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The Box (2009)
The Box (2009)
2009 | Horror, Mystery, Sci-Fi
6
6.8 (11 Ratings)
Movie Rating
Norma (Cameron Diaz) and Arthur Lewis (James Marsden) don't seem to be any different than any other hardworking family in the late 1970s on the surface, but things aren't always what they seem. After a freak accident at the doctor's office when she was 18, Norma suffers from a disfigurement on her foot and has a noticeable limp. A student humiliates her in front of her class while she's teaching and Norma is under the impression that would be the worst part of her day until she's informed that the discount faculty had been getting on tuition would be cut next semester. Meanwhile, Arthur works for NASA and had been counting on being recruited as an astronaut since he aced every test, but is rejected for failing the psychological exam. Already living paycheck to paycheck, Norma and Lewis wonder how they'll support their son Walter and themselves until an opportunity presents itself in the form of a box. Arlington Steward (Frank Langella), a man who's missing half of his face, shows up at the Lewis' home and makes them an offer that could solve all of their financial situations at the expense of somebody else with the simple push of a button. But the consequences that unfold for Norma and Arthur ar far greater than what they bargained for.

Richard Kelly is capable of making pretty fantastic films. Donnie Darko is still his crowning achievement. People seem to either love the film or think it's highly overrated, but with repeat viewings over the years it's become a favorite and has a cult like status. Southland Tales showed promise, but just felt like the second half of an already established franchise. That turned out to be true when the three graphic novels were published and were recommended to be read before seeing the film. I admire the fact that they took a different approach to the filmwatching experience, but since I didn't hear about the reading material until after I saw the film it seemed like a lost cause. Possibly too much to be bothered with. So Kelly offers his take on a Twilight Zone episode with The Box and the result leaves the viewer with mixed reactions.

The film seems to drag a bit in the first half hour as it introduces us to the Lewis family. The Box is dropped off on their doorstep, but then we're offered a glimpse into the daily lives of Norma and Arthur Lewis; mostly what their careers and daily struggles are like. Once Mr. Steward shows up and explains what The Box does is when the film begins to gain momentum. From that point until around the time Arthur gets knee deep into his investigation is when The Box is at its peak. There's at least one twist in there that's actually pretty satisfying, but it's unfortunate that the film can't keep that up for its entire duration. From then on, it just seems like the film adds more and more weird plot twists and ridiculous explanations. You'll want the film to have ended 20 minutes prior by the time Mr. Steward makes his second offer to the Lewis family.

The dialogue seemed to fluctuate between sounding natural and sounding forced throughout the film. The film takes place in 1976 and it's established rather well, for the most part. At times, it felt like some of the dialect from today slipped through the cracks and made it into a film that took place over 30 years ago. The acting wasn't entirely satisfying either. Was Cameron Diaz's accent noticeable in the trailer for the film? It didn't really click until around the five minute mark of the actual film and seemed to kind of come and go depending on how much dialogue Diaz actually had in a particular scene. Frank Langella was the most enjoyable, but if he wasn't missing half of his face or being so mysterious then his character would probably be kind of dull since he doesn't actually show any range of emotion in the film. The CG also seemed to look a bit low budget during the three gateways scene, which is odd since the pool scene was pulled off incredibly well. With all of these superbly CG animated films coming out as of late like Disney Pixar's Up, Disney's A Christmas Carol, and even next year's Toy Story 3, if CG of a lower quality is contained in a film after that it becomes extremely evident in comparison.

Richard Kelly's The Box puts a modern day spin on a classic story and while it isn't entirely satisfying, it does have its high points. As the puzzle the film is wrapped in unravels, its first few reveals are interesting, but it was like they tried to cram in as many twists and turns as possible as the film went on. While Kelly has at least one great film under his belt, it seems like he still hasn't found a specific stride to being a great director. That doesn't mean he's not capable of doing so and he certainly has his trademarks that seem to bleed through in his films (usually something relating to another gateway or dimension), but that he hasn't been able to channel a similar formula to what made Donnie Darko his standout film. That, in itself, is disappointing.
  
Harsh Shadows
Harsh Shadows
2021 | Card Game, Deduction, Puzzle, Spies / Espionage
I am definitely a social gamer, but if there is one positive thing to come from the year 2020, it was rediscovering my love of playing solo games. So when Wonderspell reached out about previewing their newest casual solo card game, I was hooked! Taking on the role of a secret agent trying to track down an enemy spy? Yes please! Keep reading to find out more.

