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The Beach Club
The Beach Club
Elin Hilderbrand | 2013 | Fiction & Poetry
6
8.0 (2 Ratings)
Book Rating
Mac Peterson has been the manager for the Nantucket Beach Club and hotel for the past 12 years. When he was 18 years old, he stepped off the ferry and right into Bill Elliott the owner and was given a job that wasn't initially meant for him. But he made the best of his situation and now here he is at a crossroads in his life. He is now 30 years old, he has his family farm in Iowa that he needs to make a decision on, he's been dating Maribelle for 6 years and she's ready for the next step, and he has to decide if the Beach Club is really where he is supposed to be. Filled with guest problems along with personal turmoil from all of the employees, this summer is bound to be one none of them will forget.

Elin Hilderbrand is a new author to me. Over the past year, I have started to read her books and really enjoy the stories. It makes me want to visit Nantucket for sure. This book really resonated with me though because of the few references to the area I live in now.

This is a very interesting story about one season at the Nantucket Beach Club and Hotel. A staple in the community for years. Most people who enjoy the hotel come back every year and look forward to Mac being there when they arrive and helping them throughout their entire stay. Mac isn't sure who he would be without the Beach Club. When his girlfriend of 6 years give him an ultimatum, Mac isn't sure how to take it or what he's going to do. With advice and issues around every corner, he finally figures out exactly what it is he is going to do.

The story ends leaving you wondering what exactly is going to happen next for Mac and what kind of adventures he will have in the following summers at the Beach Club. If he indeed intends to stay there.
  
Bohnanza
Bohnanza
2007 | Card Game, Farming
Bean farmin’. Don’t get better’n that. Unless you’re corn farmin’. An’ we should know. We are from the Quad Cities, the booger of the man made by Iowa, Missouri, Arkansas, and Louisiana. Look here. Yes, we are surrounded by corn fields, but our home is not within a corn field. Actually, we live in a somewhat-midsize metropolitan area that boasts a population near 475,000. I’m off track again, aren’t I? Right. Bean farming. Lame theme, but Bohnanza shines in gameplay that just can’t be beat. Right, Bryan?

Okay, so bean farming isn’t for everyone. It’s not for me, it’s probably not for you. And honestly, the theme in Bohnanza doesn’t really come through all that strongly. But that’s only part of the reason we game. It’s also about the experience of gaming and the memories you make while playing. This game certainly delivers on those points. So many hilarious moments have been brought to us by Bohnanza. Bohnanza, the zany little card game about planting and trading beans.

I remember one time, when playing with family, there was a VERY heated back-and-forth bargaining that involved the lowly Chili Bean. Screaming. Throwing hands in the air. It was glorious. And the Chili Bean shall thenceforth be known as nothing other than the Chilla Bean.

So I’m not going to bore you with the rules explanation, but I will tell you that some of the mechanics found in this little game can be found elsewhere in other games, but the combination of the mechanics coupled with the ridiculous theme elevates this game for many. It has set collection, hand management (NO shuffling your hand or even sorting – you keep those cards in the same order you received them, youngster!), trading, bluffing, take that. It has so much packed into this small box. So much ridiculousness. But it’s wonderful.

I have taught this to brand new gamers and those who are very inexperienced with modern board games. It’s a smash with nearly everyone. I will be keeping my copy, even though my brother suggests pretty much ANY other game when we pull it out (as evidenced by his rating of 2 out of 6). We at Purple Phoenix Games give Bohnanza a 17 / 24.

