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You Are Not Alone
You Are Not Alone
Greer Hendricks, Sarah Pekkanen | 2020 | Contemporary, Thriller
8
7.6 (5 Ratings)
Book Rating
Better Than Anonymous Girl
Contains spoilers, click to show
Spoilers in Effect. You’ve been warned.


So I read the first two books by these lovely authors, loved The Wife Between Us. Didn’t really like An Anonymous Girl. So although I didn’t set the bar too high this time around it’s always worth giving them another chance. Luckily I’m glad I did. I did quite enjoy this one and loved the little twists and turns that got me going.

Shay isn’t likable. But she’s not one to underestimate either. She’s quirky and may seem a bit off and not so socially inclined but she may be one of those types of people where you once get to know them, they seem to be pleasant to be around with. Now I’m not quite sure why she had to lie to the sisters like that in the first place. Did she feel that awkward? She had so many opportunities to come clean but decided to continue the lie. I’m not sure if that was because we still want her flawed or it was just a plot hook to keep the story going. Nevertheless it was just odd how she just continued the lie (although it would have changed the story, but it might have changed for the better?)

I loved the Moore sisters despite their manipulative behavior. I’d rather hoped there was more backstory to them instead of the little breadcrumbs here and there but the twist behind it was so good! I definitely was not expecting that! What I didn’t appreciate was they could have used Shay’s skills! It was infuriating! They were just so hung up on her lying (which was stupid of Shay to do it to begin with) that they couldn’t see how much value she would bring to the group. Can you just imagine what this group can do if Shay was a part of them? It would have been a completely different novel but perhaps a good one.

The plot itself is good. The intrigue and the twists and turns are there, perhaps not as much as I would like as I’ve read their previous works in the past. The back and forth between points of view was good and a breadcrumb trail is set throughout the storyline to keep you wanting to read more. Love that twist in the end but I have to admit, the ending could have been better. Sure the Moore sisters had good interests in mind, but whether their hearts were in it, maybe not so much.

Loved this book and was happy with it. It’s so much better than the last one and brings me back to wanting to read more of these two authors in the future.
  
Quests & Cannons
Quests & Cannons
2021 | Adventure, Animals, Exploration, Fantasy, Nautical
Fantasy Yarharrr! The isles have been borne and offer wondrous resources, but only for one o’ ye. Gather yer factions and fight for control and survival, or suffer a fate worse than death… which, in this case, is extinction! Okay, this is way less dramatic, but the stakes are high when bunnies, eagles, and piggies battle on the high seas for control of the islands and assurance of their race’s survival.

Quests & Cannons is a giant melting pot of mechanics rolled up into a cute little package with an interesting modular board with multiple setup options. In it, players take control of one of the aforementioned animal races and board their ships to claim islands and exploit their resources. The first player to amass 15 or 20 prosperity (VP) by the end of the game will reign victorious!

DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and I do not know for sure if the final components will be any different from these shown. Also, it is not my intention to detail every rule in the game, as there are just too many. You are invited to download the rulebook, back the game through the Kickstarter campaign, or through any retailers stocking it after fulfillment. -T


There are so many steps to setup, and about a thousand bits and pieces, so I will save both your eyes and my fingers explaining. However, once setup, it should look somewhat similar to the photo below. Each player receives their own upgradeable ship board to track resources, action points, and other game-necessary components, along with a specific character and matching boat token.
On a turn, players will have three action points they may spend in any order on the following actions: Movement, Gather, Attack. Movement is one nautical hex in any direction per action point used, unless a player uses one of their sails. Sails add one hex to a movement and is spent for the rest of the round. The thing to keep in mind with movement is that different tiles affect movement in different ways, so luckily reference cards are included in the game. Once a ship discovers a new island, the player receives one coin and a Quest card in addition to flipping over the question mark Island Feature Tokens. These tokens show specific resources, which Quest cards require to be completed, at specific locations on the board.

Players can spend an action point to Gather resources from an island. Players are able to fill up their ships’ holds with as much of the resource as they wish, and it can be replaced with other resources on future turns.

Map Clues are cards that can be worked on during play, similar to Quest cards, and usually require an action point to be spent. These are special circumstances, and the action points are not available to be spent on every turn. Similar special circumstances include visits to Outposts, Trading Posts, and Starting Spaces. These spaces allow players to buy and sell items, and upgrade and repair ships.

The last option for action point spending is by attacking. A player may Attack another player when they share the same space on the board. The attacking player spends an action point to fire their cannons equipped on their ship. The ammo is tracked and represented by ammo dice. Once rolled, the attacker scores hull damage for every four pips rolled. If the ship takes as many or more hull damage than they have HP hearts, their ship sinks. Fortunately, this does not eliminate the player, but they lose many resources and coins, and will need to respawn at their starting location.


