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Day 21 (The Hundred, #2)
Day 21 (The Hundred, #2)
Kass Morgan | 2014 | Dystopia, Fiction & Poetry, Young Adult (YA)
6
8.3 (6 Ratings)
Book Rating
This is going to be much shorter as I've already reviewed the first book (plus this isn't out yet). Also, fair warning there will be spoilers in this one as its difficult to talk about without giving away any plot points or the development of relationships. I will attempt to reveal as little as I can.

While I am not well versed in the side affects and speed of oxygen deprivation, I suspect the portrayal of it is utterly inaccurate. What I do know is that a person can experience deadly CO (carbon monoxide) levels in less than a day when locked in an airtight room. Obviously, these people are not in an airtight room, but their spaceship is leaking the only oxygen that they do have at an alarming rate. One could calculate the time, but as I do not know the number of people in Walden or Arcadia, nor do I know the size of those two areas of the ship.

There is a <a href="http://kimberlymoynahan.com/2012/04/friday-fiction-facts-trapped-in-an-airtight-room/">great article</a> for fiction writers that allows you to calculate the amount of time that your character would be able to survive in an airtight room. It also describes some of the effects that they would experience. While I do not expect the oxygen deprivation/carbon monoxide poisoning to be perfectly explained and accurate - I do expect there to be some degree of <i>believability</i>. Unfortunately, this is not the case.

Immediately upon the sealing of the craft, the author makes the reader believe that the people are already being affected. What makes the situation worse is that people begin to panic, using up the precious oxygen they need to rid their bodies of the carbon monoxide. In case you weren't aware, you take in oxygen so that it will bond with the carbon monoxide and be expelled from your body as carbon dioxide. (Obviously this is a very simple explanation, but I'm just trying to get the general idea across.) As they lose the oxygen around them, more and more carbon monoxide builds up in their lungs. With the number of people on the ship, I expect that after a few hours and certainly after a day they will have (if not run out) be dangerously low on oxygen. Yet, later on two of the characters have spent a number of nights together and the lack of oxygen hasn't caused them to fall unconscious.

With the size and population being what it is, it seems unlikely that there would be oxygen left (as it's steadily leaking out.) And if there was any that there would still be enough to breathe relatively normally. This is what immediately made the pseudo-scientist in me question how much research was done. Honestly, it doesn't take much to make it marginally realistic.

The characters are not as well thought out as they should be. Although flaws are to be expected, contradicting actions/personality aspects just make the reader confused. As obsessed as one character is with his sister, her well being, and at times her location - he seems to quickly thrust her aside when the new girl gives him attention. Just as before, the relationships are like roller coasters. One act tears them apart, then in the next moment all is well. Such an emotionally tiresome existence.

The first book had shadowy allusions to prostitution, a case of teen pregnancy, and the most emotionally indecisive characters that I have ever had the privilege to read about. This book has Stockholm Syndrome, inaccurate science, and trigger happy humans. As with the other book, it is enjoyable enough as a silly, simple read. Don't expect it to be more than that or you will be disappointed.
  
High Noon
High Noon
2021 | American West, Fighting
Howdy partners, and welcome to the (fictional) state of Saratoga. There’s 4 main posses ’round these parts, and they’re all willing to fight to the bitter end to settle scores and collect gold. Who will y’all side with in this cut-throat town, and who will come out victorious? Only time will tell, and I reckon that time to be High Noon.

Disclaimer: We were provided with a copy of the game for the purposes of this preview. This is a finalized production copy, and the components you see pictured are those you will receive in your own game! Also, we were provided the 4-player starter set – the game is playable with more people when expansions are included. -L


High Noon is a game of action points, grid movement, and fighting, played over a series of 12 rounds, in which players take on the roles of various posses in the Wild West who are battling to collect the most gold in town. To setup for the game, each player selects a posse and receives their corresponding deck of cards, character sheets, and minis. Character sheets are placed in front of each player, and a red Poker Chip is placed on each to track the Health of each character. Setup the map tiles as shown in the rulebook, or players may create their own map layout using at least 7 of the map tiles. Shuffle the Loot decks and place them to the side within reach of all players, and create a pool of Gold tokens and Poker Chips. The Loot Crate tokens are shuffled and randomly placed on the green squares of the board, and then players will take turns each placing 3 more Loot Crates following certain placement restrictions. All minis are placed on their starting squares on the map tiles, players draw 6 cards from their own posse decks, a starting player is selected, and the game is ready to begin!
Each turn is broken into 3 phases: Movement, Action, and Draw Cards. During the Movement phase, players may move any/all of their minis on the map up to the Speed value listed on their respective Character Sheets. Movement is always in straight lines, or can be diagonal. Diagonal movement costs 2 squares of movement though, so keep that in mind! The map tiles have various obstacles as well, and navigating over obstacles costs 2 squares of movement as well. After a player has moved their minis, they now move to the Action phase. In this phase, each individual character of your posse is allowed one action: Play a Card, Loot a Crate, Loot a Body, Equip an Item, Pass an Item, or Drop an Item. To Play a Card, select a card from your hand, perform the action listed on it (either an Attack or Special Action), and discard it. It is important to note that a character may only ‘Play a Card’ if you have one of their cards in your hand! Each posse deck is made up of action cards for the various posse members – so you might not always have a card in hand for every character. In order to Loot a Crate or Loot a Body, your mini must be in an adjacent square to the item to pick it up. Any Loot that is picked up is placed with the corresponding character’s Character Sheet – each character may only hold a specific amount of Loot! Certain Loot items need to be equipped, and thus you may make that character equip an item in lieu of any other actions this turn. Loot cards have various uses: Weapons, Consumables, or Ammunition. These can provide extra Attack damage, Healing powers, or Defense bonuses to characters. Loot is highly coveted!

