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Ali A (82 KP) rated The Meadows in Books
Sep 11, 2023
Trigger Warnings: conversion therapy, homophobia
Every youth hopes to get a letter to attend one of the places where only the best and brightest go to be even better and brighter: the Estuary, the Glades, the Meadows…
When Eleanor is accepted to go to the Meadows, it means her escape from the Cove and a hard life by the sea. But, though the Meadows is filled with beautiful and wonderful things, it hoards dark secrets: its purpose is to reform its students from their attractions, to show them that the way of life is only possible through their way. Maybe Eleanor starts to believe, but then she meets Rose, and everything changes.
A year after leaving the Meadows, Eleanor and her friends are on the outside, living back in society - but not everything is as they hoped. Eleanor is an adjudicator, someone who makes sure former students haven’t strayed from the lives they were trained to live. But the past isn’t letting go of Eleanor and as secrets unravel, Eleanor must fight against everything she has been taught to be, especially if she can find the girl that she lost.
I originally was interested in this title when I saw it on BookishFirst because it was being marketed as “a queer, YA Handmaid's Tale meets Never Let Me Go” and I was all about that. I also love a good dystopian novel so this was really right up my alley.
That being said, I absolutely loved and devoured this novel over the course of the weekend when I didn’t have the interruption of work. The world building is intriguing and the “perfect” society is everything but (aren’t they all). The characters were also complex and engrossing - even the ones I wasn’t the biggest fans of, I still wanted them to succeed.
I absolutely recommend this book to those not only those who love dystopian novels, but those who want a page turning science fiction with queer characters.
*Thank you Dial Books and BookishFirst for an ARC copy of this book in exchange for an honest review
Every youth hopes to get a letter to attend one of the places where only the best and brightest go to be even better and brighter: the Estuary, the Glades, the Meadows…
When Eleanor is accepted to go to the Meadows, it means her escape from the Cove and a hard life by the sea. But, though the Meadows is filled with beautiful and wonderful things, it hoards dark secrets: its purpose is to reform its students from their attractions, to show them that the way of life is only possible through their way. Maybe Eleanor starts to believe, but then she meets Rose, and everything changes.
A year after leaving the Meadows, Eleanor and her friends are on the outside, living back in society - but not everything is as they hoped. Eleanor is an adjudicator, someone who makes sure former students haven’t strayed from the lives they were trained to live. But the past isn’t letting go of Eleanor and as secrets unravel, Eleanor must fight against everything she has been taught to be, especially if she can find the girl that she lost.
I originally was interested in this title when I saw it on BookishFirst because it was being marketed as “a queer, YA Handmaid's Tale meets Never Let Me Go” and I was all about that. I also love a good dystopian novel so this was really right up my alley.
That being said, I absolutely loved and devoured this novel over the course of the weekend when I didn’t have the interruption of work. The world building is intriguing and the “perfect” society is everything but (aren’t they all). The characters were also complex and engrossing - even the ones I wasn’t the biggest fans of, I still wanted them to succeed.
I absolutely recommend this book to those not only those who love dystopian novels, but those who want a page turning science fiction with queer characters.
*Thank you Dial Books and BookishFirst for an ARC copy of this book in exchange for an honest review
BankofMarquis (1832 KP) rated Alien (1979) in Movies
Feb 22, 2020
This classic holds up very, very well more than 40 years later
I convinced my cynical 19 year old to watch an "ancient" film (her phrase) - so I was careful with my choice. I know she likes horror, so thought I would try to see if she could be scared the old fashioned way and pulled the 1979 Sci-Fi/Horror classic ALIEN off the shelves to show her.
It scared the crap outta her.
Directed by Ridley Scott (more on him later) Alien tells the tale of a working-class deep space vehicle, returning home with a full cargo when they intercept a distress call at a distant, non-descript planet, they go to investigate and...
As told by Ridley Scott, based on a script and story by Dan O'Bannon, Alien is a masterwork in suspense and mood. Scott takes his time telling this story, setting up the feel and atmosphere, showing a gritty, working-man's vessel (and not a sleek silver and chrome shiny ship) where the people inside the craft are not heroes, but working class stiff's just trying to make a buck.
What surprised me this time around seeing this film is how deliberate (some would say slow) that the pacing of this film is - but, darn it all, if it doesn't work. The tension slowly builds so when violence/action happens it explodes and seems all the bigger due to the fact that it is coming out of silence.
The cast - a group of relative unknowns at the time - is stellar. In the DVD commentary, Director Scott said he spent quite a bit of time casting this film to ensure he had the right mix - and his work shows on screen. The 7 actors in this film work well together - and each one of them brings a real character to the screen that is interesting to watch.
Tom Skerrit (the film version of M*A*S*H) as laconic, laid back Captain Dallas and Yaphet Kotto (the villain in the James Bond flick LIVE AND LET DIE) as gruff, looking-for-a-buck mechanic Parker were the most well known of the 7 at the time of the release of the film - and they do bring some star power to the proceedings, but are met, evenly, by others like former child star Veronica Cartwright (Alfred Hitchcock's THE BIRDS), veteran character Actor Harry Dean Stanton ( THE ROSE) and John Hurt (THE ELEPHANT MAN). All 3 bring interesting characters - and faces - to the proceedings.
But...for me 2 the standouts in this cast is IAN HOLM (TIME BANDITS) as Science Officer Ash - a character with some "quirks" (to put it mildly) and, of course Sigourney Weaver (GHOSTBUSTERS) in her star making role as 3rd officer Ripley. I don't want to spoil anything in this film, but Weaver's Ripley is the type of strong female character - fighting the typical, chauvinistic male hierarchy - that was heretofore unknown/rarely seen in film and is the prototype of these types of characters to this day. Weaver's performance and the writing and direction of this character is that strong/groundbreaking that it continues to influence writing and filmmaking all these years later.
The 8th character in this film is the look and feel of the ship - the Nostromo - and the look and feel of the titular Alien character as brought to life in an Oscar winning effort in Visual Effects for the team of H.R. Giger, Carlo Rambaldi, Brian Johnson, Nick Allder and Dennis Ayling (based on drawings by Giger). This is truly remarkable, bravura and groundbreaking design and filmmaking - one that holds up very well more than 40 years later - made all the more astounding when you realize that these are all practical effects (CGI had not be invented yet) and the filmmakers had to rely on puppetry, editing, performance and what you don't see (but your mind thinks you do) to fill in the gaps.
It all works tremendously well - if you haven't seen this in awhile, do yourself a favor and watch it again. If you have never seen it, well...you are in for a treat.
Letter Grade: A+
10 Stars (out of 10) and you can take that to the Bank(ofMarquis)
It scared the crap outta her.
Directed by Ridley Scott (more on him later) Alien tells the tale of a working-class deep space vehicle, returning home with a full cargo when they intercept a distress call at a distant, non-descript planet, they go to investigate and...
As told by Ridley Scott, based on a script and story by Dan O'Bannon, Alien is a masterwork in suspense and mood. Scott takes his time telling this story, setting up the feel and atmosphere, showing a gritty, working-man's vessel (and not a sleek silver and chrome shiny ship) where the people inside the craft are not heroes, but working class stiff's just trying to make a buck.
