player with the most VP from collected treasure chests is the winner!
Components. This game boasts some excellent artwork and some of the cutest little tokens I’ve seen. Firstly, the art is simply amazing. I love the looks of it, and the game is beautiful on the table once setup and playing. There are three types of wooden tokens that just make me smile while playing with them: little chicken legs, beer barrels, and cool little purple glyphs. I honestly wish they were bigger, but I understand cost of manufacturing places limitations when trying to keep products within a certain price point. All said, though, the components are great with this one!

I have one super tiny rule shrug: the addition of the Confuse Spell token and its rules. Now, I think I understand WHY it exists – these can be used every turn a player is Captain. So, it acts like a beer barrel, but is useful on future turns when you are Captain. If players are good at the game, and if you play with the full complement of players, you may not have many turns as Captain before someone wins, so I guess I don’t fully agree with the necessity of the Confusion Spells… except to further instill the fantasy theme.

That said, I still really enjoy Bellum Magica as a gateway-level engine builder. The more cards you add to your castle board, the better opportunities you give yourself to gain more and more resources throughout each turn. I have found that getting yourself a magic sword icon or more as soon as possible helps setup bigger turns and can be the difference between victory and embarrassment. As the kingdom cards start running out, their difficulty level increases, so having those extra magic swords come in handy big time. Also, investing in thief icons to be able to control other players’ treasure chest hoards may be invaluable. There are many ways to craft each turn to maximize effectiveness, and that helps keep Bellum Magica relevant and exciting to play.

It is probably no surprise by now, but I do enjoy playing Bellum Magica. When I first tried reading the rules I was a bit confused and wasn’t quite sure what the point was, but as I started playing more and more, the rules are really just pared down, almost like an outline or first draft. If you can stick with it and get it to the table, I believe you will find a very capable gateway engine building game with an accessible theme and great art and components. Purple Phoenix Games gives this one metal treasure chested 4 / 6. I do believe I will continue to love it more and more as I play it more and more. If you align with my board game tastes, this is an easy one to recommend. If you and I normally align somewhat, then I might suggest playing someone else’s copy before grabbing one of your own right away. I am more into gateway-weighted games than most reviewers, I’m sure, so this might be a bit lighter than your normal fare. In any case, I think this one needs to be played. A lot. If you ever see me out and about, or at a convention, let me know that you want to play this with me and I will not turn down the opportunity.
  
Sacred Rites
Sacred Rites
2020 | Bluff, Deduction, Humor, Party Game, Religious
You know when you are about to be initiated into the cult you’ve been following for a while and you feel completely ready to smash all the steps to the initiation ritual? But then your friend Roger always comes to sacrifice lessons late and just bumbles his way through, so you feel like you have to carry him and his irresponsibility? Well, you always told him that you wouldn’t be able to help him on initiation day and guess who still hasn’t arrived to the bonfire…

Sacred Rites is a semi-cooperative, social deduction party game for three to nine initiates. These special few are about to be accepted into the cult full-time, assuming they all know the rites and traditions to be celebrated. Did you remember all your moves to the required interpretive dance?

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 gather enough windowed Believer envelopes for the number of players and also include the two Outsider envelopes. Believer envelopes have a cutout section whereas the Outsider envelopes have no cutouts. Shuffle these together and place them on the table Crown-side up (so one cannot see which have windows and which do not). Each player chooses an envelope. Shuffle the deck of Rite cards into a draw pile and similarly shuffle the Tradition tiles into a draw pile. Sprinkle the flower tokens around the table (which I just now considered and should have included that little setup action for more immersion) within reach of all initiates. The game may now begin!
To start a round one player chooses a Rite card from the pile and slides it into their envelope. After contemplating the meaning, they then slide out the Rite and pass it to the next player in table order to peruse in their window (if they have one). This continues around the table so everyone has a chance to “look” at it. Each player then chooses a Tradition tile from the pile and similarly secretly peruses it.

Once everyone has completed these steps the Ritual may begin. Any player may begin by revealing their Tradition tile to the group and stating, “The (whatever Tradition tile says) of our Sacred Rite is…” At this point the player will attempt to give the group a clue as to what the Rite card said without being blatant about it. This could be a word, a movement, a sound, or whatever they so choose. When done, the rest of the initiates respond with, “Ahhhh, (whatever the player just said/did/etc).” Every player will need to present their idea of the Rite with their Tradition, even if they are an Outsider.


