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Com-Pet-Ability
Com-Pet-Ability
2019 | Animals, Card Game, Kids Game
I have two dogs: a Yorkshire Terrier and a Powderpuff Chinese Crested. I love them dearly, but I just cannot see myself having any more 4-legged mammal pets. We promised our son a pet fish when we move (or a whole aquarium community if my wife will allow), but other than that, we will NOT be adding more pets to our household. So when I heard about a game that requires you to collect cards so that you have five pets to take home I immediate gave the deer-in-headlights look. No, I would not have a pet deer.

ComPetAbility is a card game with two play modes: a mode for players aged 7+ and one for younger gamers. We will be taking a look at the game for older gamers. In this game mode a player is attempting to amass five pets that will be accepting of each other and not cause heck in your house.

DISCLAIMER: We were provided a copy of the game for the purposes of this review. I do not intend to cover every single rule included in the rule book, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy from the publisher directly or from your FLGS. -T

To setup, shuffle the large deck of cards and deal five to each player. Put the rest of the cards in the middle of the table as a draw pile, flip one over for the “shed” pile. You are now setup and ready to go!

The goal of the game is to begin a turn with five compatible pets (com-pet-able). This is achieved by having five cards whose three icons are satisfied with each other. For instance, turtles are compatible with every other type of animal, so the three icons on turtle cards are all green – compatible with all dogs, cats, and birds. Some dogs are compatible with other dogs but not cats, and some cats are compatible with other cats or kittens but not birds.

So on a turn, a player will choose a card to draw from either the draw pile or the shed pile to add to their hand. A turn ends when that player sheds (discards) a card to the shed pile. Turns continue in this fashion until a player begins their turn with five compatible animals. Players will then add up the points in their hands (the numbers in the upper right corner of the cards) of compatible animals. The player that ended the game with a completed set of five animal pets will score a bonus 10 points to add to their total. Whomever scores the highest is the winner of ComPetAbility!

Components. This is a stack of cards in a tin can. Yep, a tin can with a plastic lid. It’s very novel and lovely, but heck for someone who cares about how the games look and fit on their shelves. The game cards are good quality, which is handy because the game mode aimed at smaller children have them handling the cards a lot too so they have to be able to withstand that abuse. The art is cute, and the layout is easy to understand – even for young ones. No issues with the components from us (aside from the can not being a box, wink wink).

So here’s the thing with this one. We liked it. It is a great idea and is executed well. I don’t think I will pull this one out with adult gamers anymore though. The children’s mode of this game is what I hold dear, as my three-year-old LOVES it and “wins” every time. I have just played this one too many times where a player can be dealt either a winning hand or four of the five cards right away. I’m no designer, so I don’t know how to mitigate that besides chalking it up to “luck of the draw.” But that’s a negative for me, and perhaps I shouldn’t let it detract from an otherwise enjoyable game, but it’s what comes to mind every time I see on the shelf as a possibility for Game Night. However, if you like the theme, the style, and ease of play between two different modes then check it out. It can be used as a light filler, a gateway game, or children’s game. So for the pure flexibility of this one, Purple Phoenix Games gives it a canned (hehe) 13 / 18. The turtles are really cute, but the hybrid animals are kinda weird-lookin’.
  
Robin Hood: Hero of the People
Robin Hood: Hero of the People
2019 | Adventure, Card Game, Fighting, Medieval
“Yer a hero, Travis!” … said no Hagrid to me ever in my life. However, I do enjoy playing heroes in my board games. As Robin Hood you live by few rules: rob from the rich, give to the poor, and save your fellow Merry Men. That dastardly Sheriff of Nottingham is out to foil and jail you and your crew. Can you use your skills to rob enough from the rich, recruit your fellows, and keep your bounty on your head low enough to win the game? Such is your plight in this one-player game from first-time designer, Rodney Owen.

Disclaimer: This review is for a Kickstarter preview. We are not being paid for this preview, but we were sent the game from the designer. Components and rules may be changed before the product and project is finished. -T

As this game is not yet in full production, I will paraphrase the rulebook here for you so you can get an idea of how the game plays. Then I will give my opinions on this little card game.

Robin Hood: Hero of the People is a one-player card game that is played over three phases. To win the game you must have all Merry Men and Maid Marian recruited and active, while the bounty on your head is less than 500. You lose by seeing the bounty at or above 1,000 or by playing through the entire deck of Story Cards without winning. You may set the difficulty level by choosing how much you would like the bounty to start at before you begin play (100, 200, or 300). The rulebook instructs you how to setup the game using several piles of cards to create the play area. Deal yourself three Loot (skill) cards and the game is on!


The first phase of the game is Robbing from the Rich. During this phase you draw three (or more depending on other cards currently in play) Loot cards from the big deck. These cards consist of different skills to use later – like Archery, Strength, Swords, etc. You will also find Gold and Influence cards. These Loot cards are needed to recruit Maid Marian and all the Merry Men, as well as used for negating powerful negative Story Card effects in the third phase of the game. Once you have drawn your Loot cards, you may play up to three of them into your Inventory in front of you (unless a card instructs you otherwise). Only your cards in the Inventory will be used to recruit and rescue Merry Men, or be affected by Story Cards.

