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Blue Moon City
Blue Moon City
2006 | City Building, Fantasy
Ahh Blue Moon. Delicious on a hot Summer day night. Hefeweizen is my favorite type of beer, but most places do not serve my all-time fave Hefe: Paulaner Hefe-Weizen. If you haven’t yet tried it, you must. I’m no snob or anything, so I’ll take the Blue Moon when I can’t have the Paulaner, but I wanted you all to know my tastes. So when I heard about a game that was all about a city named after a beer I enjoy (but only with an orange slice) I had to try it. Did it live up to my expectations or did it- wait, this game isn’t about beer? Why the heck did I-


Blue Moon City is a fantasy-set, hand management, set collection, city rebuilding game for two to four players. In it players are attempting to help reconstruct the war-ravaged Blue Moon City to its former glory by utilizing its citizens at crucial construction sites in order to earn crystals. It sounds weird, and it is, but read further to understand why. Oh and there are dragons that act like supervisors or teachers when they come stand by you to watch you take a test and judge you from behind the whole time.
To setup, place the Courtyard tile in the middle of the table and build the city in a 5×5 grid minus the corner tiles. Each player chooses their color and takes the mini and discs of that color. Place the dragons nearby, along with the Obelisk token, draw deck of cards, crystal chits, and dragon scale chits. Deal each player a hand of eight cards and the game may begin!

Blue Moon City is played over a series of turns, and each turn is divided into four phases: Movement, Contribution, Reset, Pass Turn. During the optional Movement phase, a player may move their pawn one to two orthagonal spaces (N/E/S/W) or use cards from their hand for their special movement powers for player pawn AND/OR dragon movement.

Next, a player may discard cards from their hand to contribute to the reconstruction of a building during this optional Contribution phase. By discarding a number of cards whose values equal or exceed the printed value on the matching-colored building tile a player will be able to place a disc upon the tile. Once the tile’s contribution spaces have been filled with discs it can be scored. To score a building tile, determine majority presence on the tile and award the Majority Bonus to that player. Any disc presence in minority will receive the Construction Bonus, including the majority winner. If a player had contributed on a tile that also was hosting a dragon mini, that player would earn a dragon scale from said dragon supervisor. Players may also make their way back to the Courtyard tile in order to donate crystals to the Obelisk. Doing so will allow the player to place one of their discs on the Obelisk itself, and the game ends when a player has placed the proper number of discs upon the Obelisk per the number of players.

When the pile of dragon scale tokens has been exhausted, players will check who currently holds the majority of scales. They will be awarded with six crystals, and any player holding three or more will receive three crystals. Turn all the dragon scales back into the supply to be earned again.

During the Reset phase a player may discard any number of cards from their hand and draw back as many cards plus two. So if a player discards zero cards from hand they would still draw two from the deck. Discarded four cards? Well redraw six.

Finally the active player will Pass Turn to the player on their left, who will complete their turn of the same four phases.


Play continues in this fashion until one player has placed the target number of discs on the Obelisk token to claim victory and dragon approval!
Components. Okay, this is a tough one because overall I love the components in the game. The dragons and player pawns are cool minis (from CMON that just makes sense). The Obelisk token is huge and I love how it looks. The art overall is really creepy, but well done, and enjoyable to behold. The player discs, though poo-pooed by other more-renowned reviewers, I find to be just fine. They are a smooth plastic in the player color and I have no problems with their quality. But speaking of colors… I agree with others that have stated the colors of some cards (or suits, if you prefer) should have been made a different color. What I mean is that the game is very greige-heavy throughout. The card suits (except the red, yellow, and blue) are a variation of the same greige that makes eyes strain to determine exactly which color they are holding. I understand that a certain aesthetic was targeted, and they certainly achieved that, but these colors do make it more difficult to play, especially for us that are starting to over-ripen with age.

Those component gripes aside, this is an incredible game. The color choices aside, I love everything about it! The movement from tile to tile, and trying to align movement with the cards in hand and keeping some back so that you can use them to move the dragon to your spot as well is just fun mental exercise. Each value 1 and 2 card has a special ability, be it movement bonuses, changing other cards’ colors, or just being straight up wild cards, and having to choose to use the cards as either the special power or for contribution values creates tons of crunchy gamer choices. Not super-crunchy. Turns won’t be mentally debated for 10 minutes, but deciding how best to use the hand of cards you hold is great.