What surprised me this time around seeing this film is how deliberate (some would say slow) that the pacing of this film is - but, darn it all, if it doesn't work. The tension slowly builds so when violence/action happens it explodes and seems all the bigger due to the fact that it is coming out of silence.
The cast - a group of relative unknowns at the time - is stellar. In the DVD commentary, Director Scott said he spent quite a bit of time casting this film to ensure he had the right mix - and his work shows on screen. The 7 actors in this film work well together - and each one of them brings a real character to the screen that is interesting to watch.
Tom Skerrit (the film version of M*A*S*H) as laconic, laid back Captain Dallas and Yaphet Kotto (the villain in the James Bond flick LIVE AND LET DIE) as gruff, looking-for-a-buck mechanic Parker were the most well known of the 7 at the time of the release of the film - and they do bring some star power to the proceedings, but are met, evenly, by others like former child star Veronica Cartwright (Alfred Hitchcock's THE BIRDS), veteran character Actor Harry Dean Stanton ( THE ROSE) and John Hurt (THE ELEPHANT MAN). All 3 bring interesting characters - and faces - to the proceedings.
But...for me 2 the standouts in this cast is IAN HOLM (TIME BANDITS) as Science Officer Ash - a character with some "quirks" (to put it mildly) and, of course Sigourney Weaver (GHOSTBUSTERS) in her star making role as 3rd officer Ripley. I don't want to spoil anything in this film, but Weaver's Ripley is the type of strong female character - fighting the typical, chauvinistic male hierarchy - that was heretofore unknown/rarely seen in film and is the prototype of these types of characters to this day. Weaver's performance and the writing and direction of this character is that strong/groundbreaking that it continues to influence writing and filmmaking all these years later.
The 8th character in this film is the look and feel of the ship - the Nostromo - and the look and feel of the titular Alien character as brought to life in an Oscar winning effort in Visual Effects for the team of H.R. Giger, Carlo Rambaldi, Brian Johnson, Nick Allder and Dennis Ayling (based on drawings by Giger). This is truly remarkable, bravura and groundbreaking design and filmmaking - one that holds up very well more than 40 years later - made all the more astounding when you realize that these are all practical effects (CGI had not be invented yet) and the filmmakers had to rely on puppetry, editing, performance and what you don't see (but your mind thinks you do) to fill in the gaps.
It all works tremendously well - if you haven't seen this in awhile, do yourself a favor and watch it again. If you have never seen it, well...you are in for a treat.
Letter Grade: A+
10 Stars (out of 10) and you can take that to the Bank(ofMarquis)
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BankofMarquis (1832 KP) rated The Green Knight (2020) in Movies
Aug 6, 2021
Interesting...Intriguing...and Weird
You have 2 choices when choosing to view the Arthurian tale THE GREEN KNIGHT.
1). Brush up on the 14th Century tale (writer unknown) about Sir Gawain (of Knights of the Round Table fame) and The Green Knight
2). Go in “blind” and let the film wash over you.
I did #2 and while I got the “gist” of what was going on, I missed some of the subtleties (or the attempted subtleties) that I now know since I went on-line and brushed up on the story/poem (no, I did not read the 14th century poem - a google search synopsis of plot of the poem was sufficient).
Starring Dev Patel (more on him later) THE GREEN KNIGHT tells the story of a would-be Knight of the Round Table, Gawain, who accepts a challenge of THE GREEN KNIGHT and now must stand up to the consequence of his deeds while heading off on a quest.
Dev Patel (SLUMDOG MILLIONAIRE) has really grown into a fine actor and he is perfectly cast as the courage-challenged Gawain. He walks through this film with a slight look of fear in his eyes and I was finding myself yelling at him (in my head) to “stand up and do what’s right” (which is the point of the film/story) when he would make the wrong decision.
Alicia Vikander (who I have not seen on screen since 2018’s TOMB RAIDER) and Joel Edgerton (LOVING) are 2 of the people that Gawain meets along the way and they bring strength and star power to the middle part of this film - they came along at an opportune time, for this film was beginning to sag under it’s own weight at that point, but these 2 help propel Gawain (and the film) to the climax.
Director David Lowery (A GHOST STORY) has crafted a fantastical film that reminded me very much of the work of Terry Gilliam - and I mean that as a compliment. He heightens every scene with imagery that’s just “off” (again, I mean that as a compliment) that symbolizes the “quest” that Gawain is on.
He also does something that will either encourage or discourage a viewer (and that is the strength and weakness of this film) - he explains nothing.
For example…at the beginning, Gawain is sitting at a round table with a King and Queen and a bunch of other Knights (or would be Knights). One would assume that this is King Arthur, Guinevere and the Knights of the Round Table, but Lowery never calls them by name. “The King” pulls out his sword and hands it to Gawain for his contest with the Green Knight. The crowd reacts with gasps - one would assume that this is the fable sword Excaliber, but it is never stated.
So…knowing these things (and some of the other aspects of the Gawain) story, might further enrich this experience, but Lowery chooses to not spoon feed the audience and since I did not really know the Gawain story, I just sat back and enjoyed the quest, the imagery, the weirdness (and there is some VERY weird moments - I still don’t know what to make of the scene with the Giants) and was rewarded with a film experience that is rare nowadays, one that just unfurls without telescoping what is happening or what is to come.
This film is not for everyone - it does have a rather languid pace to it - but for those of you that can sit in the stillness, marvel at the imagery and revel in the weirdness/unknown, then THE GREEN KNIGHT is, ultimately, a rewarding film experience - one that (now that I know the story) am eager to revisit.
Letter Grade: B
7 Stars (out of 10) and you can take that to the Bank(ofMarquis)
1). Brush up on the 14th Century tale (writer unknown) about Sir Gawain (of Knights of the Round Table fame) and The Green Knight
2). Go in “blind” and let the film wash over you.
I did #2 and while I got the “gist” of what was going on, I missed some of the subtleties (or the attempted subtleties) that I now know since I went on-line and brushed up on the story/poem (no, I did not read the 14th century poem - a google search synopsis of plot of the poem was sufficient).
Starring Dev Patel (more on him later) THE GREEN KNIGHT tells the story of a would-be Knight of the Round Table, Gawain, who accepts a challenge of THE GREEN KNIGHT and now must stand up to the consequence of his deeds while heading off on a quest.
Dev Patel (SLUMDOG MILLIONAIRE) has really grown into a fine actor and he is perfectly cast as the courage-challenged Gawain. He walks through this film with a slight look of fear in his eyes and I was finding myself yelling at him (in my head) to “stand up and do what’s right” (which is the point of the film/story) when he would make the wrong decision.
Alicia Vikander (who I have not seen on screen since 2018’s TOMB RAIDER) and Joel Edgerton (LOVING) are 2 of the people that Gawain meets along the way and they bring strength and star power to the middle part of this film - they came along at an opportune time, for this film was beginning to sag under it’s own weight at that point, but these 2 help propel Gawain (and the film) to the climax.