Disclaimer: We were provided a copy of this game for the purposes of this preview. The pictured components might not be finalized, and could differ after a successful Kickstarter campaign. -L


Harsh Shadows is a solo card game of hand management, grid movement, and deduction where you are an agent working to collect evidence necessary to apprehend an enemy spy. To setup for a game, randomly place the 9 Location cards in a 3×3 grid. Prepare the Discovery deck as described in the rules, place 1 face-down Discovery card to the right of each Location, and place the rest of the deck off to the side of the grid. Shuffle the Confiscated Item cards and deal the appropriate number to each of the Case File cards – 3 to Evidence, 1 to Red Herring, and 4 to False Leads. The Spy card is placed on the upper-left-most Location, and your Agent card on the lower-right-most Location. Shuffle the Spy Movement cards, and the game is ready to begin! It should look similar to the picture below.
The game is played over a series of rounds in which you will be moving your Agent, performing additional actions, and then moving the Spy. The goal is to track down the Spy, with the correct evidence in hand, before the Spy is able to flee the scene. The first thing that you will do each round is to move your Agent. You may only move to a Location that is adjacent or diagonal to your current Location. Once you move to a new Location, you will draw the top Discovery card from that Location. Discovery cards will either be Items, Clues, or Bombs. Items are collected as potential Evidence, Clues are used to reveal Confiscated Items from Case Files, and Bombs force you to discard a card from your tableau. After you have moved and collected a new Discovery card, you may perform any/all of these additional actions: Use Clue Cards, Place the Tracking Bug, Track the Spy, or Use your current Location’s ability. To Use Clue cards, you will discard a number of clues in order to reveal a Confiscated Item card from a Case File. The Confiscated Items under the Evidence Case File show the 3 items you are required to have in hand to apprehend the Spy by the end of the game. The item under the Red Herring, if you have it in hand at game’s end, will cause you to automatically lose. The 4 items under the False Leads will neither help you win, nor cause you to lose – they simply offer fodder for you to discard when necessary.


Another element required to win the game is to place the Tracking Bug on the Spy. On your turn, you may place the Tracking Bug at your current Location card – if the Spy moves to the Location on a future turn, they are considered to be ‘bugged’ and the Tracking Bug is live! Twice per game, you are allowed to Track the Spy. To do so, you will look at the top card of the Spy Movement deck, and return it to the top. This just lets you see to which Location the Spy is about to move. And finally, you can use your Location’s ability. Once you have taken as many of the additional actions as you want, it is time to move the Spy. Reveal the top card of the Spy Movement deck, and move the Spy in the appropriate direction to a new Location. At the Spy’s new Location, add a Discovery card to its pile. Play continues in this manner until either you make an accusation, or the Spy escapes. In order to make an accusation, you must have Evidence cards in hand, the Spy must be bugged, and you must be at the same Location as the Spy. When you make an accusation, you will reveal any remaining cards under the Evidence and Red Herring Case Files. If you have the 3 matching Evidence cards, you win and apprehend the Spy! BUT if you have the Red Herring card, or you are missing any of the required Evidence cards, you lose. If you haven’t made an accusation in time, the Spy could escape, causing you to lose the game as well – I’ll leave those details for you to discover on your own!
In theory, Harsh Shadows seems like a neat and strategic card game, but how does it hold up in reality? Pretty well, actually! The first thing I want to talk about is how strategic it is, even with its elements of deduction. You need to collect Evidence fast in order to catch the Spy, so what’s the best plan of movement? Also, each Location has a special ability, so is there an ability you need to use now or do you want to wait a bit longer? After using a Location’s ability, it is no longer available for the rest of the game, so you have to time those uses carefully. Along those lines comes the deduction. Sure, you can try to reveal all the Confiscated Items so that you’re 100% sure that you’ve got the right Evidence. But if you don’t work fast enough, the Spy could escape. Are you willing to risk only knowing for sure what 1 piece of Evidence in order to confront the Spy before it’s too late? Or do you want to save up Clues to purchase that coveted Red Herring, to know for sure what not to keep in order to win. There’s a balance of risk with deduction, as well as a real-time element in the sense that the game has a finite amount of rounds. You’re not racing a physical clock, but once the Discovery deck runs out, the Spy is considered to be on the run, on the verge of escaping. Overall, this is a casual card game, but it has a decent amount of strategy to keep you engaged and entertained.


Let’s touch on components for a second. Obviously, this is just a card game, and this is a preview copy. As I said earlier, the final production could differ from this version, but I have to say that this preview copy is good quality. The cards are nice and thick, the artwork thematic and clean. I imagine the rules would get some final edits for slight clarifications, but for the most part the production quality is already pretty decent.
I have to say that Harsh Shadows surprised me. I’d never played a solo game with deduction elements, and it was actually quite exciting. Usually the deduction games I’ve played are based around sussing out a traitor amongst a group of people, so there is that human interaction element that can really help guide your thoughts and decisions. In Harsh Shadows, there’s nobody but yourself – you can’t look for tells in other players because the cards won’t speak to you. It feels riskier in this way because it’s more a game of odds then, instead of your ability to pick out social cues. Other people may feel differently, but I thought this was a neat twist on the deduction mechanic. If you’re looking for a strategic solo game, that plays relatively quickly and casually, I would definitely recommend checking out Harsh Shadows. It goes live on Kickstarter here in April, and I look forward to following its progress!
  
Whirling Witchcraft
Whirling Witchcraft
2021 | Fantasy
What is the thing that first draws you into a game? Is it talk of the gameplay and mechanics? Maybe you’ve had a good experience with the designer? Or perhaps the artwork is what catches your eye? For me, I’ve gotta say it’s not only the artwork, but the components as well. Obviously, we’re no strangers to board games, so scrolling through our feeds we see countless pictures of cards, boards, meeples, etc. It’s when a game has an interesting new component that it really pops out to me. Enter Whirling Witchcraft and its 3D cardboard cauldrons! It certainly got my attention, but does the game itself deserve a place on my shelves? Spoiler – it does, but keep reading to find out why!