https://purplephoenixgames.wordpress.com/2018/12/19/bohnanza-review/
  
TM
Tell Me Three Things
10
8.7 (3 Ratings)
Book Rating
I’ve been in a book slump since I read Swear on This Life by Renee Carlino back in May. I’ve read other books but none have grabbed me and made me fall in love with the characters. Every time I picked up another book I would hope and wonder if this was the book that was going to give me all the feels. Was this the book that would pull me out of my slump?
Tell Me Three Things by Julie Buxbaum was that book. I related so much with Jessie. Like Jessie I too had recently lost my mom. I too counted the days she had been gone; now I count by years. Jessie’s life has been turned upside down and she’s unable to find her way out. She’s thrust into a new environment and forced to try and make new friends. Her saving grace is Somebody Nobody and anonymous classmate that emails Jessie and says he will help her navigate her way through her new school.
Liam, Theo, and Ethan are all amazing in their own ways. Liam the rocker/jock who befriends Jessie when she least expects it. Theo her dramatic, but secretly sweet step-brother. Finally, Ethan, the brooding, book reading, batman t-shirt wearing mysterious guy that can’t seem to stay out of Jessie’s head.
All the characters when put together make up the special recipe for an amazing book. The character development is on point, the dialogue moves the story along and adds to the plot. The characters are relatable and they give you all the feels. I cried right along with Jessie as she worked through her mother’s death, and all the changes in her life. I cheered for her successes and laughed with all their jokes.
The only thing this book was missing for me was… more. More story, more feels. I wasn’t ready to say goodbye to these amazing characters. I didn’t want to come back to Iowa where it’s -35 outside, I wanted to stay in sunny LA with all my new friends.
If you’re looking for a quick read that will give you the feels and leave you wanting more than I suggest you pick this book up. It’s not something you’ll regret. Give yourself a chance to fall in love with these characters.
  
HS
Harp's Song (Harp's Song, #1)
10
10.0 (1 Ratings)
Book Rating
***I received this book in exchange for an honest review ***

Harp's Song is a beautifully written breathtaking account of a young girl named Harp and her story of coming to terms with the abuse she suffered at the hands of her mother as well as first love.

When we first meet Harp she is a bit of a band geek who just so happens to be best friends with the high school jock Connor. Connor and Harp have been friends through thick and thin, and really Connor and his mom Catherine are the only people that know about the truth surrounding Harp's home life. Harp isn't part of any social group at school really, and her main focus is to play her Cello and to get out of Iowa, away from her mom, and to music school.

Harp's mother has always been lacking in the motherly department. She is constantly verbally abusing Harp and a couple of times even physically abusing her. Harp just knows she doesn't deserve the life that's been dealt to her and she has to get out. The way this book is written is that instead of having your typical chapters, the author uses them as a countdown to graduation. It's a very different approach to take and I love the way the author uses her "chapters" as a timeline for the reader. It helps you immerse yourself in the story even more. Not only that but your senior year I bet you counted down the days too, I know I did.

Connonr lets it slip that he wants to be more than friends with Harp, and how he's cared about her for so long. He doesn't want to see anything bad happen to her, and what he really wants is to do nothing but protect her. For the most part their relationship is comfortable and easy for them until Vincent shows up, and he becomes a snag in an otherwise smooth relationship. Connor perseveres and swears his love to Harp.

These characters are so beautifully written and so vibrant that I feel as though I know them outside of their pages. Harp's story is one that rips your heart out, and then replenishes your faith in humanity, and along the way raises awareness about abuse (both verbal and physical).

If you haven't read Harp's Song yet, or if you're debating about possibly reading it, let me do you a solid... Read it... I'm begging you. You won't be sorry. This story is both beautiful and poignant. This book will definitely make my top list of the year, maybe even ever. Bravo Cassie Shine, bravo!
  
AL
10
10.0 (1 Ratings)
Book Rating
*This review is from my blog and originally published in 2012*

This is going to be a hard review for me to write. No,no, it’s not a bad book. It’s one of my favorites. It’s bittersweet because this is the ending to one of my favorite Christian Fiction series. I fell in love with Ms. Lessman’s work when I read book 1 in this series, A Hope Undaunted. Ironically, it’s not the first in the O’Connor clans stories…there was a series previously written called The Daughters Of Boston. This particular series is so emotionally moving, so deeply intense that you get to become a part of the story. You can feel yourself being pulled deep into the heart of the story, becoming the characters, feeling every pain, every laugh, and every tear drop that falls. It’s absolutely an amazing feeling when reading a Julie Lessman novel.

I’ve been dying to read this book. This one is Steven O’Connor’s story. He’s the baby boy of the O’Connor family and, while I adored each of the others that I read about, I felt that Steven was the most deserving of having his story told. He was quietly awaiting his turn through out all the other books and it’s finally here! And oh what a turn it is! We get a bit of background on Steven in the other books, having a broken relationship with his ex fiance. Now, he’s a respectable man of the law and 25 years old. What he’s not expecting is for the arrival of Annie, a young impressionable girl of 17…..and his former fiance’s baby sister. Or the protectiveness he feels for her.