Director David Lowery (A GHOST STORY) has crafted a fantastical film that reminded me very much of the work of Terry Gilliam - and I mean that as a compliment. He heightens every scene with imagery that’s just “off” (again, I mean that as a compliment) that symbolizes the “quest” that Gawain is on.
He also does something that will either encourage or discourage a viewer (and that is the strength and weakness of this film) - he explains nothing.
For example…at the beginning, Gawain is sitting at a round table with a King and Queen and a bunch of other Knights (or would be Knights). One would assume that this is King Arthur, Guinevere and the Knights of the Round Table, but Lowery never calls them by name. “The King” pulls out his sword and hands it to Gawain for his contest with the Green Knight. The crowd reacts with gasps - one would assume that this is the fable sword Excaliber, but it is never stated.
So…knowing these things (and some of the other aspects of the Gawain) story, might further enrich this experience, but Lowery chooses to not spoon feed the audience and since I did not really know the Gawain story, I just sat back and enjoyed the quest, the imagery, the weirdness (and there is some VERY weird moments - I still don’t know what to make of the scene with the Giants) and was rewarded with a film experience that is rare nowadays, one that just unfurls without telescoping what is happening or what is to come.
This film is not for everyone - it does have a rather languid pace to it - but for those of you that can sit in the stillness, marvel at the imagery and revel in the weirdness/unknown, then THE GREEN KNIGHT is, ultimately, a rewarding film experience - one that (now that I know the story) am eager to revisit.
Letter Grade: B
7 Stars (out of 10) and you can take that to the Bank(ofMarquis)
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Purple Phoenix Games (2266 KP) rated On the Rocks in Tabletop Games
Sep 7, 2021
I have to come clean right at the top of this one. I have not really tried a whole lot of different cocktails in my life. I have been mostly a beer kind of guy. Not that I am opposed to cocktails at all – in fact, I have really enjoyed most of the drinks I have tried. That said, I wish I was more hip so I would know all the drink lingo and really know why someone would want their concoction shaken and not stirred. So, I went into this one thinking I would learn the secret finally. But I didn’t. I did have a good time playing it though.
“On the Rocks is a marble drafting, cocktail recipe fulfillment game for 1-4 players. It is NOT a drinking game.” – straight from the game’s BGG page. So what does that mean? Well, this one is a variation of the “I cut, you choose” style game, but HEAVILY themed around bartending and enhanced with additional fun mechanics. The winner is the player who amasses the most amount of money by the end of their shift.
DISCLAIMER: We were provided a copy of this game for the purposes of this review. This is a retail copy of the game, so what you see in these photos is exactly what would be received in your box. I do not intend to cover every single rule included in the rulebook, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy online or from your FLGS. -T
To setup, consult the rulebook, as there are many steps. However, once setup, the game should look similar to the photo below. Choose the starting player and the mixology competition can begin!
On the Rocks is played over several rounds with each player completing specific steps. The first step is optional, and is Tip Cards. Players will accumulate Tip Cards throughout the game, and each one features a special ability that may be used at this time. The next step may also be optional, depending on if the active player had received a Complaint card previously. Complaints must be completed on this step and is pretty much a wrench thrown in the plans by competitors.
Once these (possibly) optional steps have been completed the active player then takes the 2d6 and Rolls them. This number determines how many ingredient marbles are to be pulled from the bag and added into play. For the cost of one ingredient marble, the active player may manipulate the rolled dice by flipping it to its opposite face. Next, the player will Draft the number of marbles from the bag they rolled in the previous step. From these drafted marbles the player will Mix them into the blue Jigger Bowls in the middle of the table one at a time, a la Mancala (oh that’s fun to say: A LA MANCALA!). Then the player will Select & Place a jigger of marbles from the table onto their player board. Placing the corresponding marbles onto the drinks is how recipes can be completed. If any ingredients were selected from the jigger but not placed, the player must then place the ingredients into the Extra Ingredients shot glasses on the top portion of the player board, to Save for later use.
When the ingredient marbles have been placed and saved, the player must then complete the Resolve step. Several ingredient marbles are “Premium” or “Spill” marbles. Premium marbles (golden) allow the player to select ANY two ingredients from the draw bag and the Premium marble is then discarded to the coaster in the middle of the table. The black Spill marble forces the active player to draw a Spill card from the deck and complete its action. It also during the Resolve step that the player may complete a recipe card by discarding the drink’s ingredients to the bag and flipping its recipe card face-down. If the entire order (all of the face-up recipe cards) is completed, the active player’s round ends and they notate this by placing one of the three lemon tokens on their player board. Some round end cleanup is performed, like drawing another set of 3 or 4 drink recipes for an order, and the player’s turn is over.
Once a player has completed their third order of drinks, they must indicate “Last Call” to the other players at the table. This informs the other players that they have one last turn to earn any extra money before the game ends. When the game has been finished, final scoring is performed and the winner is they who earned the most money throughout the night. The other players must immediately fix the winner a drink, or buy the winner a shot. Okay, those aren’t in the rulebook, but merely suggestions for the revised second edition…
Components. For those that follow our reviews, you know I am a sucker for games with great components, and this one definitely delivers for me. The aesthetics and art style are just perfect, the double-layer boards are always lovely, and the rubber jiggers are excellent. I cannot see anything that can be improved in terms of components, and I completely expected that because this was published by Pentree Games and 25th Century Games (one of my favorite publishers in the business). The game looks and feels deluxe, which is VERY satisfying.
I think that the Pittre duo of Michael and Christina really knocked it out of the park with this one. Wait, this is their first game design?? And it’s incredible? Okay okay, I’ll be keeping my eye on you two. On the Rocks is a light game with excellent table presence and some difficult choices presented. Now, the choices may be TOOOOOO difficult for some gamers, especially our AP-prone players. Carefully planning out each ingredient’s distribution into the jigger bowls can send them into a frenzy, so I have advised to choose one or two bowls they wish to buff and concentrate on hitting those with the marbles they want, and just randomly place the other ingredients. I know that is a big ask, but this game is supposed to take 45-90 minutes, not 45-90 hours. My other gripe about the game is the color-dependence of the ingredient marbles. I am sorry to all my colorblind friends out there, but I am unable to see how you might keep a possible 12 different marbles straight in your heads while simultaneously remembering the state of marbles in each jigger bowl. I hope I am completely wrong, as I do not suffer from colorblindness, and please do let me know if this is still playable for those gamers.
These gripes aside, everything else about the game is fabulous. I love being able to manipulate my dice rolls (yes, with a cost) to have ultimate control of the number of marbles pulled from the bag. That bag, however, takes control away immediately unless I draft a bunch of clear (wild) or golden marbles to affect my final placements. I also adore struggling to choose which recipes to concentrate on first, and weighing the possibilities of completing the higher value recipes, or blitzing the smaller ones first.