You have placed your skills and bargaining cards in the Inventory. It is now time to use them to recruit your Merry Men! The second phase is the Actions phase. You have several options of actions to take on your turn, but you may only take one action. One option is to recruit Merry Men characters. Each character card begins the game face-down in a grid. The card backs show the recruitment costs (paid in skills) for each. They all have different skill cost combinations on each back so you must choose your Inventory cards carefully in the first phase. During the game some characters may become jailed through the Story Cards. Also on the backs of the character cards are the costs to rescue your friends from jail, and the costs are different than the recruitment costs. This throws a wrench into your plans as you are trying to recruit and protect all your Merry Men, just to have them thrown in jail and made unavailable to you. Curse you, Sheriff of Nottingham!

Also during this phase, in addition to recruiting and rescuing your allies, you may purchase King Richard cards, Sherwood Forest cards, or decrease your bounty. King Richard cards are very very costly (requiring up to nine skills to purchase!) but also very powerful and very helpful to your cause. There are three of these in the game and when you have used one you must discard it out of the game. Do you have an abundance of skills and Loot cards to use? Would you like to protect your Merry Men from becoming jailed? Well during this phase you may also purchase Sherwood Forest cards to begin building a hideout. It costs two Strength skills, but once you have acquired all six Sherwood Forest cards, most of the Merry Men are protected from being jailed. Huzzah! The final option you have in this phase is spending any three Loot cards from your Inventory to reduce your bounty by 100.

The third and final phase is the Story Card phase. During setup you are instructed to separate this deck into two piles, shuffle them independently, and place the Story Cards in set one on top of the story cards in set two. Set one cards are annoyances that can bleed you of skill cards or raise the bounty on your head. Annoying! The cards in set two are far worse, as they will jail your unprotected Merry Men and set you back further from victory… also whilst raising your bounty. Super annoying!! Curse you again, Sheriff!!

If no win or lose conditions have been met at this time, you will return to the first phase with this additional rule: switch your active character (you start the game with Robin Hood) with another character you have recruited in the grid. Each character has a different special ability to be used on your next turn as well as a different set of skills printed on the face that you may use as discounts for recruitment, rescues, and purchasing of King Richard and Sherwood Forest cards. Example: Much the Miller shows 1x Sword and 1x Strength. You can use his skills as a discount to purchase a Sherwood Forest card by spending just one Strength card from your Inventory. Time to stick it to the Sheriff!

So how does it all shake down? Overall I say the game is really good. It is unfinished, and has not yet made it to Kickstarter, and I suspect that has something to do with any drawbacks I have experienced. Upon reading the provided rulebook and attempting Game 1, I had several rules questions. Rodney was quick to provide answers and it made the game so much more playable and enjoyable. Since it is a solo game only, every decision you make directly impacts how the game is played (duh, right?). There’s nobody else to mess with your plans, nor help them succeed. There’s no AI or ghost player. Just you versus the game. I have played this many times now on different difficulty levels and have won and lost on each. It would seem balanced, however…

There are a few strategies I attempted to use on my different plays to see how they might add to the complexity and change the results. I noticed that I won more when I completely ignored Sherwood Forest and King Richard’s cards. Yes, one of the King Richard cards reduces the bounty by quite a bit, and that’s just in one turn, but the cost is so mighty that I rarely found them enticing enough to pull the trigger. Same goes for Sherwood Forest. Though the cards cost a paltry two Strength, I found that I needed those Strength cards to recruit or rescue my Men and could not justify spending two per card (and six total cards to build the hideout) for that protection. Your play style may vary, and I am itching to play again to try new things out. Maybe I’m wrong about Sherwood Forest. I think that’s a really great trait for a game – to have its players thinking about different strategies while not playing, and just waiting for when they can play again.

I have to say, I am very excited to see this go to Kickstarter, and to learn what Rodney has in mind for improvements to the components, or rule tweaks, and the almighty stretch goals. I might be backing this one, even though I have a great working version of it now…
  
Villages of Valeria
Villages of Valeria
2017 | Card Game, City Building, Fantasy
Oh, Valeria. How I do love thee! I have reviewed Valeria: Card Kingdoms (VCK) in the past and if you read that review you learned that it is my favorite game of all time (as of the date of this composition). I actually Kickstarted Villages of Valeria (VoV) before even playing VCK so this game was my introduction into the Valeriaverse. I feel obligated to publicly thank VoV for bringing me into one of my favorite gaming universes. But, how good IS this one?

In VoV you are a Duke/Duchess being charged by the King to found a new Capital City to replace the previous one that has been ravaged by the wars played out in VCK. The King has assigned you a castle to use as your HQ and expects the most enterprising Duke/Duchess to win the day by building the most flourishing village. Will you be able to create the resources necessary to build the most attractive buildings that adventurers will want to frequent? Or will you spend your time taxing your constituents to death?