Whirling Witchcraft is a game of simultaneous action selection and variable powers in which players take on the roles of witches creating various ingredients to be used in future potions. The neighboring witches are always on the lookout for new recipes, so of course you’ll share those secrets and even some ingredients with them!…….BUT these ingredients can be volatile, and having too many on your workbench could cause an explosion! Which witch is sly enough to not only manage their ingredients wisely, but also overflow opponents with extra ingredients?

Disclaimer: We were provided with a copy of this game for the purposes of this review. This is a finalized retail copy of the game, and what is described and pictured below is what you will get when you purchase this game. -L

To setup for a game, each player receives a player board, cauldron, and Arcana tracker with corresponding tokens. Players are randomly dealt 2 Personality Cards, and choose one to use for the game. Personality Cards offer unique powers or recipes for use during the game. All recipe cards are shuffled, and 4 cards are dealt to each player. Players receive a number of starting ingredients (cubes) to their workbench (player board), as stated on their Personality card, and the remaining ingredients go into a general supply. Choose a starting player and the game is ready to begin! Pictured below is the setup for a 3-player game.

This game is played over a series of rounds, and the turns in each round are performed simultaneously. Each round is broken down into two phases: the Study Phase and the Brewing Phase. The first step of the Study Phase is to Play recipes. Players look at the 4 recipe cards in hand and select one to play this round. Cards are placed face-down below the player boards. The next step, Reveal recipes, is pretty straightforward – all players reveal their chosen recipe and add it to their other recipes already in play. The final step of this phase is to resolve Arcana. Certain recipe cards have Arcana icons on the top that are collected when the recipe is played. Arcana comes in three different types (Book, Potion, and Raven), and is tracked on your Arcana tracker. When you have reached a certain amount of Arcana, you have the opportunity to trigger a special effect for the current round. For example, triggering the Raven Arcana allows you to immediately remove up to 2 ingredients from your workbench. Arcana can play into your strategy, so keep an eye on which recipes offer certain types of Arcana! Players check to see if any Arcana has been triggered, and perform the effects if they so choose, and the round then continues to the next phase.

The second phase of the round, the Brewing Phase, is broken down into 4 steps: Produce ingredients, Pass cauldrons, Check for winners, and Pass recipe cards. The Produce ingredients step is performed by all players simultaneously. Players will choose which recipe cards they have in play to be used this round. To use a recipe, you place ingredients (cubes) from your workbench on the ‘input’ spaces of the recipe card – all input spaces on a recipe card must be filled for the recipe to be completed. When you complete a recipe, take the corresponding ingredients shown on the ‘output’ spaces of that recipe card from the general supply. Players can decide how many/few of their recipe cards to be used each round (one, a few, or all of them), and each recipe card can only be used once per round. When all players are finished using their recipe cards, the ingredients are distributed. Ingredients from the ‘input’ spaces of a recipe go back to the general supply, and ingredients left on the ‘output’ spaces go into your cauldron.


This leads us to the next step – Pass cauldrons. All players will pass their cauldron (and the ingredients on it) to the player on their right. The ingredients from your new cauldron are now added to your workbench. Each type of ingredient has a finite number of spaces on your workbench, though. If these new ingredients cause you to completely fill up a row, any excess ingredients of that type are given back to the player who passed you the cauldron. Any ingredients you get back from an opponent go at the top of your player board, into your Witch’s Circle. When all players have resolved their new ingredients, the next step is to check for winners. If any player has 5 or more ingredients in their Witch’s Circle, they are declared the winner and the game ends! If nobody has at least 5 ingredients in their Witch’s Circle, players will pass their hand of remaining recipe cards to the player on their left, draw back up to 4 cards, and a new round begins. The game continues in this fashion until a player has at least 5 ingredients in their Witch’s Circle by the end of the round.
As you can tell from my intro, as well as the rating graphic, I really love this game. I came into it expecting something light, cutesy, and fun, and what I got was so much more than that. Yes, the components (more on that later) and artwork are colorful and eye-catching, but the gameplay is what really surprised me. For a game that literally only has 2 mechanics listed on BGG (simultaneous action selection and variable player powers), the amount of strategy in this game blew me away. Is it the most strategic game I’ve ever played? No. But it was one that kept me engaged and thinking the whole time. There are 3 major elements that you have to consider: recipes, ingredients, and your opponents. For recipe cards, you have to strategize which recipe to add to your tableau, as well as which recipes to use each round. You are allowed to use as many recipes in a round as you wish, so which ones are the best use of your resources? The next element: ingredients. Aside from strategizing about your recipe cards, you have to figure out how to best manage your ingredients. Which recipes offer the output you want? Which ones eat up large numbers of ingredients? These are all things you have to be considering during the Brewing Phase. And finally, you have to keep an eye on your opponents. You ultimately win by causing your neighbor to have an ‘overflow’ of ingredients – so which recipes can produce ingredients that they don’t need more of? Everyone can see each others’ player boards, which gives you a little insight into perhaps which recipe cards you want to activate this round. Add the fact that pretty much all of this is happening simultaneously?! That just is another layer to the strategy you need for this game! Even just describing this gameplay and strategic implications has me psyched to play again! There is much more to Whirling Witchcraft than meets the eye, and that makes it an awesome game to me.