Oh, and the Spills cards? They can be real pains in the booty. These effectively give the active player the ability to completely botch another players’ plans by discarding their ingredient marbles from their player board. Not enough player interaction? How about negative Tip cards, which are earned by completing a recipe, that impede a competitor’s progress by making them complete the Tip card before being able to move on with their plans, or by limiting their marble selection to two instead of the entire bowl? Yeah, this has player interaction for sure.
Again, I like a good drink now and then, just as much as the next person. However, I have never been a bartender, and I do not plan on ever becoming one. I could not ever imagine having to compete with other bartenders for tip money either, especially if it is as brutally cutthroat as On the Rocks portrays it to be. I will, however, play a game where all that “fun” is diluted to dice, cards, and marbles. I was looking through my collection recently and noticed have embarrassingly few games with an adult beverage theme. If you are like me and require more games depicting fun with alcohol, then I strongly urge you to check out On the Rocks. I feel like I can finally graduate from Fuzzy Navels and Stone Sours just by playing this game and really upping my liquor acumen. Purple Phoenix Games gives this one a delicious 5 / 6. It seems readily available for consumption, but please do not try to go drink for drink with this game. It’s not designed to be a drinking game… or is it?
“On the Rocks is a marble drafting, cocktail recipe fulfillment game for 1-4 players. It is NOT a drinking game.” – straight from the game’s BGG page. So what does that mean? Well, this one is a variation of the “I cut, you choose” style game, but HEAVILY themed around bartending and enhanced with additional fun mechanics. The winner is the player who amasses the most amount of money by the end of their shift.
DISCLAIMER: We were provided a copy of this game for the purposes of this review. This is a retail copy of the game, so what you see in these photos is exactly what would be received in your box. I do not intend to cover every single rule included in the rulebook, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy online or from your FLGS. -T
To setup, consult the rulebook, as there are many steps. However, once setup, the game should look similar to the photo below. Choose the starting player and the mixology competition can begin!
On the Rocks is played over several rounds with each player completing specific steps. The first step is optional, and is Tip Cards. Players will accumulate Tip Cards throughout the game, and each one features a special ability that may be used at this time. The next step may also be optional, depending on if the active player had received a Complaint card previously. Complaints must be completed on this step and is pretty much a wrench thrown in the plans by competitors.
Once these (possibly) optional steps have been completed the active player then takes the 2d6 and Rolls them. This number determines how many ingredient marbles are to be pulled from the bag and added into play. For the cost of one ingredient marble, the active player may manipulate the rolled dice by flipping it to its opposite face. Next, the player will Draft the number of marbles from the bag they rolled in the previous step. From these drafted marbles the player will Mix them into the blue Jigger Bowls in the middle of the table one at a time, a la Mancala (oh that’s fun to say: A LA MANCALA!). Then the player will Select & Place a jigger of marbles from the table onto their player board. Placing the corresponding marbles onto the drinks is how recipes can be completed. If any ingredients were selected from the jigger but not placed, the player must then place the ingredients into the Extra Ingredients shot glasses on the top portion of the player board, to Save for later use.
When the ingredient marbles have been placed and saved, the player must then complete the Resolve step. Several ingredient marbles are “Premium” or “Spill” marbles. Premium marbles (golden) allow the player to select ANY two ingredients from the draw bag and the Premium marble is then discarded to the coaster in the middle of the table. The black Spill marble forces the active player to draw a Spill card from the deck and complete its action. It also during the Resolve step that the player may complete a recipe card by discarding the drink’s ingredients to the bag and flipping its recipe card face-down. If the entire order (all of the face-up recipe cards) is completed, the active player’s round ends and they notate this by placing one of the three lemon tokens on their player board. Some round end cleanup is performed, like drawing another set of 3 or 4 drink recipes for an order, and the player’s turn is over.
Once a player has completed their third order of drinks, they must indicate “Last Call” to the other players at the table. This informs the other players that they have one last turn to earn any extra money before the game ends. When the game has been finished, final scoring is performed and the winner is they who earned the most money throughout the night. The other players must immediately fix the winner a drink, or buy the winner a shot. Okay, those aren’t in the rulebook, but merely suggestions for the revised second edition…
Components. For those that follow our reviews, you know I am a sucker for games with great components, and this one definitely delivers for me. The aesthetics and art style are just perfect, the double-layer boards are always lovely, and the rubber jiggers are excellent. I cannot see anything that can be improved in terms of components, and I completely expected that because this was published by Pentree Games and 25th Century Games (one of my favorite publishers in the business). The game looks and feels deluxe, which is VERY satisfying.
I think that the Pittre duo of Michael and Christina really knocked it out of the park with this one. Wait, this is their first game design?? And it’s incredible? Okay okay, I’ll be keeping my eye on you two. On the Rocks is a light game with excellent table presence and some difficult choices presented. Now, the choices may be TOOOOOO difficult for some gamers, especially our AP-prone players. Carefully planning out each ingredient’s distribution into the jigger bowls can send them into a frenzy, so I have advised to choose one or two bowls they wish to buff and concentrate on hitting those with the marbles they want, and just randomly place the other ingredients. I know that is a big ask, but this game is supposed to take 45-90 minutes, not 45-90 hours. My other gripe about the game is the color-dependence of the ingredient marbles. I am sorry to all my colorblind friends out there, but I am unable to see how you might keep a possible 12 different marbles straight in your heads while simultaneously remembering the state of marbles in each jigger bowl. I hope I am completely wrong, as I do not suffer from colorblindness, and please do let me know if this is still playable for those gamers.
These gripes aside, everything else about the game is fabulous. I love being able to manipulate my dice rolls (yes, with a cost) to have ultimate control of the number of marbles pulled from the bag. That bag, however, takes control away immediately unless I draft a bunch of clear (wild) or golden marbles to affect my final placements. I also adore struggling to choose which recipes to concentrate on first, and weighing the possibilities of completing the higher value recipes, or blitzing the smaller ones first.
Oh, and the Spills cards? They can be real pains in the booty. These effectively give the active player the ability to completely botch another players’ plans by discarding their ingredient marbles from their player board. Not enough player interaction? How about negative Tip cards, which are earned by completing a recipe, that impede a competitor’s progress by making them complete the Tip card before being able to move on with their plans, or by limiting their marble selection to two instead of the entire bowl? Yeah, this has player interaction for sure.
Again, I like a good drink now and then, just as much as the next person. However, I have never been a bartender, and I do not plan on ever becoming one. I could not ever imagine having to compete with other bartenders for tip money either, especially if it is as brutally cutthroat as On the Rocks portrays it to be. I will, however, play a game where all that “fun” is diluted to dice, cards, and marbles. I was looking through my collection recently and noticed have embarrassingly few games with an adult beverage theme. If you are like me and require more games depicting fun with alcohol, then I strongly urge you to check out On the Rocks. I feel like I can finally graduate from Fuzzy Navels and Stone Sours just by playing this game and really upping my liquor acumen. Purple Phoenix Games gives this one a delicious 5 / 6. It seems readily available for consumption, but please do not try to go drink for drink with this game. It’s not designed to be a drinking game… or is it?