Susannah “Annie” Kennedy has left her home in Iowa to move on from her past and embrace a future in Boston. Her parents are dead now, her sister has raved about Boston and she’s ready to embrace a life out side of her straight and narrow past. When an circumstance arises and Annie finds herself face to face with Steven O’Connor, her sisters ex, she’s embarrassed…..and highly attracted to him! There’s just one little problem with that….he doesn’t realize that she’s Maggie’s baby sister.

Watching as these two came to terms with their past, and seeking forgiveness to over come it, and move on to a life filled with love and happiness was absolutely tear jerking! I loved every minute of this amazing 5 Book conclusion to my favorite series. Ms. Lessman kept the intensity woven through out as she did with the previous books. Her messages of forgiveness, letting go and seeking His love are just as strong and sweep through the reader instantly. If you love passion, if you love heartbreaking redemption and amazing historic detail, then look no further than the author who can create an unforgettable, un-put-downable novel that will spin the readers mind out of control. Well done Ms. Lessman and I am anxious to see what you have in story for your fans next…will we get glimpses of the O’Connor’s? Will we get to fall in love with another amazing family? Keep up the amazing writing, Ms. Lessman!
  
Tumble Town
Tumble Town
2020 | American West, City Building, Dice Game, Puzzle
Fun fact about me: I used to live in Le Claire, Iowa (birthplace of “Buffalo Bill” Cody) on a street named Wild West Drive. While the town named many of their streets after American West figures and items, it was not your typical Iowa ghost town – if there are such things. That said, I do have an affinity for the Wild West in my gaming preferences, so when I heard about a dice/building game with an American West theme designed by Kevin Russ (who also recently designed Calico) I was immediately interested. But how does this one… stack up?

Tumble Town is dice rolling, structure building, drafting game with variable player powers. You are charged with choosing building plans to be added to Main Street of Tumble Town. You do this throughout the game by selecting the plans that will make best use of the resources (dice) you gain. The buildings that you construct may allow you special powers to be used on future turns, or one-time bonuses to be used once built. The player who can turn the greatest profit (in terms of VP) at the end of the game will be the winner!

DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and the final components will definitely be 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 back the game through the Kickstarter campaign, from your FLGS, or through any other retailers stocking it after fulfillment. -T

To setup, deal each player a packet of starting components: a unique Horse card, two reference cards, Storehouse card, Main Street card, and two brown (they are red in the prototype) dice to be rolled and placed within the Storehouse. Shuffle and display the 1-, 2-, and 3-cactus building cards per the rulebook instructions to form the market. Set aside a number of each die type per the rulebook (both the building cards and dice are determined by number of players). Determine the first player and give them the first player token (a colorful rubber potted cactus). Players will connect their two Main Street cards at the central icon to create a two-card street (we chose the wagon wheel – Easy) and the game can begin!

Turns in Tumble Town consist of four mini-phases that flow into each other rather naturally. The first phase will have the players choosing a revealed building plan card from the offer market. The face-down draw stack will inform the active player as to how many and which type of dice they must draw and roll. Once they have these dice in their Storehouse, the player may now build plans using the dice they control. Buildings can be constructed and placed right onto Main Street, or be placed on the plan card to be placed on Main Street on a later turn. If the player has collected more dice than their Storehouse can hold, they must discard any of the dice they wish. This concludes a turn and the next player can begin their turn.

Certain iconography on the building plan cards allow players to use special powers throughout the game once built, and there are three types. Cards with the silvery bottom panel of symbols and the 1x notation are powers that must be used only once and only when the building is constructed. These powers could be collecting a die of the player’s choice, or receiving various dice counters. The building plan cards that feature a circular arrow notation are powers that can be used once per turn, every turn, if wished. These powers are found on each player’s Horse as well and can be adjusting a die’s face value, or re-rolling two dice, as examples. The third type of power is from the golden paneled cards that have an arrow pointing to a vertical line. These powers are only activated at the end of the game and mostly include scoring variances, like 1VP for each building a player has constructed that has a vulture icon (or a windmill, for example) featured on the card art.