When all players have performed, a count of three is made and all players will then either point to the player they feel is an Outsider, or point to the sky to declare they believe no initiate is an Outsider. Initiates who guess correctly immediately score two VP (white flowers), and any initiate not accused will score one VP flower. At this point the Outsider(s) will have a chance to guess the Rite, scoring two VP for a correct guess. The round ends and a new round begins. The winner is the initiate who earns 13 points (or more) first!
Components. This is a BEAUTIFUL game to look at and play. The minimalistic style and color palette are perfect choices for this style and theme of game. The cards are those nice smaller cards, and the tiles are lovely wooden tiles. The VP flower tokens are a nice touch, and it also comes with a great little embroidered bag. This is one of the prettiest games I have played and I love all the component choices made.

The gameplay is something that surprised me. I typically do not enjoy my plays of a similar game called Spyfall, but found myself loving every play of Sacred Rites. You see, in Spyfall players ask each other questions in order to suss out the spy, and rounds can go for too many minutes. In Sacred Rites, each turn is similar in timeframe and have a “shoot-them-to-vote-them-out” mechanic like is found in Ca$h ‘n Guns. I much prefer Sacred Rites to Spyfall and will be pulling it off the shelf every time we get the itch to be shady.

I understand that some people may not be into the theme of rituals for cult initiation, but this isn’t a dark game or have any sort of strange, questionable content. I would feel comfortable playing this with my in-laws as much as I would with anyone’s sweet granny. That said, Purple Phoenix Games gives this one a moonbeam hippy flowerstone 10 / 12. I believe it to be a wonderful addition to any collection, especially if it lacks a somewhat silly game of accusations and performance, or if, like me, your plays of Spyfall are falling flat. I am so happy to have this one I may actually do a full-length interpretive dance right now. Just let me turn off my webcam…
  
Most women that I know seem to deal with feelings of insecurity and inadequacy. In today’s world of advertising, social media we are in a culture that is fueled by makeover shows, celebrities, and advertising that tells us how to dress, how to look and how to live. Most of the average day to day women have been hurt by the lasting memories of mean girls, or by other events much more wounding to the soul, we can become accustomed by self-doubt that it becomes ingrained to our self-image and thinking.

The focus of this book is to retrain our thoughts and to take another look at who God has created and how much He loves us and because He loves us we can love ourselves.
Kayla Aimee has written a book that many women can relate to. As you read the book you feel like she has reached into your own life and pulled out hidden feelings that you may not even realize are there, until you think yes, I’ve been there and felt that too.
Kayla Aimee has written this book using her own transformation from the self-doubt and inadequacy using examples from her own day to day life. In this book, she opens the way for women to:
• Identify the deep-seated sources of our assumed inadequacy and replace them with steadfast truths of scriptural affirmation.
• Replace our need for approval with the enduring promise of acceptance.

• Uncover our purpose, unlock our potential, and celebrate the God-given gifts in our unique personality.
This book is for every woman who longs for belonging, they will journey through Kayla’s writing and the biblical promises.
What I enjoyed about this book is the fact that the writer is so easy to identify with. I found myself in many of the examples of her own life that she wrote about and that made it so much easier to understand that I am not the only one dealing with accepting myself and who I am.

Any woman dealing with insecurities of any type would really appreciate this book. It is written by a woman who has been there, written in a warm, friendly way that invites the reader in and makes them feel welcomed.
At the back of the book is a study guide, so that this book can be read and discussed as a group or individually.
  
The Burning House
The Burning House
10
10.0 (1 Ratings)
Book Rating
It was a victimless crime...

Estate Agent Clara is struggling to make a sale. With her abusive ex-husband on the brink of finding where she's hiding, she needs to make a commission soon or lose her chance to escape.

Boleskine House on the shores of Loch Ness has remained unsold for years, and Clara is sure that an 'innocent' fire will force the price down. But the perfect crime soon turns into the perfect nightmare: there was a witness, a stranger in the village, and he's not going to let Clara get away with it that easily...