Paul Kellett (118 KP) rated Lifeform in Tabletop Games
May 1, 2019
I demoed this at Fan Boy 3 in Manchester during the Kickstarter campaign and was really excited to get to try this out.
So, what is the game?
Basically, it is Alien: The Board Game. A highly thematic one against many survival game where some of you play the crew of the mining ship Valley Forge trying to escape the clutches of an unknown alien killer before the ship self-destructs. Sound familiar? You bet, and it captures the tension of that well-known film perfectly.
I arrived part way through a game and Tristan kindly gave up his seat to let Me jump in. I basically new nothing about how to play, having only watched a couple of demo videos earlier in the week but with a crib sheet in front of Me explaining the card icons and a quick run down of what you can do in a turn, it didn't feel overwhelming and I was able to take over quite seamlessly. The game was close to the end and the alien player had already taken out most of the crew and was set up very nicely to ambush the rest of us. It wasn't long before the ship was adrift with just one deadly occupant...
How does it work?
We played a basic game, so some of the more meatier options were not included and we just had the simple task of gathering enough equipment and escaping in the shuttlecraft.
In the full game, players will be assigned personal objectives like downloading the ship's log from the data core or gathering specific equipment. This will add much more depth to the game as each player will be striving to achieve these goals as well as trying to avoid the alien and reaching the escape shuttle.
In the simple game however, we just had to focus on escaping. To do this, you need to collect the equipment tokens that are arranged in various rooms on the board. These are then placed on a track at the side of the board in various slots for coolant, energy cells, weapons, space suits and halon canisters. Most of these tracks have a minimum number of tokens needed before you can attempt to escape and any extra will grant bonuses like drawing extra cards or gaining a flame thrower.
In your turn, you get to perform one action so the downtime is minimal and the turns fair zip around the table, often before you've had a chance to take a breath and plan your next move.
All the actions are played from the cards you have in your hand, so you feel the tension of needing to get somewhere but having to wait until you draw a card that lets you run through multiple rooms.
Drawing cards. Now there's a thing. The ship's self destruct has been activated (naturally) and you only have 30 minutes until the ship blows up. Each time you choose to draw more cards into your hand, you slide the marker up the track, closer to the big bang.
I can't say too much about what the alien player can do as I didn't get to study that side of things too much but it certainly has some devious tricks up it's sleeve.
The alien player starts with two standees on the board. They look identical besides a little coloured sticker (this will be a set of symbols in the final game). He also has a corresponding set of tokens next to his player board and he will choose one of these to be the alien. The other standee (or standees, as later in the game there is the chance to get a third standee out) is a decoy so the crew, essentially seeing these as blips on their trackers, never know which is the real threat until it's too late.
There is a nice twist here, as, after making a kill, the alien player get's to reset his tokens and choose again which one will be the decoy and which will be the real killer. The alien player can also choose whether the kill was silent, offing the victim quickly and cleanly, or whether it is a nasty, brutal affair with lots of screaming. If the latter, then the other crew members hear this and all have to make a panic move into an adjacent room. This can be really useful if the crew are about to pick up equipment or possibly achieve an objective (I'm not sure if the personal objectives will be common knowledge or not sat this point).
The alien has various little trackers it can use from hatching more eggs letting it increase the amount of cards it holds, to taking control of the android on the crew which will then get placed on the board and follow a programmed track, killing any crew in it's way until it gets to the escape shuttle where it will start sabotaging various systems.
The alien also gets to place terror tokens and power out tokens on the board. If you enter a space with a terror token, you have to draw a card from the terror deck and these are always bad. A room with a power outage is dark and you can't run through it, you must stop your movement there. Other bad things can happen in the dark too.
What if I die?
Another neat thing this game does is avoid player elimination by cycling the crew. In our game, there were two of us controlling two characters each and when both of My characters died, I took one from the other player so we had one each. When that character was also killed (yes, I was not doing well...), rather than being forced to sit out the rest of the game, I could choose one of two secondary roles to play.
I could take control of the ship's mainframe computer which would allow me to do things like open and close bulkhead doors, slowing the alien down, allow the other players to draw more cards and various other useful things.
Or I could play the ship's cat. This was the option I went for and it was great. I could distract the alien, destroy some of it's eggs (so reducing it's hand size), place additional equipment tokens on the board or assist the other crew by letting them draw more cards.
It was this that that actually gave us the win as it was looking pretty bleak towards the end, but the cat actually managed to guide the last remaining crew member to a flamethrower and distract the alien long enough to make our escape.
What do I think?
This game is superb. Easy to pick up, but very thematic and definitely very tense. The decisions can be easy at times, but then you will hit a situation where the alien has you cornered and you must make some hard choices.
As I said, the theme just drips off every part of this game like a slightly corrosive drool. Our game started off really well - we managed to quickly gather a massive chunk of the equipment we needed to escape but the alien had been cutting the power and placing terror tokens closer to the escape shuttle ready for our eventual arrival and by the mid-game, we were feeling trapped and the alien was using the ventilation ducts to spring out and take us down one by one.
We were down to one surviving crew member and the ship's cat who, as I already mentioned managed to lead the human to the safety of the shuttle and espace.
Just getting to the shuttle isn't the end, however, there is one last twist (as in all good stories). At around the mid-point of the self destruct track, the alien get's to pick a card which is his estimate on what point prior to the ship blowing up we will reach the shuttle. If he has guessed correctly, then as we leave the stricken mining vessel, we find out that the shuttle has one extra occupant...
We were lucky and the alien player had guessed incorrectly, but had he been right, then there would have been a final battle aboard the escape shuttle and we may have been sending some deadly cargo back to Earth...
I can highly recommend this game and best of all, there is an expansion that adds an AI deck and a whole other set of objectives for solo play. I had a quick look at this and it looks like it will make for a very tense and really exciting solo game as well as a cool multiplayer experience.
So, what is the game?
Basically, it is Alien: The Board Game. A highly thematic one against many survival game where some of you play the crew of the mining ship Valley Forge trying to escape the clutches of an unknown alien killer before the ship self-destructs. Sound familiar? You bet, and it captures the tension of that well-known film perfectly.
I arrived part way through a game and Tristan kindly gave up his seat to let Me jump in. I basically new nothing about how to play, having only watched a couple of demo videos earlier in the week but with a crib sheet in front of Me explaining the card icons and a quick run down of what you can do in a turn, it didn't feel overwhelming and I was able to take over quite seamlessly. The game was close to the end and the alien player had already taken out most of the crew and was set up very nicely to ambush the rest of us. It wasn't long before the ship was adrift with just one deadly occupant...
How does it work?
We played a basic game, so some of the more meatier options were not included and we just had the simple task of gathering enough equipment and escaping in the shuttlecraft.
In the full game, players will be assigned personal objectives like downloading the ship's log from the data core or gathering specific equipment. This will add much more depth to the game as each player will be striving to achieve these goals as well as trying to avoid the alien and reaching the escape shuttle.