Once a building is erected, the player may choose to place it onto their Main Street cards. When they place them, the player will need to choose where on Main Street these buildings should live. Like Bob Ross always says, “There are no mistakes, just happy accidents.” A player can place their buildings anywhere they wish on Main Street, but the Main Street cards will give extra bonuses to those players who plan ahead and place their buildings strategically. Some plots will ask for a building of a specific height (one die high or three dice high). Some will ask for the base level of the structure to be made of a specific material/die color (brown wood, black coal, silver metal, and gold… gold). Extra points are awarded if one-die-width alleyways are allotted, and these Main Street placements can score a bunch of endgame points.

Turns can be very quick or very deliberate, depending on the types of players involved. AP-prone players will take longer on their turns as they internalize all possibilities of their rolled results, while people like me just fly by the seats of our breeches. The game continues in this fashion: four mini-phases of drafting cards from the market, grabbing the associated dice, rolling them, and attempting to erect the best buildings on Main Street until two dice pools contain two or fewer dice. The current turn order finishes and the game is over.

Components. Again, this is a prototype copy of the game, and the publisher was decent enough to include a listing of items to be improved in the final version (like the red dice being poured brown in final – that really messed up someone’s strategy during a play-through for us because they kept forgetting that red is actually brown). The overall art style is very simplistic and I do NOT mean that negatively. The graphics and artwork are great, and give exactly what is needed without being so distracting that you cannot concentrate on your strategy. The dice are normal dice quality (that always seem to roll poorly when I’m rolling… hmm…). Once you see the photos of how the game will look during production, you will appreciate how great this is going to look on the table. No problems with components at all, save for the red vs. brown debacle that happened on our table. I really hope they keep the awwwwesome rubber cactus first player marker because it’s amazing.

I absolutely loved this one. I have always enjoyed using items for purposes other than originally intended – in this case, using dice as building materials. Of course, playing any game with dice introduces a bit of luck and instability in strategy, but Tumble Town offers quite a bit of manipulation of dice rolls that keeps almost all dice results feasible and useful. I really enjoyed the stacking, the quick turns, and the desperation when someone takes the last wood die when I was gunning for a wood-based building on my next turn. This game is light, but is chocked full of difficult decisions and luck of the roll. Tumble Town is for people who enjoy the rolling and stacking from FUSE (minus the frenzy), and the spatial building placement chaining of Villages of Valeria.

If this is the game for you, then we highly encourage you to check out the Kickstarter campaign which is running until Thursday, March 26. Tumble Town has already exceeding the funding goal at time of this review, but all future pledges will contribute to stretch goals that will improve components and add other components (spoiler?). So get out there and build up Tumble Town, ya yella-bellied greenhorns!
  
I have never wanted to move to Louisiana, ever. The bugs, the swamps, the heat and humidity, ugh. But after reading this latest installment by Ms Nicholas, I may just have to pack my bags and head south. Ohhhweeee this is a scorcher.

Tori was in New Orleans for Mardi Gras last year, her first vacation in a very long time. While in town she went to a bar where she met Josh. Josh was a typical southern boy, sweet talking, flirt that knew his way around a woman. Thinking his interest in her was just a game he was playing made flirting with him easy as she knew it would go no where, but it was too quick to have these kinds of feelings right? When he suggests meeting back in the same spot in one year if they were both still interested, to show her it wasn’t just about a one-night stand, she accepts. Now it is Mardi Gras one year later and she is in town for her best friend Andrews wedding. Should she expose herself and see if he shows?

Josh has been mooning over Tori for a year and is making his way to the bar he worked at last year to see if she shows. He hopes she shows up, she has to, there is no other option. Making his way down Bourbon Street is another story though. At this rate he is going to use up his whole break just making it the few short blocks he needs to walk. Please be there!!!

Tori heads to the bar, with her Mardi Gras mask in place and sees who she thinks is Josh also with a mask on. He sees her and heads her way, calling out to her just before she kisses him. But wait, the kiss though familiar isn’t the spark fire kiss that Josh gave her last year. She pulls back to find Andrew under the mask. After apologizing and explaining who she was looking for she finds out the Josh doesn’t work there anymore but the let her know where she can find him. She heads out the next day to see if he is still interested in her.

Josh never imagined Tori would come looking for him after she failed to show up at the bar last night. When she arrives at his business he realizes she did show but they missed each other. He also learns about the mistaken kiss and why she is really in town. He doesn’t care either way, he is just beyond the moon that Tori is back. He will do whatever it takes to make sure she never goes back to Iowa again.