The player who earns 15 or 20 prosperity (depending on game mode) from attacking players, completing Quest and Map Clue cards, and possibly some other secret methods, will win Quests & Cannons and leads their race to eternal glory!
Components. Again, this is a prototype copy of the game, but I’ll tell you what, if the finished project comes with even slightly better components, it will be a monumental accomplishment. This is one of the highest-quality home-made prototypes I have ever received. I know most art and many items are final, but everything is on the table for upgrades, with a successful Kickstarter campaign. The colors are great, the art is fantastical and amazing, and it looks phenomenal on the table. I really enjoy the different characters with their unique special powers, and the double-layer ship player mats. Everything has its place and is organized beautifully. I am very excited to see the final product that Short Hop Games achieves!

This kind of game is really right up my alley: head-to-head combat (without player elimination), exploration, and pick-up-and-deliver. The only thing this is missing to be the perfect Travis game is a deck building element, but that certainly wouldn’t fit here. Quests & Cannons is chocked full of mechanics that, I believe, work really well together to provide a great game experience without adding a ton of complexity. The hexploration is strong, and the pick-up-and-deliver mechanic is tasty. All the mechanics, components, and artwork synergize so well that I am surprised this is a title from first-time designers and publisher.

What I like most is that though the rules are plentiful, once you get them down you have a wonderfully fun versatile game that can be played with many different group permutations and modes. The variety in setup options are endless, and the rulebook offers nine or ten different setups. The game also comes with lots of extra map bits, so any player could dream up several unique setup options at any time. The Quests are great, and the Loot cards (though I didn’t mention them in the overview) offer lots of ways to improve players’ strategies. With the abundance of upgrades available and unique special powers, this one is a big winner for me.

If you are in the market for something a little different, with a great theme and interesting combination of mechanics, then Quests & Cannons is certainly worth a look. I am very excited to follow the progress and the campaign for this one. I think backers will be receiving an incredible game with excellent components and tons of replayability. Now to challenge my wife so she can mop the poop deck with me.
  
Magical Friends and How to Summon Them
Magical Friends and How to Summon Them
2022 | Fantasy, Racing
If there is one game theme that will never get old for me, it’s fantasy. Something about a world of magic and magical creatures is fascinating to me, and I will never turn down the chance to play any sort of fantasy-themed game. So when I came across Magical Friends and How to Summon Them, I was immediately hooked. Does the gameplay live up to my expectations of what a great fantasy game should be, or does it miss the magical mark?

Disclaimer: We were provided with a prototype copy of this game for the purposes of this preview. The components pictured are not finalized, and could change after a successful Kickstarter campaign. I do not intend to rehash the entire rulebook, but rather provide a general overview of the rules and gameplay. For more information, head to the Magical Friends website. -L

Magical Friends and How to Summon Them (referred to as just Magical Friends from hereon out) is a strategic game of card drafting and variable turn order in which players take on the roles of mages attempting to summon the most magical creatures to the local tavern in order to win the Midsummer festival competition. Played over 8 rounds, players will take turns summoning creatures, moving them towards the tavern, using special creature abilities, and occasionally fighting off your opponents’ creatures. The player who gets the most creatures to the tavern by the end of the 8th round is the winner! To setup for the game, lay out the main board and summoning board in the center of the table. Take the 4 double-sided map tiles, randomly choose a side, and place them in their corresponding places on the main board. Shuffle the Summoning cards and reveal a number of cards, determined by player count, to create a market row and preview row. Each player receives a player mat, heart tokens, and Artifact Cards in their chosen color. Place the round marker on Round 1 of the main board, select a player to get the starting player token, and the game is ready to begin!

To start a round, first you will need to determine turn order. Each player has an identical deck of 11 Artifact Cards, numbered 1-11. The player who offers the most powerful (highest number) Artifact gets to act first in the round. The player with the starting player token chooses their card first, and places it face-up on their player mat. The next player, in clockwise order, will do the same. Here’s the catch though – once a number has been played, it cannot be played by anyone else for this round! So say I put choose my value 8 card – no other player may choose that card for this round. Once all players have chosen their Artifacts, determine the turn order for the round. The player with the highest valued Artifact goes first, then the next highest, and so on.

Once the turn order has been determined, it is time for players to take their turns! On your turn, the first thing you will do is to select a Summoning card from the Summoning board and take it into their tableau. The selected card tells you which friend (creature) you have summoned, and tells you how many moves/what types of movement you may take this round. After choosing your Summoning card, you will take any/all of the following actions: Summon a friend (bring its standee into play), use basic movement (as determined by your new friend), use bonus movement (from other cards), or use the abilities of any friends in your tableau. You may perform as many of these actions as you want and are able to perform. It is important to note that each friend may only use one basic movement and one bonus movement per round. So you can’t just move a single friend with every movement available in one turn.