In the simple game however, we just had to focus on escaping. To do this, you need to collect the equipment tokens that are arranged in various rooms on the board. These are then placed on a track at the side of the board in various slots for coolant, energy cells, weapons, space suits and halon canisters. Most of these tracks have a minimum number of tokens needed before you can attempt to escape and any extra will grant bonuses like drawing extra cards or gaining a flame thrower.
In your turn, you get to perform one action so the downtime is minimal and the turns fair zip around the table, often before you've had a chance to take a breath and plan your next move.
All the actions are played from the cards you have in your hand, so you feel the tension of needing to get somewhere but having to wait until you draw a card that lets you run through multiple rooms.
Drawing cards. Now there's a thing. The ship's self destruct has been activated (naturally) and you only have 30 minutes until the ship blows up. Each time you choose to draw more cards into your hand, you slide the marker up the track, closer to the big bang.
I can't say too much about what the alien player can do as I didn't get to study that side of things too much but it certainly has some devious tricks up it's sleeve.
The alien player starts with two standees on the board. They look identical besides a little coloured sticker (this will be a set of symbols in the final game). He also has a corresponding set of tokens next to his player board and he will choose one of these to be the alien. The other standee (or standees, as later in the game there is the chance to get a third standee out) is a decoy so the crew, essentially seeing these as blips on their trackers, never know which is the real threat until it's too late.
There is a nice twist here, as, after making a kill, the alien player get's to reset his tokens and choose again which one will be the decoy and which will be the real killer. The alien player can also choose whether the kill was silent, offing the victim quickly and cleanly, or whether it is a nasty, brutal affair with lots of screaming. If the latter, then the other crew members hear this and all have to make a panic move into an adjacent room. This can be really useful if the crew are about to pick up equipment or possibly achieve an objective (I'm not sure if the personal objectives will be common knowledge or not sat this point).
The alien has various little trackers it can use from hatching more eggs letting it increase the amount of cards it holds, to taking control of the android on the crew which will then get placed on the board and follow a programmed track, killing any crew in it's way until it gets to the escape shuttle where it will start sabotaging various systems.
The alien also gets to place terror tokens and power out tokens on the board. If you enter a space with a terror token, you have to draw a card from the terror deck and these are always bad. A room with a power outage is dark and you can't run through it, you must stop your movement there. Other bad things can happen in the dark too.
What if I die?
Another neat thing this game does is avoid player elimination by cycling the crew. In our game, there were two of us controlling two characters each and when both of My characters died, I took one from the other player so we had one each. When that character was also killed (yes, I was not doing well...), rather than being forced to sit out the rest of the game, I could choose one of two secondary roles to play.
I could take control of the ship's mainframe computer which would allow me to do things like open and close bulkhead doors, slowing the alien down, allow the other players to draw more cards and various other useful things.
Or I could play the ship's cat. This was the option I went for and it was great. I could distract the alien, destroy some of it's eggs (so reducing it's hand size), place additional equipment tokens on the board or assist the other crew by letting them draw more cards.
It was this that that actually gave us the win as it was looking pretty bleak towards the end, but the cat actually managed to guide the last remaining crew member to a flamethrower and distract the alien long enough to make our escape.
What do I think?
This game is superb. Easy to pick up, but very thematic and definitely very tense. The decisions can be easy at times, but then you will hit a situation where the alien has you cornered and you must make some hard choices.
As I said, the theme just drips off every part of this game like a slightly corrosive drool. Our game started off really well - we managed to quickly gather a massive chunk of the equipment we needed to escape but the alien had been cutting the power and placing terror tokens closer to the escape shuttle ready for our eventual arrival and by the mid-game, we were feeling trapped and the alien was using the ventilation ducts to spring out and take us down one by one.
We were down to one surviving crew member and the ship's cat who, as I already mentioned managed to lead the human to the safety of the shuttle and espace.
Just getting to the shuttle isn't the end, however, there is one last twist (as in all good stories). At around the mid-point of the self destruct track, the alien get's to pick a card which is his estimate on what point prior to the ship blowing up we will reach the shuttle. If he has guessed correctly, then as we leave the stricken mining vessel, we find out that the shuttle has one extra occupant...
We were lucky and the alien player had guessed incorrectly, but had he been right, then there would have been a final battle aboard the escape shuttle and we may have been sending some deadly cargo back to Earth...
I can highly recommend this game and best of all, there is an expansion that adds an AI deck and a whole other set of objectives for solo play. I had a quick look at this and it looks like it will make for a very tense and really exciting solo game as well as a cool multiplayer experience.
Debbiereadsbook (1788 KP) rated Keeping a Warrior (Loving a Warrior #2) in Books
Jun 18, 2019
stunning foloow up!
Independent reviewer for Archaeolibrarian, I was gifted my copy of this book.
This is book 2 in the Loving a Warrior series, but you don’t NEED to have read book one, Loving a Warrior, for this to make sense. But personally, I would recommend you do. Cos I loved that book, and Matt and Shane play a huge part here.
Devon is trailing a path through a man’s world, a path she will not be veered from. But meeting Rhys, and how she connects with him on a very primal level, scares her a bit. When Devon’s full history comes clear, and Rhys’ too, their relationship takes the next step. Temporary, but NOT casual, right?
I loved this book, but equally I struggled with it. I shall attempt to voice why!
At times, I wanted to slap Rhys, I really did! He KNEW he was stringing his ex along, deep down he knew it, but he did nothing to stop it. He answered her calls, her messages, her crying down the phone, and pulled the string along a bit more. He KNEW he had to let her go. But then Devon comes into his life again. They met some 4 years before during an op. And here they are, working together again. And he doesn’t shut Lani down IMMEDIATELY! And I wanted to slap him some more.
He DOES care for Devon, right from the start though, and that makes him really question what he had been doing.
Devon’s trauma doesn’t come clear immediately, it kinda creeps out along the way. And it’s shocking, the level of betrayal she suffered, and it appears MANY women in the armed forces suffer. And I think this is what I found most difficult to deal with. How high up the food chain the covering up goes.
Oh, no, this bit, THIS is what I struggled with the most! Matt and Shane play a HUGE part here. Granted, they spend most of the book either fighting or ignoring each other, trying to find what they really feel for each other but failing miserably. Matt, apparently, said something to Shane. WHAT was said was never explained, and I’ve been trying to recall if this happened in their book, but short of going back to reread (I don’t, nor do I have the time!) I will never know, and I wanted to!
I loved the way Hanssen melds Loving a Warrior into Keeping a Warrior, not just because of Shane and Matt’s part here, but because of that other thing, the thing that I did NOT see coming! Had I read the two books back to back, I might have picked it up way WAAAAAAAAAAAAAAAAAAAAY right back at the beginning of the book, but I didn’t, and I was blown away by that little revelation!
Both Devon and Rhys have a say, in the third person. I did not see any spelling or editing to spoil my reading, and I read this book in one sitting, not an easy or short read, but I could NOT put it down!
Who is next? I dunno. Are there more in this series? I hope so! Oh please tell me there will be! It would be great if Matt, Shane, Devon and Rhys all take part too!
Ms Hansen has 9 books (according to Goodreads) and now I’ve read 3. 3 very different, but still amazing books. I want to read the rest of them. I want to start at the beginning and work my way through. I want to follow the path of this author, cos she is on my hit list now!!