Ok, so the part we’ve all be waiting for – components! The player boards, cards, and Arcana tokens are all great quality, and vibrant in color. The artwork itself is a unique style that really catches the eye and fits the theme extremely well. The iconography/color-coded ingredients are clear to differentiate, and help streamline the gameplay. The ingredient cubes are your standard wooden cubes, and they are nice and sturdy for their small size. The 3D cauldrons are sooooo cool! Are they necessary to the gameplay? Wellllll not entirely – you could easily just use a simple cardboard circle on which to place ingredients. BUT they make the game feel more immersive, exciting, and fun to play! AEG could have as easily not gone with the 3D idea, but the inclusion of this unique component helps elevate the engagement and gameplay to me. Having physical 3D cauldrons adds so much to the overall table presence of this game, and it makes it feel like you’re playing a deluxe/upgraded game. Add in the fact that the box is made to house the assembled cauldrons, so you don’t have to be continually assembling/disassembling them every time you play. Great forethought and execution! So all in all, excellent production quality overall!
If you’re in the market for a game with ‘simple’ mechanics but elevated strategy, I highly recommend Whirling Witchcraft. This game truly is a gem, and it plays relatively quickly for a ‘heavier’ game. I’ll be the first to admit that I was drawn to this game by the components, but the stellar gameplay is what makes me keep playing it. Purple Phoenix Games gives this one a whirling 5 / 6. Check it out, you won’t be disappointed!
  
Things a Bright Girl Can Do
Things a Bright Girl Can Do
Sally Nicholls | 2017 | Young Adult (YA)
9
7.5 (2 Ratings)
Book Rating
THINGS A BRIGHT GIRL CAN DO by SALLY NICHOLLS
In 1903 Emmeline Pankhurst founded a new organisation called 'The Woman's Social and Political Union’ because she like many other women believed that they should be equal to men and be allowed a vote!

Although women over thirty did get the vote in 1918 - after the bill was passed. It wasn't until 1928 that all women got the vote. But unfortunately, Emmeline Pankhurst died before she got to see this happen.

When WWI broke out men had to go and fight, leaving their jobs to the woman. This was the start of women getting more opportunities. Even though they weren't being paid the same, they were still happy to be doing something to help. (Though that's a different story)

But this whole having a job, and helping with the war was only for the meantime, because after the war men wanted their jobs back!

Things a Bright Girl Can Do is about three girls who live in this time. Three girls who want to do more with their lives. Three girls who want freedom and the chance to be different.

Evelyn, May, and Nell.

Evelyn is seventeen and has dreamt of going to a university like her brother, but is unable to do so because, for the simple fact, she's a girl!

But mind you, she is probably smarter than her brother. Or any boy for that matter. So what does she do? She joins the suffragettes! And by doing this she see’s exactly what it's like to be a suffragette and what they do first hand. Though it's not as nice as it seems. She takes part in a hunger strike while she's in prison; like many suffragettes before her. She gets ill afterward and though she did what she believed was right, she soon realized that it wasn't such a great idea.

But in some ways, it made her a better person in the future because she knew exactly what it was like and why they were fighting for their rights.

May is fifteen and has been a part of the suffragettes along with her mother for a while now. She campaigns and she fights for the rights of women in a peaceful way. By handing out flyers, by going to meetings and talks. Again like Evelyn, she knows what it's like to have money and to be in a better situation than some women who don't even have that.

Nell, who’s grown up not knowing money, she's always tried to work and help her mother with whatever she can. She later meets May and the two of them fall in love and dream of a better world. She joins the cause of ‘Women's Rights’ and fights for them. Because why should men get everything?

All three girls are very different and all want something out of their vote. They all become a part of the suffragettes in their own different ways.

Sally Nicholls gives you a great insight into the past, bringing it to life again. Questioning what life was like back then, for woman and the government. She does all this by turning three stories into a reality that we all now take for granted. Even now women don't use their votes.

My opinion is that no matter whether you like politics or even believe in them, you should always use your vote. That's what I think anyway. For the simple fact, women died for your right to vote. It's your life as well you should use your vote to make the world better. To have a say.

From the suffragettes to WWI and it's 'we can do it’ attitude, this book is amazing inside and out. From the facts and the stories within its pages to the history lesson of fighting for your rights - to what women did to help in the war, you need to try this book.

So would you be one of the suffragettes, or did you have one in your family? It would be interesting to know.

Just remember, we can all do it.

Love, Christina ?
  
Baseball Highlights: 2045
Baseball Highlights: 2045
2015 | Card Game, Science Fiction, Sports
It’s 2045. Baseball has bored everyone to death (NOT my opinion – GO CUBS GO!). So Big Baseball has turned to employing robots and players have begun to improve their game by adding cybernetic body parts to themselves. This is the future in which I want to live. Editorializing aside, only the best and most exciting players can make in the new bigs. Will your team of Naturals, Cyborgs, and Robots claim victory, or will your players be bound for the minors – or worse, the scrap heap?