I also very much enjoy the theme of the game, even though I was hoodwinked by the title (not really, just trying to tie it all back). I love fantasy worlds and having a unique theme is a definite plus for me. I haven’t yet thrown in the expansion tiles, but I will the next time I play. If you need a relatively quick-playing jaunt through a ravaged city, I recommend you check out Blue Moon City. Purple Phoenix Games give it a 10 / 12. It has nothing to do with beer, which would be another great theme idea – drunken dragons – but I will be holding onto this one for quite a while.
  
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Daniel Boyd (1066 KP) rated The Jinx: The Life and Deaths of Robert Durst in TV

Jun 27, 2018 (Updated Jun 27, 2018)  
The Jinx: The Life and Deaths of Robert Durst
The Jinx: The Life and Deaths of Robert Durst
2015 | Crime, Documentary
10
7.0 (8 Ratings)
TV Show Rating
Tells an absolutely insane story with a fantastic ending (0 more)
Mindblowing
Contains spoilers, click to show
I have been on a bit of a documentary kick lately and my most recent watch was the Jinx. I never watched this show back when it aired in 2015, or followed the story at the time, so I went into this show knowing very little about the tale it was telling. I'd say if you are in the same boat, then that is probably the best way to go into this doc. There are only six parts to the doc, so it can be binged over a few nights or in one day. Don't look up anything about it before watching and just go in blind, by the end your mind will be blown.


Please don't read on until you have seen the show in it's entirety as there are massive SPOILERS ahead. It feels weird to say that about a documentary, something that actually happened, but I promise you will not want this final revelation spoiled for you in any way.


Ok, so during the last interview, Andrew Jarecki confronts Robert Durst with two letters with the same address handwritten on each, one written by Durst years previous and the other was written by the killer and sent into a police station to notify them of the location of a body. Beverly Hills is spelt wrong in each, it is spelt BEVERLEY on each and the handwriting is exceptionally similar, especially the letter N. Durst initially appears pretty unphased by the accusation and brushes it off, until Jarecki asks him to look at a sheet that has the two versions of the address blown up and placed side by side and he asks him to tell him what one he wrote and what one he didn't and Durst is unable to tell the difference. He then begins burping uncontrollably as if trying to supress vomiting. The interview ends and Jarecki thanks Durst for his time. Durst then goes to the bathroom, unaware that he is still wearing a live microphone and says:


"There it is, you're caught.
You're right of course, but you can't imagine...
Arrest him.
I don't know what's in the house.
Oh, I want this.
What a disaster.
He was right, I was wrong.
And the burping?
I'm having difficulty understanding the question.
What the hell did I do?
Killed them all, of course."


Holy shit, these filmmakers just stumbled into getting an accidental confession from a guy who has dodged the law since 1982. Not only that, but what was recorded actually sounds like two different people having a conversation, almost like Gollum and Sméagol from Lord Of The Rings. The recording is creepy, but extremely important and provides an absolutely captivating ending to this already brilliant story. I think that what we hear in the bathroom is two sides of Durst arguing about what has just transpired. The way that each line is like a comment and then a response and the way that his tone of voice changes from line to line. I will type up my interpretation of the conversation below showing what side of Durst said what.


Good Bob: There it is, you're caught.

Bad Bob: You're right of course, but you can't imagine...

Good Bob: Arrest him.

Bad Bob: I don't know what's in the house.

Good Bob: Oh, I want this.

Bad Bob: What a disaster.

Good Bob:He was right, I was wrong.

Bad Bob: And the burping?

Good Bob: I'm having difficulty understanding the question.
What the hell did I do?

Bad Bob: Killed them all, of course.


This is obviously pure conjecture, but it's how I see the conversation going in Durst's head. Whether this is proof of disassociation or multiple personality disorder, I don't know as I'm not a psychiatrist, all that I know is that it is absolutely fascinating to hear this play out in a real world situation and makes for an absolutely brilliant piece of TV.