DISCLAIMER: This review focuses on vanilla Villages of Valeria. We have all the released expansions and may do a review of them in the future. If we do, we will edit this review or link to the new review here. -T

VoV uses a handful of really great game mechanics that will be familiar to some gamers, but not intimidating enough to scare off new gamers, that really work well together to create an excellent gaming experience. I will address most of them here, but please do not use this review as a replacement for the rulebook, as I will not be addressing every single rule.

VoV is played over several rounds where every player will be taking a turn as the active player until someone has built the requisite number of buildings prescribed in the rulebook to trigger the end of the game. Each player starts with a castle card that provides a wild resource of your choice when you need to pay resources to build buildings on future turns. You are also given gold and a starting hand of cards in accordance with setup rules. Setup the decks of cards and create the offer rows for each and you are ready to play!

When you are the active player you will take an action from a list of five available actions: Harvest, Develop, Build, Recruit, and Tax. If you choose to Harvest on your turn you will draw three cards from either the face-up green building cards on the offer or blindly from the deck of green building cards. To Develop you will play a building card from your hand to the back of your castle, tucked underneath and upside down, to be used as the resources printed at the bottom of the card (wood, magic, stone, food). These resources are now available to be used for the build action (think of the brown and gray cards in 7 Wonders, if you’re familiar). When you take the Build action, you will be playing a building card from your hand to be built in the tableau in front of you. Since number of buildings is the end game trigger condition, you will be trying to build buildings as much as possible. All building cards have a cost printed on the left side of the card, and those costs will need to be paid for by using the gold you possess. You can use one gold on your own castle card as it provides a wild resource to you, and you can use one gold per card you have Developed previously for their resource benefit. You may even spend your gold to use an opponent’s resources (not their castle! – also akin to 7 Wonders neighbor resource purchasing). The catch here is that you lose that gold piece to your opponent, but they will not be able to use that resource until the beginning of their turn as active player. Most buildings will have benefits printed on them that either take effect immediately or when triggered by another action. When you Recruit an Adventurer, you are using your village’s buildings to attract them to your cause. Each Adventurer’s cost to recruit is printed on the side of the card, and these costs are paid by having the matching symbols on building cards in your village. Once recruited, these Adventurers can also enact conditional abilities similar to building cards, but usually will be advantages to final VP scores. By taking the Tax action you will take one gold from the bank and draw a building card from the offer or the deck.

Now this all seems pretty easy and I have only really mentioned one form of tension by blocking opponents’ use of their own resources if you spend a gold to use it on your turn. Since you reclaim all gold on your castle and resource cards in your village at the beginning of your turn this should cause no problems, right? Well, VoV also uses the follow mechanic that has been employed by other games previously. When you are the active player you choose which action you want to take on your turn, complete that action, and then the same action is offered to your opponents for them to take at a disadvantage. Example: I choose Tax as my action, so I take my gold and my card and my turn is over. Then, going around the table, each player can decide to follow my action but are only able to take a building card as a follow action. No gold. Each action has a Lead and Follow benefit, so you are always paying attention during the game, even on others’ turns because you might still benefit from the chosen actions.

Play continues like this with active player Lead actions and possible others’ Follow actions until someone triggers the end game condition. Then everyone completes the turn and VPs from all cards in your tableau are added (including gold pieces you collected). Most VPs wins the game of Villages of Valeria!

Components. Okay, I have to admit that I have the Kickstarter Deluxe version of this game so I am only speaking from experience with that version. The cards are of really good quality. The gold tokens and active player castle token are great, but the action tracker we found a bit cumbersome to use so we just, like, didn’t. The building tracker and castleeples are great as well. The art is by The Mico, and I just love his art style, so that’s a big positive for me. Overall, the components are really really nice.

So why do I love this game? Well, it’s really a mashup of mechanics that work well for me. I love the Lead/Follow mechanic. I love 7 Wonders, so borrowing some of those mechanics and nuances is a great fit for me. I absolutely LOVE The Mico’s artwork on every Valeria game. No two games of VoV will be alike because the amount of cards that come inside the box (and growing with every expansion) gives such a diverse gaming experience that I love playing. If you like any of the Valeria games and you have yet to try Villages of Valeria you MUST find a copy. You will be drawn in by the familiar feel of Valeria and mechanics from classic games that will surely delight. We at Purple Phoenix Games give this gem a bustling 20 / 24. Long live Valeria!

https://purplephoenixgames.wordpress.com/2019/04/05/villages-of-valeria-review/
  
Spider-Man 3 (2007)
Spider-Man 3 (2007)
2007 | Action, Mystery, Sci-Fi
The most anticipated film of the summer, Spider-Man 3 has arrived to the delight of moviegoers the world over. It has been roughly a little more than a year since Spider-Man (Tobey Maguire), defeated Dr. Octopus and saved the city from certain doom.

During this time, Spider-man has become New York City’s celebrated hero, and his day to day alter ego, Peter Parker, delights in his fame, while dating the love of his life, Mary Jane Watson (Kirsten Dunst).