Baseball Highlights: 2045 is a dueling card game with an interesting twist. It uses elements of card drafting, hand management, take that, and deck building to weave a satisfying experience that can be enjoyed by baseball fans and non-fans. I will not go into explaining the entire rulebook here, but I do want to touch on some items that turn this into something more than your run-of-the-mill deck builder.

DISCLAIMER: This game has quite a few mini expansions. While we do have all the expansions in our collection, we will only be reviewing the base game (though I am sure there are some promo cards in my “base game”). Should we decide to review the expansions in the future, we will add it here or link to the full review. -T

Each player begins the game with a deck of starter players belonging to a generic team (Chicago, Detroit, San Francisco, etc). Each card has a combination of immediate actions, threatened base hits, pawn movement speed, and costs printed on them. By playing a card from your hand on your turn you will threaten a hit, cancel your opponent’s hit(s), and/or attempt to score your runners home. Here’s the twist. The Visitor player will play the first card and potentially threaten a hit. Play then stops and it is the Home player’s turn to try to affect the threatened hit(s) using a card from their hand. If they can cancel the hit, then the Visitor player’s plans are dashed and play returns to them to try to cancel the Home player’s now-threatened hits. This back and forth using different portions of each card is a little awkward to get used to, but after you get the hang of it, becomes a very cool little variation on the simplistic card value comparisons found in WAR.

After you play through your hand of cards and determine the mini-game winner, a phase of the game to draft “free agents” allows players to use icons on the cards to purchase stronger cards from the offer row. If the alternating play of the main game had your head spinning then deciding which of your teammates to replace with free agents will definitely cause some anxiety. But this is how your team improves. Do you get rid of the player that threatens Home Runs but provides you with zero purchasing power or do you oust him to the minors to call up Kris Correa? These are important decisions, coach!

Components. This game is basically a card duel game with player mats and tracking tokens that are completely unnecessary (but very nice). The cards are great quality! The individual player mats are a great place to organize your game cards and components. The pawns are just red, white, and blue wooden pawns. Nothing special there, but the colors are important and symbolize how fast the baserunners are. The components are great, and the insert is functional, so that’s a huge bonus for me.

Is the game good? Quite. I love the back and forth. I LOVE the baseball theme. I love the deck building aspect. I love being able to use this game as a tournament game, though I haven’t yet played it that way. Maybe soon! In any case, this is an excellent game and definitely worth taking a look at and trying for yourself. We at Purple Phoenix Games give this one an over the fence bomb of 9 / 12 (with special guest scorer Tony – I think Josh will like it, but I’m unsure if Bryan will).
  
40x40

Hadley (567 KP) rated Lie to Me in Books

Nov 18, 2019  
Lie to Me
Lie to Me
Kaitlin Ward | 2019 | Mystery, Thriller, Young Adult (YA)
6
8.0 (3 Ratings)
Book Rating
Bad writing (1 more)
Mostly romance
Drowning is one of the top fears in the world, and it's also one of the top ways to cover up a murder. In Lie to Me, Ward's fourth YA novel, she uses drowning as the basis of the story. Yet, this book fell very short in the thriller/mystery genre: Ward gives away too many hints at the beginning of the book, that most readers will have the murderer figured out by chapter 7; she also focuses too much on romance, something that should have caused this story to be filed under a different category other than mystery/thriller. But luckily she didn't bring in a wide circle of characters to cause confusion, using only one view point from the main character of Lie to Me: Amelia- - - a teen girl who believes she was pushed down a ravine to be left for dead in the raging water below.

Besides her 'accident,' Amelia leads a normal life with her mother, father and brother, Hunter - - - she also has a small group of friends. After her 'fall,' a body of a teen girl from the same town is found in a nearby river, but the town gossips, and makes it seem that this girl committed suicide, leaving Amelia worried that her family would think the same thing about her. Depression is something that Amelia's family has had to deal with before, but the talk of depression is candid and not very enlightening; her brother, Hunter, who is in therapy for such doesn't even talk about it, instead he's usually seen playing soccer or Fortnite, this seems to be a broad attempt to bring mental health into the story,but without going into that subject, it failed as a story line. Yet, one of the main causes of depression today is social media, which we find Amelia stalking one of her best friends/love interest on- - -if Ward was trying to reach the YA community about depression, she went the wrong way about it.

Another mistake that Ward made was when Amelia receives an anonymous text message from someone telling her to 'Just let it go,Amelia,' this occurs after she has started investigating whether her 'accident' was an accident. Amelia tells us that she is always suspicious of everyone, but when this text message comes around, it's as if she could care less. She even tries to take the anonymous message as advice: " 'Or it's advice.' I feel backed into a corner. It's one thing to believe someone hurt me and another thing to have proof of it. I don't want this to be proof. 'I mean, Sky's always telling me I should let my life get back to normal, and she doesn't even know I'm thinking any of this. Maybe someone else feels that way,too.' " In reality, if you believed that someone attempted to murder you, and suddenly you are receiving a cryptic message about letting it go, wouldn't the logic thing to do is go to the police?? Amelia doesn't!