This is a very creepy read indeed, which features old secrets, black magic and also a story line which deals with domestic violence, and stalking, set very much in the real world. This combination of crimes we can understand, and empathize with, alongside the supernatural, works very well.
I didn't realize until the end that he had taken the story of the real Boleskin House and weaved the story around it. Boleskin sounds an absolutely fascinating place, owned by Alistair Crowley and Jimmy Page and reputedly incredibly haunted and the site of some odd rituals and occurrences. Spring explains in a footnote that a mysterious fire did really happen, do unfortunately you can't exactly visit the real place.
It is hard to write too much about this novel, without giving away the plot and I have no wish to do that.
This was a tense and chilling read that was!! From the start you are thrown into quite a chain of shocking events and the consequences of these are felt throughout the book, and leads to some very dark places for some of the characters!
Great plot that will grip you and not let you go at all. The characters were well written and some are very unsavory and that adds to the dark story line. The action never seems to let up and I found myself holding my breath in anticipation.
Definitely a superb psychological thriller with a twist and I thought it was brilliant.
Highly recommend reading!!!

My thanks go to the Publisher and Netgalley for the chance to read this book.
  
The Breakfast Club (1985)
The Breakfast Club (1985)
1985 | Comedy, Drama
Classic 80's
Five teenagers form a bond while dealing with their personal issues during Saturday detention.

Acting: 10


Beginning: 7
The Breakfast Club gets off to a decent start as you're introduced to all the players, quickly getting a small taste of each of their personalities. Principal Vernon (Paul Gleason) gets off to a roaring start where you come to hate him fairly quickly. The first ten minutes was enough to make me want to learn more about each of these characters and what in the world landed them in detention in the first place.

Characters: 10
All six of the primary characters had a solid foundation with their own personal story that made them unique. It fleshes out the idea that you never know what people are going through no matter how great their life must seem. Andrew Clark (Emilio Estevez) was the star wrestler and one of the most popular kids at his school. On the surface, he seemed to have it all together but ultimately he was suppressed by the desire to make his father happy. The characters all had their own story that defined them.

I appreciate that each of the characters had their share of flaws as well. I found myself hating them and loving them at the same time, sometimes with only a few minutes in between. It's the mark of real, well-developed characters you can actually get behind.

Cinematography/Visuals: 7

Conflict: 10

Genre: 8
What are we calling this? Comedy? Drama? 80's film? While it certainly has its share of funny moments, I would consider it more of a drama. As dramas go, particularly 80's dramas, I think the film ranks right up there as a solid one that provides its share of conflict and depth.

Memorability: 9

Pace: 10

Plot: 9

Resolution: 5

Overall: 85
While The Breakfast Club hit me with the typical 80's vibe, it steps it up a notch by hitting you with serious issues to chew on. There are real moments here that leave an impact.
  
Architecture &amp; Morality by Orchestral Manoeuvres In The Dark
Architecture & Morality by Orchestral Manoeuvres In The Dark
1981 | Pop
8.0 (1 Ratings)
Album Favorite

"There are certain bands that are hard to talk about, OMD, Simple Minds, where their earlier records were just phenomenal, and later on they made records that were too commercial and not quite as strong as their earlier ones. The first OMD album, Dazzle Ships and Architecture & Morality were flawless. They were beautiful, experimental, inspiring records, then a few years on they were making music for John Hughes movies, and they were good at it and I'm glad that they had success with it, but it wasn't nearly as creatively inspiring as the first three records. Architecture & Morality, I mean it's not hard to overdo the hyperbole, but it's a perfect album, so cohesive, and every song perfectly speaks to the other song, the unapologetic emotional quality of it is really inspiring. Even the artwork by Peter Saville, everything about it is perfectly crafted. One of my very odd musical moments was years ago when I was at South By South West in Austin and OMD were doing a reunion show at a BBQ at three in the afternoon, and they asked me to play bass with them. I found myself playing bass with OMD on 'Enola Gay' at a BBQ at three in the afternoon in Texas. It was one of those moments where you told me that actually I'd just done way too much mescaline and I was currently lying on a bed somewhere and making up the whole thing, I'd believe you. It's a shame that a lot of people came to know of OMD through the last couple of records that were more commercial. It's like Simple Minds, the first five albums are amazing, and then they became a stadium rock band. Now you mention Simple Minds and people think about 'Alive And Kicking' and 'Don't You Forget About Me' which aren't terrible songs, but the earlier stuff was experimental and textural and weird. Maybe someone sees OMD on this list and immediately thinks of a John Hughes movie, maybe they'll be inspired to back and listen to Architecture & Morality."