As the film opens, Peter has decided to ask Mary Jane to be his wife, and plans to surprise her with a ring during dinner at a fancy restaurant. Mary Jane is starring in a Broadway play, and despite harsh reviews, she is living her dream and madly in love with Peter.

Things take an unexpected twist for Peter when he is attacked one night by his best friend Harry (James Franco), who blames him for the death of his father at the conclusion of the first film. Enhanced by his father’s Goblin serum, Harry is a deadly adversary for Peter who is able to fend off the attack eventually, and put into motion a series of events that will forever change his life.

When a career criminal named Flint Marko (Thomas Hayden Church), is accidentally caught in an experiment while fleeing the authorities, he becomes a living mass of sand, which enables him to start a string of robberies as “The Sandman”, and provides Spider-man with his most unusual opponent yet.

As if this was not enough, Peter must contend with a new hotshot photographer named Eddie Brock (Topher Grace), who is after a staff position at the Daily Bugle. The fact that Peter has more seniority at the paper is of little interest to Eddie, and he will stop at nothing to get the better of Peter.

At this point one would think that Peter has more than enough on his plate, but fate is about to drop an unexpected player into his life, a space based symbiote that bonds

with Peter’s costume and creates a dark black look for Spider-Man as well as an increase in his powers.

Peter becomes obsessed with his new powers, and there is a dramatic change in his persona, which does not sit well with Mary Jane. When new information is given to Peter about the death of his Uncle Ben, Peter is more than willing to use his new found abilities to exact the revenge that he craves.

Peter also has another area of interest as Gwen Stacy (Bryce Dallas Howard), the daughter of the local Chief of Police has caught his eye, much to the chagrin of both Mary Jane and Gwen’s current boyfriend Eddie Brock.

This tangled web of characters soon forces Peter to take stock of his life and the choices he makes, in order to determine what truly matters to him, the love and respect of his friends, or giving into his darker side and pursing power and unending praise and adulation.

The film starts out well, and the early conflict between Peter and Harry is a brilliantly staged spectacle of sight, sound, and motion. There are also some great moments between the lead characters and Church, Howard and Grace do well with their characters, yet something about Spider-Man 3 did not click for me the way the previous two films in the series have.

Having the luxury of time from the press screener to the opening, I was able to look back at the film the past week and a half to try to determine what did not work for me, and I kept coming back to the same conclusions.

First, the film wants very much to be much darker and edgier than the other films, yet just when you think you are going to see Peter fully cross the line, the film pulls back into campy mode, and we are given scenes of Peter hamming it up as a ladies’ man, and I kid you not, doing an impromptu dance number.

While this works for comedic effect, I am supposed to believe that the darker side of Peter’s soul is being exposed, and I had a hard time thinking that his inner demons include “Saturday Night Fever” style strut down the sidewalk, and a floor show.

The second thing that bothered me was the villains, as aside from Harry as the New Goblin, both the Sandman and Venom were sadly lacking. Neither The Sandman nor Venom had over the top plots to rule the world, kill or enslave the masses, or endanger huge parts of the city as was the case with the original Green Goblin and Dr Octopus.

Rather we have one who is content to steal to fund a noble cause, and wishes only to complete this cause and have Spider-Man out of his way. The second simply wants revenge for being slighted, and does not elude the menace nor danger that the character warrants.

effects wise the film is solid and there are some great moments in the film, but to many times I thought I had seen the same sand effects years early in the “Mummy” series which lead to many cases of “been there, seen that” for me. With a budget that many claim to be the most expensive film ever made when based on current dollar values, I had expected more from the film, especially given the talented and dynamic cast, and the ample backing of the studio.

Director and series Guru Sam Raimi seems to be coasting here as one has to wonder if he used up many of his great ideas in the last two films, and was trying so hard not to repeat himself, that he lost that magic spark that made the last two films such classics.

As it stands, “Spider-Man 3” is a good film, but you can’t help but feel it could have been a better one.
  
The Nun (2018)
The Nun (2018)
2018 | Horror
I’ve always been a sucker for supernatural thrillers that are based on “actual events”, even if the way it’s portrayed in the movies nowhere resembles the truth. For some reason, it’s always intriguing to watch a film and imagine that these things could potentially happen. This has always been the draw of The Conjuring films, which are loosely based on the lives of Ed and Lorraine Warren, whose paranormal investigations were the inspiration behind not only this series but the Amityville Horror. So, when I heard that The Nun was another movie set in the same cinematic universe as The Conjuring franchise I anxiously awaited the opportunity to review it.

The Nun begins with two nuns who are attempting to destroy an evil being that has cursed an abbey in a small Romanian village for hundreds of years. After a young man who goes by the name Frenchie (Jonas Bloquet) discovers one of the nuns has hung herself, the Vatican summons Father Burke (Demián Bichir), who is known for his special skills in exorcisms and Sister Irene (Taissa Farmiga), a young nun-in-training to investigate the matter. With Frenchie as their guide, they travel to the abbey to uncover the mysteries of the nun’s suicide.