Ward has written three other YA novels, 'Lie to Me' being her fourth. The writing in this story is bad in some places, for example, a scene with Amelia and her best friend, Sky, meeting up at the 'screen' (technically a giant drive-in movie theater screen); Amelia thinks about how this town is a haven for her, that everyone feels safe, but the very next paragraph, she's stating she doesn't feel safe anymore. This makes sense if you haven't read it, but the way it's written could have been in a much better and concise way. This and most scenes makes the story read like a sloppy diary entry. That, and the killer being predictable so early on in the story made me very disappointed with this book. 'Lie to Me' had great potential from the synopsis, but it lacked story, mystery, suspense and diverse characters.

I can't recommend this book to people who love horror stories, like I do. I think the only ones who would enjoy this story are the die-hard YA fans. It has everything that YA is known for: romance and teen drama, but it's lacking in everything else. Other than that, I don't think I'll read another book by Ward, but as far as Point horror books go, I will still give them a shot.
  
Jojo Rabbit (2019)
Jojo Rabbit (2019)
2019 | Comedy, Drama, War
Inventive, funny and poignant
Writer/Director/Actor Taika Waititi is one of the most original voices working in Film/Television today. He skewered the Vampire flick (at the height of the Twilight craze) in WHAT WE DO IN THE SHADOWS. He revived the sagging Thor saga (and some would say the Marvel Cinematic Universe) with a comedic approach to the material in THOR: RAGNAROK, and now with his latest film, JOJO RABBIT, he takes his sense of humor to a subject that is difficult to satire - Adolph Hitler and life in Nazi Germany during WW II.

And, darn it all, if he doesn't pull it off.

As seen through the eyes of a zealous 10 year old Hitler Youth named JoJo, this film follows Jojo's journey from an idealistic follower of all things Nazi Germany to the harsher realities of the world - and what the 3rd Reich means to the world.

Young Roman Griffin Davis does a marvelous job as the titular character slowly changing his character from an all out innocent devotion to Hitler (his imaginary friend as played by Waititi) to a somewhat less innocent soul. His journey is at the heart of this film and he is a winning personality to follow along with. I was drawn into his struggles and was rooting for him to "come to his senses" throughout the course of this film.

Helping him in this journey is his Mother, played in an Oscar nominated turn by Scarlett Johannson. This character has an idealism all of her own and is willing to let her child "get there in his own time". It is a strong turn by Johannson...but Oscar nominated worthy? I'm not sure.

Also joining in for fun, frolic and (by turns) seriousness is the always great Sam Rockwell (Oscar winner for 3 BILLBOARDS...)as a disillusioned German Officer, comedian Stephen Merchant (LOGAN) in an unlikely mostly serious turn as a Nazi who likes to say "Heil Hitler" and Alfie Allen (GAME OF THRONES) as a devoted German soldier (at least devoted to Rockwell's character). Waititi also uses Rebel Wilson sparingly - as she should be used - as another devouted-to-the-cause German citizen.

Adding heft and pathos to this film is Thomasin MacKenzie (THE KING) in a role that would be a spoiler to say what she is playing, but...I WILL say that she needs to succeed in this role for the film to succeed (and she does).

Also, special notice needs to be made of the performance of cherubic Archie Yates (soon to be Kevin in the reboot of the HOME ALONE franchise) as JoJo's friend Yorki - who keeps getting knocked down and steps back up over and over again. I would LOVE to see the film that would have focused on this character (in addition to this film).

And, finally, there is the Writer/Director himself, Taika Waititi as JoJo's imaginary friend, Adolph Hitler. He is all fun loving and gay at the beginning becoming more and more frantic as the film progresses - mimicking the real life events that are happening around him.

Waititi's style in this film is reminiscent of Wes Anderson in such films as THE GRAND BUDAPEST HOTEL and MOONRISE KINGDOM and this works well here, giving this film more of a "fable" than a "realistic" look - and that is important to help set the tone for the events that follow. Waititi has a sure hand on the material (that he wrote) as the Director. He knows the tone he wants to strike and knows how to get there. He is nominated for Adapted Screenplay for his script (deservedly so) and was NOT nominated for Best Director - but his work in this area is just as good.

I did not know what to expect from this film when I walked into it, and I was more than pleasantly surprised. Give this little comedy/drama a try - I think you will be glad you did.

Letter Grade: A

9 stars (out of 10) and you can take that to the Bank(ofMarquis)
  
Point Salad
Point Salad
2019 | Card Game
What does “elegant design” mean to you? For me, it is a game that has been well-fleshed out and the rules, components, and mechanics are not over-fluffed. I hear and see so many games being described as having elegant design, and I sit and ponder sometimes because I have played the game in question and it certainly doesn’t follow my personal interpretation of the term. Point Salad, however, is the perfect example of elegant design – to me. Follow along to learn how such a simple game can cause such great experiences.