Tori is used to being “handled” by Andrew, she tends to be irrational and embarrassing (well at least according to Andrew and her father) so when he tries to reign her in she goes along with it. Knowing Paisley (Andrew’s fiancé) has it in for her as well thinking she is secretly in love with Andrew isn’t helping the situation at all. I won’t go in to too much with Paisley and Andrew but I wanted to jump in the book and punch them both. Andrew preys on Tori’s vulnerability and makes her doubt herself constantly throughout the book. Josh knows he will need to make a big declaration to get Tori to just be herself and accept him and the life he wants to give her.

This book starts a new series, Boys of the Bayou which spins off from Boys of the Big Easy. You do not have to read these books in any order, they are good as standalones but there are character overlaps and some back stories mentioned that if you like to keep things in chronological order may irk you if read out of order. Once again the author give me a 5 star book to consume in rapid fashion. There are so many laugh out loud and real life moments in this book I couldn’t even start listing them or this review would be 10 pages long. Just know that the secondary characters are all hysterical and I would love to follow them around in real life 24/7/365. I voluntarily read and advance reader copy without expectations for review. Any and all opinions expressed are my own. You are doing yourself a great disservice by not adding this to your bookshelf, ebook or however you get your next great reads in your hands. Go, go now, go quickly and enjoy.
  
Agropolis
Agropolis
2020 | Card Game, City Building, Farming, Territory Building
Being based on the Iowa/Illinois border, Purple Phoenix Games is definitely headquartered in the good ol’ Midwest. We are not without cities and modern amenities, as some might suspect, but we are certainly accustomed to seeing farm life, rural communities, and rolling fields of crops. Figuring out how exactly to organize your fields and crops is no easy task, and Agropolis is here to put you to the test!

Disclaimer: We were provided a copy of Agropolis for the purposes of this preview. The components are not yet finalized, and will probably change from what you see here to the finished Kickstarter campaign. Agropolis is a stand-alone expansion to the popular ButtonShy title, Sprawlopolis. We have reviewed Sprawlopolis (as both a Solo Chronicles, as well as Multiplayer) in the past, so I do not intend to rehash the entire ruleset in this preview. -L

In Agropolis, players are working cooperatively to create a cohesive and thriving rural community. The overall gameplay is the same as Sprawlopolis, with a few thematic differences. To begin the game, randomly select 3 cards to dictate the scoring conditions for your specific game. Deal 1 card to each player (3 to the starting player), and place one card face-up in the center of the table. On your turn, you will draw a card, play a card into the communal countryside, pass your remaining cards to the next player, and then draw a new card. The goal is to create a countryside that scores enough points to surpass the combined total of the 3 scoring condition cards.


Each card is divided into four zones: cornfields, livestock pens, orchards, and vineyards. The selected scoring condition cards determine how you can earn and lose points for your card/zone placements in the countryside. That’s where strategy comes into play – you can’t just place your cards wherever you want! There has to be a method to the madness, and each placement must be carefully selected for maximum end-game points. When all cards have been played, tally up your points – earning points for each zone, gaining/losing points for scoring conditions, and deducting points for roads. If your final score is higher than the total of the 3 scoring conditions combined, then you have won!
As a big fan of Sprawlopolis, I am happy to report that ButtonShy has done it again with Agropolis. The overall gameplay and atmosphere is the same between both games, which adds a comfort and familiarity to the game, but the thematic differences and scoring conditions make the game feel subtly unique. Aside from a country theme, Agropolis has an optional challenge known as the Feed Fee. Certain cards have a feedbag and livestock symbol underneath the card’s score, and all cards have a combination of livestock symbols at the bottom of the scoring description. To play with the Feed Fee, simply count the number of that specific type of livestock across all 3 scoring condition cards and add that to your scoring total. You might even have multiple Feed Fees in play for a single game! That is a new added challenge unique to Agropolis, and can really up the ante of the gameplay.