The Nun reintroduces us to a familiar demonic figure that was originally introduced in The Conjuring 2. Sadly, this is where the similarities to the other Conjuring films end. The Nun has its share of jump scares, but the entire film seems to be a compilation of various horror tropes including everything from crosses turning upside down to using holy water to get rid of demons. All the typical exorcism movie elements are there, but none of them really add any context to the story or answer any questions as to why the priest and nun were sent to investigate the suicide. There is no discernable path that the characters take to unravel the mystery, and it attempts to build suspense only to “Hollywood-up” the ending. They sacrificed suspense and mystery and replaced it with monster filled battles and cheesy one-liners. Instead of beautifully haunting ghosts and demons we got what I could only describe as nun-mummies which can now be taken down with shovels and shotguns. A shotgun was not part of Father Burke’s exorcism arsenal but towards the end of the movie you start to think maybe that should have been his weapon of choice all along (who needs a cross and holy water, when you have your trusty 12-gauge).

The setting is as beautiful as it is creepy, and it’s hard not to wonder how they could take such an amazing setting and dumb it down. The Nun herself is particularly creepy and the characters at first glance appear to be interesting which is why it’s so disappointing that the movie feels so much like a missed opportunity. The pacing of the movie is incredibly slow as well, with all the buildup of the investigation most of the time you are just waiting for something to happen. To make it even worse, most of the buildups lead the audience down a path of confusion and not only raise more questions that will never be answered, but also destroy any believability of the story.

Ultimately, fans of The Conjuring franchise will likely leave disappointed and with even more longing for The Conjuring 3 to be released. The movie lacks much of the suspense and outright terror that the previous movies in the series were well known for and ultimately feels like a spinoff movie that lacks any real connection to the movies preceding it. The Nun isn’t a terrible movie, and I didn’t leave feeling as though I had completely wasted an hour and a half of my time, it just really doesn’t do anything to break new ground or move the franchise along in any meaningful way. While there are parts of the movie that will have you jump, the reality is, that the scenes following these moments will keep you bewildered and likely cause you to forget what made you jump in the first place. It has some interesting concepts, but nothing that hasn’t been done better in similar movies before it. In the end it’s a movie that people will not likely hate but will not feel satisfied with either. I certainly wouldn’t recommend paying full price to see it, but it may be worth the Saturday matinee price or watching it when it comes to Blu-ray. If you want a good ghost or demon movie to get you in the Halloween spirit, this isn’t it. You’d be much better off watching the spectacularly classic Poltergeist or The Exorcist if you really want to be scared out of your wits.

What I liked: The setting and atmosphere, The Nun herself was pretty freaky

What I liked less: Disjointed story, Too many unanswered questions, Overall “meh” feeling
  
Fantastiqa
Fantastiqa
2012 | Adventure, Fantasy
Ahh yes, Fantastiqa. Another to add to the list of, “I once owned, then I got rid of it, then missed it so much I had to reacquire it.” My wife loves when I do that… In any case, Fantastiqa gives players a very strange slant on deck building adventure games. Some would say the theme and its implementation will make or break it for players. Upon which side of the line do we fall?


Fantastiqa is a fantasy rock-paper-scissors style deck building adventure game. Now each of those mechanics individually can make for a wonderful children’s game. Looking upon the art in Fantastiqa will also nudge players towards that of a children’s game. Alas, Fantastiqa is not a children’s game and players will be scratching their heads for multiple reasons whilst playing it.
To setup, follow the instructions of the rulebook. There are just too many to list and explain here. Once setup, the game should look something like the photo above. Each player will have their draw decks identical to those of their opponents, and the play area is essentially a map of six locations with a statue at each location and decks of cards from which players will be drawing on their turns.

A typical turn will allow players to complete one of three different actions: Go Adventuring (where players will be using cards from their decks to subdue and recruit creatures between locations), Visit a Statue (where players can draw cards from the different decks for Beast, Artifact, and Quest cards to add to their discard piles, or pay gems to exile cards from their hands out of the game, or even pay gems to teleport to the matching statue on the other side of the board), or Complete a Quest (by discarding their appropriate cards that fulfill the quest requirements).


Turns can be very quick, or long and drawn out as players carefully choose which tactics to apply to the board on the table, while weighing the need for more powerful cards in their decks, and keeping up with the Joneses as they compete for VP on Quest cards. This is a deck builder, after all, so improving one’s deck is always the first consideration, but should a player oust those dang tea-drinking lazy dragon cards, or attempt to commit cards to a quest? The choices are quite numerous as play continues, and players realize that, again, this is no child’s game. Play continues in this fashion of players taking turns completing actions and quests until one player gains enough VP through completed quests to win the game.
Components. Every component in Fantastiqa is Fantastiq! I feel like the entire game is linen-finished, save for the little plastic gems and large statueeples. This game feels quite deluxe, and that will always be a big stamp of approval from me. One thing that can jar some players is the choice of art used between the player placards, card art, token art, and other components. They certainly don’t match at all, but I believe this tracks with the quirky nature of the theme and game overall, so I quite enjoy it. I can indeed understand why some would be opposed, but that is not how I feel at all.