Simply put, Point Salad is a tableau-building game where players are drafting cards with specific scoring rules and sets of the six different suits to maximize the scoring of their drafted score cards. Each card in the game is double-sided, with one side showing a vegetable and the other side showing a unique scoring system. The player who earns the most points at the end of the game will be the winner and be forced to eat a salad reflecting their drafted veggies from the game. All right, that isn’t true, but they CAN gloat as much as they please.
To setup, construct the deck as outlined in the rules per the number of players. Shuffle the deck and roughly divide into three stacks, point side up. From these stacks place out two cards, veggie side up, below them. Choose the first player and the harvesting may begin!

On a turn, the active player may choose to draft one point card or two veggie cards from those visible in the market. They now place the cards in their personal tableau in front of themselves and the turn moves to the next player. The game continues in this fashion of drafting one or two cards every turn until all cards have been drafted.


Once all cards are drafted from the market, players analyze their scoring cards and determine points using the veggie cards they drafted. As each point card depicts a unique scoring set, each player may end with wildly different score totals. The player with the most points is the winner!
Components. This one is easy. It’s a deck of 108 double-sided cards and a tiny set of rules. The cards are all great quality and feature the most clear and appropriate art by Dylan Mangini. I have grown to really love his artwork on different games – I really dig his style. Components in this one are wonderful and I am considering sleeving the game because I just want to keep it pristine through the years.

It is certainly no surprise that I adore this game. Honestly, I only even gave it a shot because my friend Bethany, of Ryan and Bethany Board Game Reviews, placed it in one of her Top 10 lists and I had oftentimes simply passed it up at the FLGS. I am super glad she turned me on to this one, as it is easily one of my new favorites to bring to the table. I do have one tiny issue with the game. The box reads for ages 8+ but my 5-year-old son has zero problems understanding and playing the game. I mean, I have to read (and sometimes explain) the point cards to him, but I love seeing him think about and work through some tactics while playing.

I think that for me and my family, Point Salad fills a nice little niche in my collection. It is an excellent introduction to both drafting and tableau-building that other games can build upon for us. I very much enjoy the possibility of never playing the same game twice as 108 double-sided cards offers such variability and replayability that I hope will keep the game from becoming boring over multiple plays. Right now, though, it is humming along for us, and we are so grateful to Miss Bethany for introducing us to this little gem! Purple Phoenix Games gives this one a delicious 5 / 6. If you are looking for that low-stress, but very tactical, card game for easygoing nights, pick yourself up a copy of Point Salad.
  
The Woman in Black
The Woman in Black
Susan Hill | 1998 | Fiction & Poetry
8
6.9 (10 Ratings)
Book Rating
Great paranormal aspect (1 more)
Good narrative
Overuse of some words (1 more)
Some scenes that could have been written better
In Susan Hill's novel, "The Woman in Black," she puts a small twist on an urban legend that is widely known to most - - - 'the lady in white,' which if you haven't heard of it, it's a spectral woman that is seen throughout the world, dressed all in white, only to show up in places of tragic events. This novel only has one main character, Arthur Kipps, a 23-year-old young man who is a lawyer in late 1800's England. He usually takes care of the conveyance of property leases, but one day, when his boss, Mr. Bentley, hands over a case and responsibility of finding a newly deceased's Last Will and Testament for their lawfirm, Kipp graciously accepts the new adventure without knowing that what is ahead will haunt him the rest of his life.

As Kipp soon finds out after traveling to the town just outside of the deceased's home, there is more to this woman, Alice Drablow, than just an old hermit- - - anytime her name is mentioned, people fall silent; the same goes for her home: Eel Marsh House. Kipp doesn't allow this to put him off from doing his job, but when he finds out about the marshes the house lives on, he is told that there are only certain times of the day that he can cross before the marshes become too flooded to cross. 'The Woman in Black' has spine-chilling moments and great descriptive details to make this a quick ghost story to be enjoyed.

Before Kipp heads off to the Eel Marsh House, he must attend Mrs. Drablow's funeral; he is accompanied by a man named Mr. Jerome, an agent that had dealt with Mrs. Drablow's property and land business while she was alive. While at the church, only one other person turns up for the funeral: a woman dressed all in black. Kipp takes note that this woman does not look well and, being the gentleman that he is, tells himself that he will offer his arm to her for stability after the funeral, but when they are leaving the church yard, the woman is suddenly gone. Kipp brings this up to Mr. Jerome, but he merely states that they were the only ones at the funeral.

The best scene to come is Kipp's first night at Eel Marsh House, where he experiences his first real scare in the ruins close by the house that is a dilapidated cemetery. " Suddenly conscious of the cold and the extreme bleakness and eeriness of the spot and of the gathering dusk of the November afternoon, and not wanting my spirits to become so depressed that I might begin to be affected by all sorts of morbid fancies, I was about to leave, and walk briskly back to the house, where I intended to switch on a good many lights and even light a small fire if it were possible, before beginning my preliminary work on Mrs. Drablow's papers. But, as I turned away, I glanced once again round the burial ground and then I saw again the woman with the wasted face, who had been at Mrs. Drablow's funeral. She was at the far end of the plot, close to one of the few upright headstones, and she wore the same clothing and bonnet, but it seemed to have slipped back so that I could make out her face a little more clearly. "

Over the entire course of the book, Kipp only visits the house one more time after this incident. The book has a good story, but it isn't flawless; first, there is the overuse of the word 'estuary,' which is practically used on every page whenever Kipp is at the Eel Marsh House or discussing it. It gets very tiresome. There is also instances of bad writing, where I feel that Hill could have delivered the scenes better than she did: Kipp changing his mind the very next sentence (if you read my reviews pretty regularly, you will realize that I can't stand it when a character contradicts themselves within a page or two), and then Kipp saying he can't do something, than directly after, does it. When you read this book, you will realize that Kipp is not the type of character that would change his mind on a whim.