Once you are finished performing actions, you will end your turn. Refresh the Summoning board by shifting cards down and refilling any empty creature slots. Play then moves to the player with the next highest valued Artifact card. When all players have taken their turn, the round ends. Move the Round marker up one spot, and pass the starting player token to the next clockwise player. A new round will then start with the turn order determination, beginning with the new starting player. After 8 rounds of play, the winner is crowned. Players score points for the number of their friends who reached the tavern, and the player with the highest score wins!
I’ll come right out and say that I really have enjoyed Magical Friends. There are lots of elements that I like and that work well together to create a fun, strategic, and engaging game. First, turn order determination. I love that the turn order isn’t set for the entire game, because that could really be a detriment to whomever would be last every round. Being able to ‘bid’ for turn order, in a sense, allows players to be proactive (or conversely, reactive) with their strategy. And after you’ve used an Artifact card in a round, it is discarded and cannot be used for the rest of the game. So you need to decide when it’s worth it to play your high value cards to hopefully act first, or if you’re willing to risk playing a mid-value card that might be out-bid by an opponent.

The other awesome strategic element are the friends in the game. Each friend is a different creature with different movement options and special abilities during gameplay. An important thing to note is that although every friend has a printed movement value on its card, you may only ever use that value on the round in which you summon that friend. So a Griffin, for example, lets you move 3 friends 2 spaces, which you may do when you first summon the Griffin. But in future rounds, the Griffin will only move based on the movements provided by the most newly acquired friend. Maybe you don’t necessarily want to summon a Mermaid, but the movement she offers is exactly what you need to get some friends to the tavern for scoring. It’s all a neat mix of strategy that you are changing with every turn. Along with the movements, each friend has a special ability that can be used on your turns. Some abilities allow you to move extra spaces, move opponents, or even slay creatures. When you slay a creature, you collect its heart token for endgame scoring, and the player who controlled that creature gets a Pity Power card (which provide bonus movement). You need to decide when to move which friends, and in what order to trigger your abilities. You must always be paying attention to the board layout and your opponents’ turns as they will help you determine your strategy for future turns.


Components. As I mentioned earlier, this is a prototype version of the game, but with that said, the components are pretty nice! The cards are sturdy, the text is clear, and the artwork is fun to look at. The main game board and summoning boards are colorful, and the creature standees are nicely sized for the board. I do have to say that I really like the heart tokens used to identify to whom each creature belongs on the board. The hearts slide over top of the standee and create a base of sorts to color-code every creature on the board. Just a neat little use of components that make the gameplay smooth. And how about the insert? It’s awesome! The standees are all stored, assembled, in a slotted inlay that allows for quick selection of creatures. I hope that’s something that makes it to final production because it really helps streamline the gameplay. Some of the wording in the rulebook could use some clarification, but I know that it is still a work in progress and continues to undergo edits. The only negative I would have to say is that 2 of the player colors are black and gray – and they are sometimes difficult to differentiate between. But changing one color should be an easy fix!
All in all, I was pleasantly surprised by Magical Friends. At first glance, I thought it would be a pretty simple ‘roll-and-move’ type game, but it proved to be much more strategic and engaging than I initially thought. The variable turn order, the movement rules/restrictions, and the unique friend abilities all work together to create a cohesive, thematic, and strategic game. I very much am looking forward to following the progress of Magical Friends and How to Summon Them on Kickstarter, and I encourage you to check it out as well!
  
Slaughterhouse Rulez (2018)
Slaughterhouse Rulez (2018)
2018 | Comedy, Horror
Form-Prefect of the Dead.
The Plot
Meredith Houseman (Simon Pegg) is housemaster of Sparta house in Slaughterhouse school: an ancient public school establishment steering England’s future greats to greatness (which probably explains a lot about the current Brexit mess!). Houseman is not in a happy place, given that his girlfriend is now in deepest darkest African doing “good works” with handsome French doctors, and particularly that she is played by Margot Robbie: I would be also be sad… #punching!

New school starter Don Wallace (Finn Cole) is equally unhappy as he is a northern teen dragooned into attending the school by his well-meaning Mum (Jo Hartley). His strange room-mate Willoughby (Asa Butterfield) seems to be a chronic depressive; he is being picked on by the prefect-bully Clegg (Tom Rhys Harries); and his bed was previously occupied by a Viscount, since deceased under unpleasant circumstances that no-one wants to talk about. At least he has the distraction of the upper-sixth school goddess Clemsie Lawrence (Hermione Corfield) to take his mind off his woes.