I kinda bled into my final thoughts there, but I do love Fantastiqa. The theme is super weird: players answer a Help Wanted ad and long story short they meet a crazy old man who gives them a rucksack full of ordinary items: toothbrush, helmet, bat, and a dog. The dog runs away across the street and players find themselves in another world where these ordinary items are now transformed into magic wands, rams (the animals), clubs, and a dog, among other items. Players I have played with cannot accept that a spatula is a sword in the game and that just breaks immersion for them. I quite like it and the game’s wacky theme.

But the gameplay itself is also quite engaging. Traveling all over this new world subduing (and subsequently recruiting to your cause) Knights with spatulae and Giant Spiders with cat’s teeth is interesting and a fresh way to incorporate a theme into a deck builder as opposed to simply generating purchasing power and buying the cards that are wanted. The statue interactions are great ways to build up your deck as well, and keeping an eye on what quests others are gunning for as well as their personal hidden quests adds a bit of race-game feeling that some other deck builders lack. I can’t say enough great things about Fantastiqa, but completely understand how the theme may break the game for others’ enjoyment. That said, Purple Phoenix Games give this one a well-traveled 10 / 12. It’s weird, I’ll give you that, but it’s a good kind of weird. Check it out.
  
Cigarette Teeth
Cigarette Teeth
Maul Allan Hewish | 2020 | Horror, Science Fiction/Fantasy, Thriller
9
9.0 (1 Ratings)
Book Rating
Great writing (1 more)
Amazing descriptions
In this day-and-age, everyone is willing to do anything to get what they want. People leave their morals and values behind at the drop of a hat. Partly, because of this, mental illness is at an all-time high and happiness is at an all-time low.

What if I told you there was a phone number you could call that would give you whatever you wanted...for a simple favor in return? Enter : Cigarette Teeth. The horror novel concerns two different places that exist in our world: the Pleasure Palace, where the Magician resides in an overcast of red light where he helps make peoples' 'dreams' come true, and our reality - - - the world as we've grown to know it.

Our main character, Mike Hadley, can't remember his past or how he ended up working for the Magician, but he's more than happy to do what he's told in Cigarette Teeth. Some things seem familiar to him, like his working partner, Tommy; but if you asked him what he did last night for the Magician, he wouldn't be able to tell you or remember it himself. Harper, a man Hadley meets early on in the story, who is the stereo-typical hardened detective, tells Hadley that he knows that the Pleasure Palace has been the cause of hundreds of disappearances - - - including Harper's own brother and sister- - - and demands that Hadley help him get into the Palace to find them.

Hadley is kidnapped by Harper while people working for the Pleasure Palace begin to come after them, trying to kill them. Unlike Hadley, Harper has done a lot of detective work on the Pleasure Palace and knows much more than he does. For Hadley, a lot of things begin to make sense and no sense at the same time, like people who work for the Pleasure Palace can't die, instead they regenerate in a very gruesome way- - - something he had never seen happen before. Now, being away from the Palace, whenever Hadley falls asleep, memories start to come back to him in the form of dreams; most of them take place in metaphorical places that slowly unwrap his tragic past to the reader.

I often found myself fascinated by the characters Hewish came up with that live in the Pleasure Palace. One being the Zipper Sisters: "Kela and and Lua Von Zipper. Conjoined twins; connected at the hip and zipped into the one gigantic pinched- leather corset. Two heads, two arms, and four legs, all sealed in an ornate, Victorian-style leather dress hemmed with black lace.

Their makeup was corpse-white, their lipstick blood red. Their eyes were shadowed with a weeping pastel green, like something from a carnival sideshow. Their 18th-century dress continued with ruffles and lacy stockings, all the colour of snow. The two pairs of shoes they wore- - - shiny little school shoes, the ones with the clasps over the top- - - completed the look. It gave these sinister twins a suggested air of innocence- - - the filthiest of lies. "

When the pair meet with the Architect of the Pleasure Palace (Horitoshi Li), the story really begins to take off. The information given to them by Li about the Magician is the real start to their journey to stop the Palace and find Harper's missing siblings, as long as they include Li in the plan.

As expected, a friend of Harper's, named Sophie, gets caught up in their journey- - - saving their lives more than once, thanks to her nursing background. Sophie felt like a filler character at first, but in the end, I think she was needed to make the story well-rounded, like her insight of psychology: "...But...it's just interesting. Did you know the second most common dream people have is about their teeth? After the 'being chased' phenomenon that usually coincides with a hallway and a door. Most notable psychologists don't really offer insight on dreams- - - the most popular consensus is that they're nothing more than cerebral static, just garbled images and words that occasionally form to make something that seems to have weight..."

Though I want to say so much more about the novel, it would give away a lot of the surprises that are hidden inside. Hewish's writing is gold; the way he describes scenes is beautifully done, but he did waste some of this talent on places where the characters weren't even there for more than a scene (and nothing really came of it). Also, Harper states one time early in the book that he has killed Hadley before... this is never explained or spoken of again. I think that was a very important part to this story, especially with how things turn out between Harper and Hadley.