5 stars
**same worded review will appear elsewhere**
This is book 2 in the Loving a Warrior series, but you don’t NEED to have read book one, Loving a Warrior, for this to make sense. But personally, I would recommend you do. Cos I loved that book, and Matt and Shane play a huge part here.
Devon is trailing a path through a man’s world, a path she will not be veered from. But meeting Rhys, and how she connects with him on a very primal level, scares her a bit. When Devon’s full history comes clear, and Rhys’ too, their relationship takes the next step. Temporary, but NOT casual, right?
I loved this book, but equally I struggled with it. I shall attempt to voice why!
At times, I wanted to slap Rhys, I really did! He KNEW he was stringing his ex along, deep down he knew it, but he did nothing to stop it. He answered her calls, her messages, her crying down the phone, and pulled the string along a bit more. He KNEW he had to let her go. But then Devon comes into his life again. They met some 4 years before during an op. And here they are, working together again. And he doesn’t shut Lani down IMMEDIATELY! And I wanted to slap him some more.
He DOES care for Devon, right from the start though, and that makes him really question what he had been doing.
Devon’s trauma doesn’t come clear immediately, it kinda creeps out along the way. And it’s shocking, the level of betrayal she suffered, and it appears MANY women in the armed forces suffer. And I think this is what I found most difficult to deal with. How high up the food chain the covering up goes.
Oh, no, this bit, THIS is what I struggled with the most! Matt and Shane play a HUGE part here. Granted, they spend most of the book either fighting or ignoring each other, trying to find what they really feel for each other but failing miserably. Matt, apparently, said something to Shane. WHAT was said was never explained, and I’ve been trying to recall if this happened in their book, but short of going back to reread (I don’t, nor do I have the time!) I will never know, and I wanted to!
I loved the way Hanssen melds Loving a Warrior into Keeping a Warrior, not just because of Shane and Matt’s part here, but because of that other thing, the thing that I did NOT see coming! Had I read the two books back to back, I might have picked it up way WAAAAAAAAAAAAAAAAAAAAY right back at the beginning of the book, but I didn’t, and I was blown away by that little revelation!
Both Devon and Rhys have a say, in the third person. I did not see any spelling or editing to spoil my reading, and I read this book in one sitting, not an easy or short read, but I could NOT put it down!
Who is next? I dunno. Are there more in this series? I hope so! Oh please tell me there will be! It would be great if Matt, Shane, Devon and Rhys all take part too!
Ms Hansen has 9 books (according to Goodreads) and now I’ve read 3. 3 very different, but still amazing books. I want to read the rest of them. I want to start at the beginning and work my way through. I want to follow the path of this author, cos she is on my hit list now!!
5 stars
**same worded review will appear elsewhere**
Purple Phoenix Games (2266 KP) rated Bunny Party at Maple Valley in Tabletop Games
Oct 11, 2021
What kinds of pets did you have growing up? My family was allowed one dog throughout my formative years, and I even tried to keep a turtle once in college. I have not ever had rabbits, but my brother did – Brewster. He was a cool bunny. Kinda freaked out sometimes and made a huge mess, but overall a nice little fella. I am trying to imagine an entire village of Brewsters planning a party and inviting all their friends. I can’t really do it, but now I don’t have to – there’s a game I can play.
Bunny Party at Maple Valley (which I shall refer to as simply Bunny Party from here) is a sweet and cute little card game for three or four players. In it players are the titular bunnies decorating for and competing to win the chance to host the Night Sky Party at their place. However, in this game more often than not the victory is shared between they who amass the requisite five decorations and their neighbor who also co-hosts the event! The bunnies gotta get crackin’ so let’s get going!
PS – I will be reviewing the 3-player version of the game, which has ever-so-slightly different rules.
DISCLAIMER: We were provided a copy of this game for the purposes of this review. This is a retail copy of the game, so what you see in these photos is exactly what would be received in your box. I do not intend to cover every single rule included in the rulebook, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy online or from your FLGS. -T
To setup, character cards are shuffled and two dealt to each player. They choose one to be their avatar and discard the other back to the box. The large deck of cards with the house on the back is shuffled and placed on the table within reach. The villager cards are shuffled and one is drawn and placed outside the play area – it will not be used this round. The other five villagers are arranged as a market of friends. Each player draws three cards on the first round, and the game is ready to begin!
Bunny Party is played over a series of rounds until one player satisfies the win condition. Each round consists of eight phases: Turn Start, Tidy a Card, Villagers Visit, Play Cards, Trade, Play Cards (again), Party Start?, and Villagers Go Home. Turn Start typically involves players setting the table for the round. First, the villager cards are re-shuffled, one set aside to be ignored this round (they are staying home), and the remainders displayed. Then each player draws two cards from the deck and collects one Trade Token.
Next, all players will choose one of their cards they drew during the Tidy a Card step to be placed in a temporary discard pile face-down. Alternatively, a player may forego the Tidy in order to place a card in front of another player by spending one Trade Token. Once all players have tidied a card or placed one in front of another player, the Tidy pile is shuffled, then flipped as a stack to the top of the discard pile, face-up.
The villagers are now becoming impatient, so players will allow them audience during this Villagers Visit phase. Each player chooses a villager from those available to host during their party preparation. These villagers offer special abilities each round and can be very valuable at certain times during the game.
While the villagers are visiting, players may next Play Cards from their hand. These cards are typically of three types: Item, Event, or Decoration. Item cards are placed in the player’s tableau and offer one-time or lingering effects. Event cards are typically one-and-done cards to be completed and then discarded. Decorations are what players are really after, as they are what determine win conditions. With five star or moon cards the player can start the party and end the game. At the bottom of the decoration cards is printed an arrow. This arrow points to the neighbor that will co-host and also win the game. In a three-player game Decoration cards are displayed upside down, so that is why the photo below looks a little strange.
When players have all played their hand of cards, the Trade phase may begin. Players may offer Item cards to other players and a trade may be struck by each player discarding a Trade Token from their stash. This may result in a player receiving a new card to be played. When this happens, the next phase is immediately played (after all trades have been completed). Any player who now holds an unplayed card may Play Cards (again) as before.
If a player (or players) have now collected five or more star or moon Decoration cards, they may claim victory during this Party Start? phase. Again, the Decoration cards have arrows printed to determine the co-host/co-victor in the game, and the winners may then invite the rest of the burrow to their den for the Night Sky Party! However, if no victor emerges during the Party Start? phase, then all the Villagers Go Home, and a new round begins with the Turn Start phase.
Play continues in this fashion until winners have been crowned host and co-host of the Night Sky Party in Maple Valley!
Components. This one is a bunch of cards a few cardboard chits. The cards are all fine quality, as are the chits. What is really great about these components is the art on them. I cannot think of many cuter themes than uber-nice bunnies throwing a party and sharing their victory with a neighbor. So obviously the art has to match the theme, tone, and style of the game. I believe Bunny Party knocks it out of the park here. The art is so playful and cute, and I absolutely have to give a huge shout out to Evan’s Games for the very apparent inclusivity and representation. I see you and I applaud you!