Our preview copy of Agropolis also came with a 6-card combo pack expansion that allows you to combine both Agropolis and Sprawlopolis into one big game. To play with the combo pack, randomly select one scoring condition card from the three decks: Agropolis, Sprawlopolis, and the combo pack. Randomly select another combo pack card to be the starting card of your city/country blended community. On your turn, you will draw 1 Agropolis card and 1 Sprawlopolis card. Play only one of those cards to the tableau, and the other is discarded. When both draw decks run out, the game is over and points are tallied. This combo game is uniquely challenging because you have scoring conditions from both games. You can’t focus on the city-side and let the country peter out, because at least one of the scoring condition cards calls for a country-specific goal. This combo pack takes the simplicity of both games and really ups the amount of strategy required for success. Definitely a combo I will be playing a lot!
All in all, how is Agropolis? The gameplay itself is simple, strategic, and satisfying to play. Although nearly identical to Sprawlopolis, the thematic differences and country-specific scoring conditions make the game feel new and refreshing. I absolutely love the 6-card combo pack to combine both games together. It just heightens the gameplay and strategic considerations, and takes it from a smaller game to something with a little more heft. Some people are all about that city life, but I think Agropolis will show you the beauty of the rural community. Be sure to check out the Kickstarter campaign, going live on Tuesday, September 29th!
  
Hierarchy
Hierarchy
2019 | Abstract Strategy, Card Game
It’s the moment you’ve all been waiting for – the next installment in the Button Shy wallet series is here! *Crowd roar* After my discovery of Button Shy through their Kickstarter for Sprawlopolis, I have actively been on the lookout for their games. When I saw the call for reviewers for their newest card game, I knew I wanted to be involved! So how does Hierarchy hold up compared to their other wildly successful wallet games? Keep reading to find out!

Hierarchy is an abstract strategy game of perfect information for 2 players. Comprised of a mere 14 playing cards (excluding title and reference cards) it is quite the compact game – as is to be expected from the Button Shy crew. In a game of Hierarchy, players take turns playing cards from their open hand (no hidden information here!) on top of the last card played by their opponent, per the placement restrictions. To win, you must be able to play a card on top of which your opponent is unable to play a card – effectively ‘checkmating’ them and claiming victory for yourself!

DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. As this is a preview copy of the game, I do not know if the final rules or components will be similar or different to what we were provided. -T

Here’s how it works in detail. Each player first receives a Quick Reference Card, and is then dealt half of the deck (7 cards). The cards are double-sided to represent the two player colors – purple and gold – so each player flips their 7 cards to show their chosen color. Since this is a game of perfect information, all cards are laid out on the table, so each player always knows what cards their opponent has available to them. The player who was dealt the ‘Imposter’ card goes first. Each card has a specific number, ranging from 1 to 13, as well as a specific ability. To play a card, its number must be higher than that of the card below it, unless the card’s specific ability says it can be played otherwise. For example, if I play the Queen (#12), Travis could play the King (#13, numerically higher) or the Assassin (#1) since its power allows it to be played atop any card except for the Tower and Leper. Don’t be worried about having to memorize all the card abilities – they are all detailed on the Quick Reference Cards (see photo below). Play continues back and forth until one player is unable to play a card, either because they have no cards left at all or because they have no valid cards left to play. That player loses the game, and the remaining player is the top of the Hierarchy! (Roll credits)

Let’s talk components first. They’re excellent, which is no surprise coming from ButtonShy. Of course, we just have a preview copy of the game, so I can only imagine that the card quality might be up for improvement during the Kickstarter. That being said, the cards we received are nice and sturdy, as is the tell-tale wallet of a ButtonShy game. The text on the cards is a good size, and the font is easy to read. The artwork is fine, but quite honestly not something I looked at in depth until Travis mentioned the style. I think that’s because the cards are all monochrome, the art just didn’t really draw my eye. Not a knock on the game, just something I noticed! Speaking of color, I personally love the player color choices of Purple and Gold – the school colors of my Alma Mater ((the University of Northern Iowa, go Panthers!)(also of the Alma Mater of the rest of us – Western Illinois University – GO NECKS! -T)). Maybe I’m biased, but I think those two colors are a great combination 🙂

And how about the gameplay? I think it’s excellent. For such a compact and ‘light’ game, the strategy required for success keeps the game extremely engaging. You always know the cards your opponent has, and you’ve got to be thinking at least several turns in advance to try to back them into a corner while not letting yourself fall victim to an unnoticed strategic play. Another neat thing about Hierarchy is how quickly it plays – typically in 20 minutes or less. You might have to devote a decent amount of brainpower to outwitting your opponent, but you definitely don’t need to devote hours of time during your game night for this game, and I love that. Gamers who enjoy games like Citadels or Love Letter might enjoy the familiarity of Hierarchy’s gameplay coupled with the intimacy of a strictly 2-player game. The final verdict from me is that Button Shy has another hit on their hands with Hierarchy. I am very much looking forward to following the campaign, and definitely plan to pull this game out many times in my future!
  