There were only a few inconsistencies that are completely able to be looked over and don't ruin the novel. This is master storytelling, and I am looking very forward to more work by Hewish! I would recommend this book to fans of the show "Twin Peaks," and the video game (because I love horror video games) "Evil Within." Highly recommend!
  
Hunting Sasquatch
Hunting Sasquatch
2017 | Dice Game, Party Game
Sasquatch. Nessie. La Chupacabra. The Jersey Devil. These are all examples of what is called “Cryptids.” These cryptids are mostly fairytale creatures, and have not been substantiated yet, but many a fool have hunted them nonetheless. You are one of those fools. Your target? Information on Sasquatch. Yeah, you might find other clues to fellow cryptids along the way, but you really need that sweet sweet clear photo to be crowned King Fool!

Hunting Sasquatch is a competitive press-your-luck card and dice game where players are attempting to gather clues to catch Sasquatch. The winner will be the player with the most Victory Points at the end of the game, if any VP are to be had before too many Hunters go missing in the woods.

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, back the game through the Kickstarter campaign, or through any retailers stocking it after fulfillment. -T


To setup shuffle the Location cards (big ones) and reveal as many locations as are players. Shuffle the Hunter cards and deal three to each player. Shuffle the Hunter’s Arsenal cards and place its deck near the Hunter deck on the table. Separate the various tokens by type and place them on the table nearby as well. Have the dice accessible to all players and the game may begin!
On a turn the active player will choose one of their Hunters to visit a Location. The Hunter may visit one of the face-up Locations or draw one to be placed on top of one of those revealed. If the Hunter draws a new Location they MUST visit this newly-revealed Location.

The Hunter then rolls all eight of the green Hunter Dice. If the Hunter had gained any Anti- tokens (anti-camera, anti-book, etc) then those Anti- tokens cause matching dice to be removed from the turn immediately. The Hunter may now spend any Wildcard Tokens they may have earned previously to rotate a die’s value to anything wished.

Once the roll is ready to be resolved, the Hunter will reference the Location they chose for dice values. Each Location has Lost Conditions on the left and Victory Conditions on the right of the card. The Hunter must fill as many Lost Conditions as they have matching dice, and may then assign Victory Conditions dice to their places on the card. Should a Hunter fill up the Lost Conditions spaces with dice the Hunter is then lost to the hunt and their Hunter Card is discarded. Should the Hunter avoiding becoming lost and fill up the column of Victory Conditions they will score the booty from the box in the lower right-hand corner of the Location card (mostly VP, Evidence Tokens, Wildcard Tokens).

If neither column of icons on the Location Card have been filled completely and there are still dice available, the black Fate Die may be rolled. A successful Fate Die roll shows a lucky horseshoe and allows the Hunter to re-roll the available dice. An unsuccessful Fate Die roll shows a bear trap icon and forces the Hunter to apply the Trap conditions on the lower left-hand corner of the Location Card (usually Anti- tokens).


The game ends once a certain number of Hunters are lost (depending on number of players) or once any Hunter has collected all five Evidence Tokens.
Components. Again, this is a prototype copy of the game, so components will most likely be different as a result of a successful Kickstarter campaign. That said, I can comment on the direction the game is going, and I like it quite a bit. The tokens will need to be improved to be more usable, and obviously the dice will upgraded, but other than those I like everything else going on here. The cards are nice, easy to read, and have great artwork on them. Similarly the Location Cards are probably my favorite components of the game because they feature hilarious and wonderful artwork. The game looks great as is, but I am eagerly looking forward to what it will be once completely finished.

The gameplay is kind of a crapshoot in my experience. I have had several plays where too many Hunters were lost too quickly and the game ended in five minutes. I have also played games where Lady Luck was on my side and I was rolling like a king. I managed to get three Evidence Tokens that time. Each one of my games have ended in surpassing the total number of Hunters lost, but I feel like the game is winnable. Just probably by someone luckier than me.

I do really love dice games, and when they allow players to alter the face values, or the game alters them I find a great deal of satisfaction. And that is what Hunting Sasquatch delivers. It is a dice chucking game with dice alteration, amazing hilarious art, and a pretty tough difficulty level. It is perfect for gamers who enjoy dice games but find most to be too lame and easy.

I love this theme. I love this art style. I love the gameplay. I do not love the tiny and thin tokens (but I pray they get a huge upgrade for the final version). Hunting Sasquatch is another winner from Spyglass Games, who brought us the incredible VENOM Assault. I am a big fan of the games this publisher is putting out there and if you are like me, I think you will also like this one a lot. I invite you to check out their Kickstarter campaign when it launches, and remember: cryptids are just made-up stories. They cannot come to your campsite and eat all your jerky.
  
The Robber Knight
The Robber Knight
7
7.0 (1 Ratings)
Book Rating
When you are fighting for the freedom of your people, falling in love with your enemy is not a great idea. Or is it? Ayla has to defend her castle and her people all on her own, with nobody to help her but a dark warrior she hates with all her heart.

Sir Reuben, the dreaded robber knight, has long been Ayla’s deadliest enemy. He has prayed on her and her people ever since her father fell ill, and she swore he would hang for his crimes. Now they are both trapped in her castle as the army of a far greater enemy approaches, and they have only one chance: stand together, or fall.