Kipp is also an interesting character for a male set in this era. Most men in the late 1800's were stoic and refused to show an ounce of emotion in public, but Kipp is not afraid to have other men see him fall apart, and he is also very considerate of other people. There isn't much of a backstory on where Kipp came from or how his parents raised him, but it wasn't really needed for this story. Yet, we meet Kipp's step-children and his first and second wife, without too much of a story about them, so when certain things happen (to not give a spoiler), it doesn't really leave an impression.

There isn't much I can say that wouldn't give away what makes this story enjoyable to read. Overall, this is a good and quick ghost story that may cause shivers for some, but even if it doesn't, the Woman in Black is a must-read for lovers of the paranormal. To me, this seems like a good book to read while traveling because it's easy to pick up and set down without getting lost as to what was going on.
  
Cooking Customers
Cooking Customers
2019 | Card Game
Raise your hand if you have ever worked in the food industry. Okay, I see a few hands. Now raise your hand if you have ever been so torqued by a customer that you wanted to cook them in a pie. Oh, thanks for your hand Mrs. Lovett. Good to know. Well this game is an experience of getting your money and getting out. Fastest one to do so will win, and if you have to stew a few eyeballs in the process, more power to you.

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

Cooking Customers is a card and dice game where the first player to amass $20 in “tips” will be crowned the winner. Players earn tips by serving enough meals to customers at each table. Players can receive meals by rolling them on dice, or by card manipulation. Let me explain.

To setup, place the meals (black discs) in the middle of the table for all to reach. Similarly, place all the dice nearby. These dice have three sides: FIRED, MEAL, and a blank side. Shuffle the mighty deck of cards and deal five to each player, placing the rest of the deck in the middle of the table. Finally, shuffle the Table cards and place somewhere near the other components. Players are now ready to begin!

On a player’s turn, they will first draw the topmost Table card to be placed in front of themselves. This card will show how many meals need to be served to it to be satisfied and earn tips. The Table cards will mostly just sit there in front of players collecting meal discs for the game’s duration. Once a Table card is drawn (and only one Table per player, please) the active player may then play cards from hand. A player may play one or two cards, but only one card may be played to the active player’s tableau, and only one card may be played on an opponent. Should a player not wish to play a card to anyone’s tableau, they must discard a card to the middle of the table. Then the active player will draw back to the hand size of five cards.

Cards played to other players are usually bad, Munchkin-esque cards that halt progression or just cause mayhem for their designs. I will not go into detail on these, as half the fun of this game is the Take-That of these cards. Cards played to a player’s own tableau can be a myriad choices: Cooks, Helpers, Kitchen Supplies, etc. The most important are the Cook cards. A player will need to have a Cook “hired” in front of them in order to participate in the next phase of the game: rolling dice. Players can have Helper cards (sous chefs) and Kitchen Supplies active without a Cook, but the player may not roll dice or serve meals without a Cook. Cooks and Helpers will dictate how many dice are rolled in the next phase of a turn, and rolling more dice is always better.

Once all cards have been played on a player’s turn, they may now roll the dice (though for a game with such a dark theme I say we use the “Roll Them Bones” colloquialism). When the dice are rolled, players are hoping for MEAL to show up on all dice. This is how a meal can be collected and served to the Table cards. However, if at any time all dice read FIRED then the player’s Cook is fired and they may not continue rolling dice. The Cook is discarded and play is forfeited to the next player. #cheflife amirite?

Once a Table card has all the meals it needs to be satisfied, the player may score it by flipping it over to reveal the amount in tips they have earned. Play continues in this fashion until one player has earned $20 in tips. They can then taunt the other players with their superiority.

Components. Cooking Customers is a BUNCH of cards, some painted wooden discs, and some embossed dice. The cards are good quality, the discs are good as well, and the dice are great. All the components are pretty darn good. The art, though gross at times, is really well-done (see what I did there) and kept us laughing throughout our plays.

I do have one qualm about this game: the rulebook. Though only six pages long and with lots of illustrations throughout, I found that reading it made me more confused than it should have. I did take the rulebook’s advice to go to the publisher’s website, goodenoughgames.com, and watch the rules explanation and playthrough. That helped immensely to clear up what the rulebook did to my brain.

All in all, we had a great time playing this one. We all like Munchkin, and though it is NOT Munchkin, Cooking Customers delivers a take-that dice and card game that really is worth checking out. If you are looking for something with a new theme that plays quickly and has some meat on its bones (and there), then we certainly recommend Cooking Customers. Purple Phoenix Games gives this one a hearty (food puns are too easy) 13 / 18. You can purchase a copy at goodenoughgames.com currently. While you’re there please watch the video.