Source
  
40x40

Kirk Bage (1775 KP) rated Parasite (2019) in Movies

Jan 22, 2021 (Updated Jan 22, 2021)  
Parasite (2019)
Parasite (2019)
2019 | Drama
Hello there! It’s been six weeks since my last post – Covid 19 related restriction issues sent me to a very odd place mentally and it has taken me a while to snap out of it enough to have the energy and will to keep writing these reviews. But what better way to recomense than with the history making Best Picture film from earlier in this strange year of 2020, before all the things that changed our way of thinking began?

The hype surrounding this movie in January was immense, for a film coming from Korea out of the blue, with an image and plot that didn’t fit into any of the normal marketing boxes. Every review ranged from this is incredible to… just see it for yourself. Nothing could have been more intriguing. I was certainly hooked on the idea, although by the time the Oscars came around I still hadn’t managed to see it at the cinema.

I found it fascinating that the academy had chosen 2020 as the year to change the dodgy sounding “Best Foreign Language film” to “Best International film”. It was about time, really, to acknowledge the us and them philosophy of world cinema didn’t really wash. And as the sublime Roma had paved the way for non English films to be considered again in all the main categories as serious contenders, I just had a feeling this was the year Oscar would make a statement with this film.

And so it turned out to be. It was a strong year. At the time I was a huge Joker advocate, having not yet seen 1917 either. Looking back now, I think, although not as perfect as Roma the year before, Parasite certainly deserves the praise and accolades it garnered from all around the world. Although any of those 3 films (Parasite, 1917 and Joker) would have been obvious winners in any other less competitive year.

So what is it about Parasite that raises it above the masses? Well, for a start it looks both beautiful and awe inspiring in every shot. Each image is designed and framed expertly to create a montage of mood and form that holds the multi-layered storytelling in place. Rarely have I seen such a well balanced and crisp visual design for a film, of any kind. Even with the subtitles off there is plenty to engage the eye and mind here. But it’s real secret is how it draws you in to believing you are watching one kind of satirical drama for about 40 minutes and then punches you in the solar plexus with the revelation that it has mutated into something darker, weirder and more entertaining on every level.

The “twist” when it comes along is so well placed and unexpected, even if you are told to expect one, that it entirely transforms your experience. You have been engaging with social issues and a basic satire on the rich vs the poor, where true power is a good wifi signal, and then, blam, you are watching a modern horror story with truly disturbing ramifications. I found this gear shift riveting and striking in a way that I can’t remember from a film in a long time.

But, looking back on it after several months, is that tonal shift really a strength? Some criticism, however minor in the scheme of things, did point this out, that what we get with Parasite is an unfocused and confused mix of genres that doesn’t entirely cohere. I mean, I see that, but have to disagree, simply because the writing at every point is too intelligent and sharp to give a damn about staying still and balanced on just one idea. Parasite is an exercise in energetic chaos that juggles many balls, all as interesting as one another, without dropping any of them.

Poverty, class, elitism, generational gaps, vanity, work ethics and morality, roles within a family unit, loyalty, weakness, revenge and bitterness are all themes here, and many more. Start going down the alley of one conversation that Parasite starts and end up somewhere entirely different in just a few sentences. And that is why it is worth seeing, several times. And that is why it works and was rewarded.

Is it a film I will be keen to see over again as the years pass? Yes and no. I’d probably be most interested to see it with someone who hasn’t seen it, to see their reaction. But I’m much less likely to give it multiple watches than the previous mentioned Joker and 1917, or indeed Roma, which I just can’t help comparing it to, even though they have virtually nothing in common, as I wish it had been Roma that made history at the awards rather than this. Of course, it is personal taste at that level of quality, but I believe Roma to be the better film.

If nothing else, however, Parasite marks the graduation of Bong Joon Ho, from a quirky filmmaker, whose interesting but not quite great near misses include The Host, Snowpiercer and Okja – all entertaining but flawed – to an auteur of considerable skill. Will the elements of his mind and vision ever align this well again. I hope so. I’ll be looking out for it, as will the rest of the world now.
  
13 Monsters
13 Monsters
2020 | Dice Game, Fantasy, Fighting, Memory, Party Game
Guys and gals, I have a confession. I am not good at memory games. I already surmised it is due to my increasing age, as my 3-year-old son tore through our plays of Farm Rescue, so I am not above resigning myself to the fact that it may be age. In any case, 13 Monsters starts out as a memory game then quickly transforms into a punish-thy-neighbor-into-oblivion monster battle game. Intrigued? We were too…

As I mentioned in the intro, and as you can see in the first photo below, 13 Monsters starts out as a memory tile-flipping game and then becomes a bash-em’-up for domination. The goal of 13 Monsters is to end the game holding the monsters with the highest total Hit Points (HP). Now how you get there is another matter entirely.

DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and I do not know for sure if the final components will be any different from these shown. Also, it is not my intention to detail every rule in the game, as there are just too many. You are invited to download the rulebook, purchase the game through the Kickstarter campaign running until December 20, 2019, or through any retailers stocking it after fulfillment. -T

To setup 13 Monsters, a randomized 9×9 grid of monster tiles are spread across the play surface with the longer title tile placed square in the middle (see what I did there?). Place the five d6 on the table to be used by any player. Determine the first player (whomever is the most beastly) and you are ready to play!

Turns are played in phases where you will initially be hunting the playing field trying to find matching monstersets to build a complete monster. Monstersets are horizontally matching tiles belonging to the same monster. So the top set is the head, the middle is the eyes, and the bottom is the body of the monster. This phase will continue in turns until multiple players have at least one monsterset. Things now start getting interesting.

Once you have at least one monsterset you can, before hunting from the field, offer to trade monstersets with other players. You may also use an ability named “Sacrifice,” which allows you to rearrange your monstersets to create a more powerful monster. Why would you want to rearrange? Monsters come in five elemental flavors – fire, water, earth, air, and ghost. Monsters with matching elemental monstersets are more powerful than those with mismatched elemental monstersets. This will come into play later when the monsters battle for supremacy.

Battles. Once you have a complete monster (head, eyes, body) you can, on your turn and before hunting, attack another monster. When attacking, both the attacker and defender will be throwing the five dice in hopes of ending with the highest total of pips of a matching set (like five 6s on the d6). The winner will then claim a monsterset from the involved monster (or separate monsterset) and add it to their collection. Monsters with more elementally-matching sets will be able to throw the dice more times versus a completed monster with mismatched elemental sets, so THAT is why using Sacrifice can make or break a battle.

There are other special abilities that are unlocked with different combinations of monsters: “Permafrost” allows the player to place a die on a tile that other players will not be able to flip on their hunting turn. However, once a battle is initiated all Permafrost dice are removed from the board to be used in the battle, so it is not a long-term tactic to be used. “Prophet” allows the player to flip over three tiles instead of the normal two tiles and can be very powerful when used correctly – you need to have a “Monster O.G.” which is a monster with all matching tiles belonging to the same completed monster. The final ability is “Supernova” and can only be used by a completed 13th Monster (the only Ghost-element monster, shown below). Supernova allows the player to sacrifice the 13th Monster in order to absorb (steal) a complete monster from any player and add it to their personal collection. The 13th Monster then leaves the game, but the controlling player will still receive the HP points for having collected and used it.

Play continues in this fashion until all tiles have been collected from the playing field. Once the final pair is taken, players are then allowed to declare one final battle against any opponent in hopes to bolster their final score. The player with the most HP shared among their completed monsters is the winner and ultimate Beast Master!

Components. Again, we were provided a prototype copy of the game, but from what I understand, the final production copy of the game will be very similar to this version if not exactly the same. What comprises the game is a ton of monster tiles and five dice. That doesn’t sound like a lot, and it’s not. But these are great quality tiles and normal quality dice (which I am hoping will become pink to match the main color found throughout the game). I love the overall art style. The art is what really pops out at you because the monsters are all uniquely weird and intriguing and kinda cute at the same time. I also very much appreciate that the team thought to include little bubbles next to the element icon on the tiles to indicate to which layer the tile belongs: head, eyes, body. Excellent touch. Overall the components are great, and the rulebook is killer. Outstanding work went into making this game visually stunning.

Is it a good game? It is certainly a very cool spin on Memory and adds modular monster building and player vs player battles where you can win each others’ components. I love it! Even though I am horrible at memory games, this gives me options once I do find a monsterset. I can trade and attack my way to building more and better monsters – but the dice have to be on my side, and I’m cool with that. If you are looking for something to add to your collection that is a brilliant hybrid of many different mechanics and looks absolutely incredible on the table, then please check out 13 Monsters. It rewards tactics, but also has that element of luck to help balance everything out. I’m a big fan!