Gameplay for me is where I take just a little issue. Everything works, and once you understand the phases it does flow better, but, I can see myself really only playing this with children or in a gateway/breaking in new gamers situation. It is very light, but there are eight phases to a round! So while each phase is easy to understand and execute, each round takes a little longer because there are a few too many steps. Once my kids really know how to read well they will be playing this with me and I know right now that we will have a great time with it. I really do appreciate the special efforts that were made with regards to representation (yes, even with anthropomorphic cartoon animals) and with the design being more focused on sharing victory and being nice to neighbors. My children will certain have good habits reinforced while playing this, and that is what makes this game important.
Again, this is not the game for hardcore gamers, nor those who are interested in bigger and more complex medium-weight games. This is a quick filler at best during a game night when newer gamers are gathered. That being said, I still find a great deal of value in this one, and will be keeping it for a long time. Purple Phoenix Games gives this one a 4 / 6 on stand-by. I do want to try this with different types of people (once we are able again) to see if my predictions are correct. I have only been able to play it with adult family, and none of them are medium to heavy weight game enthusiasts. If you are needing a nice game that can be played among other games for a themed game night (like Bunny Party + Bob Ross: Art of Chill + Hues and Cues + Escape: The Curse of the Temple) then this certainly fits that niche.
So my official stance, for now, is that Bunny Party has a great theme, excellent art, a wonderful message of harmony, but is both too light and too complex for what it is. I realize that sounds ridiculous. Please try it and let me know your thoughts. For now, I am keeping this close and I will be trying it with various groups with whom I game.
Bunny Party at Maple Valley (which I shall refer to as simply Bunny Party from here) is a sweet and cute little card game for three or four players. In it players are the titular bunnies decorating for and competing to win the chance to host the Night Sky Party at their place. However, in this game more often than not the victory is shared between they who amass the requisite five decorations and their neighbor who also co-hosts the event! The bunnies gotta get crackin’ so let’s get going!
PS – I will be reviewing the 3-player version of the game, which has ever-so-slightly different rules.
DISCLAIMER: We were provided a copy of this game for the purposes of this review. This is a retail copy of the game, so what you see in these photos is exactly what would be received in your box. I do not intend to cover every single rule included in the rulebook, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy online or from your FLGS. -T
To setup, character cards are shuffled and two dealt to each player. They choose one to be their avatar and discard the other back to the box. The large deck of cards with the house on the back is shuffled and placed on the table within reach. The villager cards are shuffled and one is drawn and placed outside the play area – it will not be used this round. The other five villagers are arranged as a market of friends. Each player draws three cards on the first round, and the game is ready to begin!
Bunny Party is played over a series of rounds until one player satisfies the win condition. Each round consists of eight phases: Turn Start, Tidy a Card, Villagers Visit, Play Cards, Trade, Play Cards (again), Party Start?, and Villagers Go Home. Turn Start typically involves players setting the table for the round. First, the villager cards are re-shuffled, one set aside to be ignored this round (they are staying home), and the remainders displayed. Then each player draws two cards from the deck and collects one Trade Token.
Next, all players will choose one of their cards they drew during the Tidy a Card step to be placed in a temporary discard pile face-down. Alternatively, a player may forego the Tidy in order to place a card in front of another player by spending one Trade Token. Once all players have tidied a card or placed one in front of another player, the Tidy pile is shuffled, then flipped as a stack to the top of the discard pile, face-up.
The villagers are now becoming impatient, so players will allow them audience during this Villagers Visit phase. Each player chooses a villager from those available to host during their party preparation. These villagers offer special abilities each round and can be very valuable at certain times during the game.
While the villagers are visiting, players may next Play Cards from their hand. These cards are typically of three types: Item, Event, or Decoration. Item cards are placed in the player’s tableau and offer one-time or lingering effects. Event cards are typically one-and-done cards to be completed and then discarded. Decorations are what players are really after, as they are what determine win conditions. With five star or moon cards the player can start the party and end the game. At the bottom of the decoration cards is printed an arrow. This arrow points to the neighbor that will co-host and also win the game. In a three-player game Decoration cards are displayed upside down, so that is why the photo below looks a little strange.
When players have all played their hand of cards, the Trade phase may begin. Players may offer Item cards to other players and a trade may be struck by each player discarding a Trade Token from their stash. This may result in a player receiving a new card to be played. When this happens, the next phase is immediately played (after all trades have been completed). Any player who now holds an unplayed card may Play Cards (again) as before.
If a player (or players) have now collected five or more star or moon Decoration cards, they may claim victory during this Party Start? phase. Again, the Decoration cards have arrows printed to determine the co-host/co-victor in the game, and the winners may then invite the rest of the burrow to their den for the Night Sky Party! However, if no victor emerges during the Party Start? phase, then all the Villagers Go Home, and a new round begins with the Turn Start phase.
Play continues in this fashion until winners have been crowned host and co-host of the Night Sky Party in Maple Valley!
Components. This one is a bunch of cards a few cardboard chits. The cards are all fine quality, as are the chits. What is really great about these components is the art on them. I cannot think of many cuter themes than uber-nice bunnies throwing a party and sharing their victory with a neighbor. So obviously the art has to match the theme, tone, and style of the game. I believe Bunny Party knocks it out of the park here. The art is so playful and cute, and I absolutely have to give a huge shout out to Evan’s Games for the very apparent inclusivity and representation. I see you and I applaud you!
Gameplay for me is where I take just a little issue. Everything works, and once you understand the phases it does flow better, but, I can see myself really only playing this with children or in a gateway/breaking in new gamers situation. It is very light, but there are eight phases to a round! So while each phase is easy to understand and execute, each round takes a little longer because there are a few too many steps. Once my kids really know how to read well they will be playing this with me and I know right now that we will have a great time with it. I really do appreciate the special efforts that were made with regards to representation (yes, even with anthropomorphic cartoon animals) and with the design being more focused on sharing victory and being nice to neighbors. My children will certain have good habits reinforced while playing this, and that is what makes this game important.
Again, this is not the game for hardcore gamers, nor those who are interested in bigger and more complex medium-weight games. This is a quick filler at best during a game night when newer gamers are gathered. That being said, I still find a great deal of value in this one, and will be keeping it for a long time. Purple Phoenix Games gives this one a 4 / 6 on stand-by. I do want to try this with different types of people (once we are able again) to see if my predictions are correct. I have only been able to play it with adult family, and none of them are medium to heavy weight game enthusiasts. If you are needing a nice game that can be played among other games for a themed game night (like Bunny Party + Bob Ross: Art of Chill + Hues and Cues + Escape: The Curse of the Temple) then this certainly fits that niche.
So my official stance, for now, is that Bunny Party has a great theme, excellent art, a wonderful message of harmony, but is both too light and too complex for what it is. I realize that sounds ridiculous. Please try it and let me know your thoughts. For now, I am keeping this close and I will be trying it with various groups with whom I game.
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