Terrible Candidates
Terrible Candidates
2018 | Card Game, Humor, Party Game, Political, Word Game
2020 is a year that will definitely go down in the history books for many reasons. Amidst a global pandemic, a growing civil rights movement, and a hurricane-like storm that ravaged the state of Iowa on August 10th, we ALSO find ourselves in an election year. As if things couldn’t get any crazier, right? Get in the campaigning mood by checking out Terrible Candidates, and remember to get out and vote on November 3rd, America!

Disclaimer: We were provided a copy of Terrible Candidates for the purposes of this review. The components pictured are finalized and are what come in a production copy of the game. I do not intend to rehash the entire rulebook, but rather provide an overview of the rules and general gameplay. -L

Terrible Candidates is a party game in which all players, candidates vying for the Presidency, participate in a series of public debates. At the end of the game, the player who has won the most debates is declared the new President! Setup is simple: Deal 5 Policy cards to each player, place the remaining Policy and Topic cards in the center of the table, place the Dumpster Fire of Democracy card within reach of all players to indicate the discard pile, and keep the President card off to the side.

The gameplay itself is just as simple! Select a pair of neighboring players to be the first debate Candidates. A Topic card is revealed, and the 2 Candidates select a Policy card from their hand to play in this debate. Once the Policy cards are selected, each Candidate gets 30 seconds to explain/debate their selected response to the Topic, providing as many talking points, facts (true or alternative) and other general jargon or nonsense to convince the Media (the non-Candidates for this turn) to vote for them. When both Candidates have made their debates, each member of the Media is allowed to ask one question, providing an extra chance for political shenanigans or hilarity. Once all questions have been asked, the Media votes on which Candidate they believe was the best of the pair, and that winning Candidate keeps the Topic card as their point. The game moves on to the next debate, rotating one person around the group to get a new pair of Candidates – one Candidate from the previous debate, and a new competitor. Play progresses in this manner until all players have participated in 2 debates, thus ending the round. Any players who have no Topic cards (meaning they didn’t win either of their debates in the round) is knocked out of the game, and the next round commences with the remaining players. The second round follows the steps of the first, and when all players have debated twice, the game ends. The player with the most Topic cards is declared the winner and becomes President!

I know that this game might seem like a lot, but it’s honestly not complicated. Each round works as follows: Debate, Question, Vote, and repeat until all players have done 2 debates. If there is one thing that is a must for a party game, it’s a simple set of rules and gameplay to maximize playing time, and Terrible Candidates has adhered to that policy (See what I did there?). The overall atmosphere of the game is reminiscent of CAH, but with a twist. In CAH, all players submit a card and one player is the ultimate judge for the turn, thus allowing players to cater to the personality/sense of humor of that one person. Terrible Candidates is a group effort, meaning that you have to get a majority of the votes in your favor to win the debate. Instead of focusing on one person, you have to be quick-witted and clever enough to find ways to influence all other players. That makes it feel like a more engaging game overall, since all players are involved in every step of the turn.

Obviously, this game has some political implications, but the gameplay can be whatever your group wants it to be. Playing with a group of highly political friends? Maybe it will turn into some intelligent debates and conversations throughout the night. Playing with the fam at a reunion or get-together? Go crazy, make up hilarious stories, and just have a good time. It all depends on your gaming group, and it can be whatever kind of game you want it to be – serious or silly. A caveat with this, as with CAH-esque games, is knowing your group and the kind of humor that is acceptable. Just make sure that however you decide to play, everyone involved is comfortable and having fun!

All in all, I think that Terrible Candidates is a fun and funny little game for everyone involved. As a Candidate, you put your improv skills to the test as you make ridiculous claims or present decent ideas in your 30-second time limit. As a member of the Media, you also get in on a little improv, coming up with a question to ask the Candidates, and then casting your vote for the most convincing side. This game can be so unpredictable, and that’s what helps keep it fresh, entertaining, and funny. Whether you are politically active or not, this game can result in some great times and good conversations among the group. If you’re up for it, take a chance and cast your vote for Terrible Candidates!