This book wasn’t bad, honestly. I’m a huge fan of historical fiction, and it had been awhile since I’ve read a medieval love story, so that was a nice change of pace.

The author is a historian, so there are a lot of little things in this book that you don’t see in a lot of other historical romance books. For instance,you can’t pull out arrows because there are often barbs attached to cause fatal wounds if pulled out. I did like learning about all of these facts. But sometimes Thier lets the historian in him gets the best of him, but more on that later.

Lady Ayla was a pretty interesting character. Headstrong and wise for her years, she is very noble and progressive. She has all of the makings for a great leader– with the exception of knowledge. I loved how kind and committed she was to her people and I love the fact that she has some spunk. I mean, if I’m getting robbed in the forest by this random stranger, then I hope I would swear him out too (of course, if I could beat him up and get away, then that’s even better, but Ayla doesn’t have much self-defense skills). But there were many times that she was annoying, like her insistence on being near battles, even before she started treating the sick. And how she tried to manage Sir Isenbard during battle. She had called on him for help because he was an experienced knight, and now she was questioning his commands and strategies in the heat of battle!

Mostly, though, I really did like Ayla. She defines the idea of nobility. With war inevitable, she’s willing to ride personally to the edges of her land to warn her subjects and she is always at the outskirts of battle to help care for the wounded. She invites everyone into the castle for their safety and rations herself as well as the others to conserve food. She’s even willing to corrupt herself to save her people.

Reuben is an excellent character as well, although it did take me awhile to like him. In the beginning he fell a little flat. It’s clear that he used to be a knight but something happened and now he robs people for his own greed. A near-death experience and being saved by Lady Ayla reawakens the humanity in him. And apparently also some depth.

In the beginning of the book he spends a lot of his time admiring his loot and laughing about his victims, who thought they had a right to steal from him. But that’s all he does. We have no real insight into his character or backstory until after he’s in Ayla’s care. Only then are there hints of a bad history where he had been arrested many times, been tortured, and had at one point been a member of respectable society. If it weren’t for the fact that I liked Ayla’a character and the plot so far, I probably would have stopped reading.

Thier is a writer who has really good potential in becoming a great romance writer, especially for historical fiction. The plots have some unique twists that are augmented by his knowledge of history and after Reuben’s character shaped up, he was an excellent love interest. But there is one huge problem with this story: the footnotes.

There are so many footnotes throughout most of the book that I feel like I’m reading a history textbook, which is not good when I usually read romance novels to take a break from homework. Not only are they distracting and unnecessary, but they are also rude and condescending. Sure, sometimes they were useful, like in explaining the references to the seven princes of hell. Another one was a pretty funny anecdote about how one of his readers had actually confirmed that lard burns and that burning arrows work because they had actually done it. There is also a lot of wit throughout the footnotes which is pretty amusing. But most of the time, they were annoying.

For instance, Robert Thier thought it was necessary to include a footnote about how witches were considered bad during medieval times. Seriously? Even if someone failed history, we know that witches are not considered fine, upstanding citizens. Or maybe he thinks all of us have been locked in our rooms with no books, internet or television for our entire lives and for the month of October we all miraculously fell into a coma so we couldn’t see the giant blow-up witch in the neighbor’s yard. And then we’d all wake up singing Christmas carols after the month long coma without a care in the world because this happens every year so we don’t know what a witch is. (I’m developing a conspiracy theory about how these strange comas was caused by witchcraft.)


Maybe Thier assumed that instead of us thinking Reuben was scared of witches when he wondered if Ayla was one, we just thought he was commenting on how much Ayla looked like Sandra Bullock.
And one of the footnotes was just plain offensive. Here is the line of text that the footnote is attached to: “Heel! Abominable villain! You dare defy me?” (page 74)

Now, here’s the footnote: “Sorry to disappoint the ladies, but this doesn’t refer to high heels. It is a medieval term for a very nasty person.”

Excuse me? Did you just assume that I thought it meant high heels and that would make me excited? What world do you live in?

Apparently he thinks “the ladies” are so dumb that we are incapable of taking context clues and we immediately think everything relates back to fashion. Maybe I didn’t know it meant “very nasty person”, but it’s pretty clear it’s a swear or insult of sometime, not a freaking Jimmy Choo. Does he just imagine us thinking high heel every time we hear the word?

“She broke his nose with the heel of her hand.” Oh. High heel!

“Heel, fido! I said heel!” Oh. High heel!

“It will take one or two days for your cut to heal.” Oh. High heel! (Because if he thinks we don’t understand the difference between uncomfortable footwear and an insult, then he probably thinks we can’t spell, either).

But hey, at least Robert Thier thinks women can memorize stuff, because the footnote links stop as the vocabulary is repeated instead of new terms being introduced.

Aside from the footnotes, I really do like this book, and I can’t wait to read the second part of it, which I’ll read soon. Thier still has a long way to go, but I think after he has more experience, he’ll write some great books.