Passing an Item allows you to hand off Loot between posse members, or Dropping an Item (a free action) removes that Loot from your Character and is discarded. After all of your characters have acted (if possible), your turn then moves to the Draw Cards phase. You will draw 3 cards from your posse deck. Once you have 12 cards in hand, you must discard 3 cards in order to draw 3 cards. You must always draw 3 cards at the end of your turn. The game then proceeds to the next player, and continues as such until the end of 12 rounds. So how do you win? By collecting Gold, of course! And the way to do that is by attacking your rival posses. Any time one of your characters deals at least 1 point of damage to an opponent, you collect 1 Gold token. Any time you kill an opposing character (reducing their Health on their Character Sheet to 0), you collect the amount of Gold listed on the deceased character’s Character Sheet. At the end of 12 rounds, the player/posse that has amassed the most Gold is the winner!

Ok, so I know that seems like a lot, but I promise that the gameplay is pretty streamlined once you actually get going. The Movement phase is very straightforward and simple to perform. The Action phase is logical, and the options are clear. Drawing cards is a no-brainer at the end of your turn. The real nitty-gritty part of play is in the strategy. You earn Gold by dealing damage or killing opponents, so naturally Combat is where the crux of the gameplay is centered. All characters are armed with weapons that have finite range. You may only ever attack opponents who are in direct Line-of-Sight – in a straight line away from you, or diagonally, each square costing 2 squares of range. If an opponent is not in either of those 2 directions from your character, you may not attack them! So movement and character placement becomes a lot more strategic and important in gameplay. There is also the concept of obstacles impeding the attacks of players. It makes logical sense, and I feel like the damage adjustments to incorporate obstacles feel realistic. When a player is attacked, they may choose to play a card from their hand to defend against some of the damage being dealt. As mentioned above, though, a character may only ever play a card that is specified for him! (Ex. Col. Rodgers cannot defend if you have no Col. Rodgers cards in hand) Are you willing to risk your only Leroy Gang card to defend 2 points of damage instead of using it to attack for 3 points of damage on your turn? You have to figure out exactly how to play the combat, and that strategy can turn in the blink of an eye.


Honestly, for me, the trickiest part of the gameplay was keeping track of which character acted each turn. I ended up grabbing some of the extra Poker Chips and placing them on a Character Sheet once he had acted each turn. Not necessarily a knock on the game, just on my inability to control multiple characters I guess! Let me touch on components for a minute. The copy of the game that I received is a finalized production copy. There may be some updates to the rulebook, but component-wise, what you see is what you get. And what you get is pretty great. The posse and Loot decks are nice sturdy cards, and the cardboard chits (Poker Chips, Loot tokens, and Gold) are thick, if not a little too small for my taste. The Character Sheets are big, easy to read, and clear in their iconography. The map tiles are some nice thick card stock-like material that definitely will hold up to numerous plays. And the minis. They are so cool! Each posse has a designated color, and they are just fun to play with and move around the board. At first, I found it difficult to tell certain posse members apart, since some of the minis look alike. But then I realized that each mini has a number of nicks in the base to help players identify which mini corresponds to which character. That was definitely a lifesaver for me in my plays. The components make this feel like a luxury game, and that helps make it more exciting to play!
So all in all, how does High Noon fare? In my opinion, pretty well! The map grid and combat are reminiscent of Dungeons and Dragons, but with a Wild West theme that feels novel and unique. And according to the box, it can be played with more than 4 players if you incorporate expansions into the base game. So you can really turn this into an all-out Western showdown! The gameplay is smooth, the strategy ever-changing, and the concept and rules are fairly simple to learn and teach. High Noon definitely gets some high marks from me!