All this washes over “The Bat” – the school’s headmaster (Michael Sheen) – since he is engrossed in some shady deal with an evil corporation doing fracking in the school grounds. The fracking though seems to be doing more than just causing a few minor earth tremors, as ancient forces are unleashed.

The Review
The movie is positioned as a “comedy/horror”, along the lines of “Shaun of the Dead”. The film also has Frost and Pegg as executive producers and they also have starring roles in the film. But there the similarities really end: this is a “Cornetto film” without a cone of solid chocolate lurking at the bottom to enjoy.

The script (by director Crispian Mills and first-time screenwriter Henry Fitzherbert) is nowhere near as sharp as the Frost/Pegg scripts for their famous collaborations. The story overall makes precious little sense: it’s a hodge-podge of elements from many Harry Potter films (especially “The Chamber of Secrets”), Lindsay Anderson’s “If…”; and Roy Boulting’s “The Guinea Pig”; with also a sprinkling of the anarchic essence of Michael Palin’s classic “Tomkinson’s Schooldays”. The whole thing never manages to gel into a cohesive whole.

After the second reel, the film completely loses sight of the plot: there’s a whole lot of running, screaming and dying going on but there’s little logic behind any of it that I could fathom. What didn’t help my comprehension of what was going on were some ‘Cornetto-esque’ sequences of manic editing. Images were thrown onto the screen so subliminally that any clever nuance was lost. I’m sure at one point there was a droll (if gross) segue at a “Roman orgy” of a girl receiving oral sex before being ‘eaten out’ in an entirely different way. But you would need a Blu-ray and a frame-by-frame pause function to get the joke.

That’s not to say that I didn’t laugh a few times along the way. There are some sight gags – for example, Wooten (Kit Connor) as the lad at the bottom of the bullying pecking order, chained to a U-bend – that made me laugh, and some running jokes – for example, Frost as the head of the anti-fracking camp offering the kids drugs at every encounter – that mildly amuse. But once again here’s a British comedy that, like the atrocious “The Brits are Coming“, thinks that “funny” largely revolves around swearing a lot – how useful that “frack” sounds so similar to another word – with added bodily dismemberment.

The turns
Pegg and Frost ham it up with their usual comedy schtick well enough, and it was quite fun to see Sheen try a comedy role for a change as the conniving and supercilious headmaster. Elsewhere all the young cast put their hearts into it, but it’s again Asa Butterfield that your eyes gravitate to, due to his striking features. I last saw Asa in the excellent if harrowing WW1 drama “Journey’s End“, and he here proves again that he is a One Mann’s Movies ‘name to watch for the future’.

Final thoughts
There’s a lot to irritate in this film. From the “z” in the title to… well… about 80% of the film. There is no nuance or subtlety to either the writing or the direction. I think that’s a great shame. The film has a good premise hidden in there. An adult comedy set around the ridiculous rules and rites of public schools (away from the light nonsense of “St Trinians”) is overdue. And the whole subject of fracking, and the conflicts surrounding the controversial techniques, hasn’t yet – to my knowledge – been explored in a fictional movie. The film does have a few very funny moments. But as a whole I left the cinema with that “wasted two hours” feeling. Not recommended.
  
For once, I think my instincts were right (not that I ever listen) about Going Down in Flames. I was expecting a lot more.

The idea and the concept were unique and interesting. Shape-shifting dragons? Check. Oddball at a prestigious boarding school Bryn is being sent to on her sixteenth birthday? Check. Proof that the Directorate isn't always right? Check. TRYING to stay alive? Ooo, interesting. Check! All the ingredients of a great book. I was even so excited about DRAGONS!
<img border="0" src="http://1.bp.blogspot.com/-cuqBh1sDPEY/U6NzNu6g3hI/AAAAAAAADhs/Pb2oaXOydkQ/s1600/how_to_train_your_dragon_2_gif_by_thegrzebol-d6wlb2k.gif"; height="106" width="320">
Plus, the pretty cover and the tag line: If her love life is going down in flames, she might as well spark a revolution.

WHAT REVOLUTION?!?!?! is my biggest question right at this very moment. There's no revolution, not really. At least, not one that Bryn starts. That revolution, which is apparently peaceful and started by Zavien-Not-Zayn, was there well before Bryn comes around. She doesn't even know about that revolution or even the fact that she's a dragon until said dude starts stalking her for awhile.
<img border="0" src="http://4.bp.blogspot.com/-98SDXmeq-i8/U6Nzpun3IGI/AAAAAAAADh0/d0iqv6tv0OU/s1600/giphy.gif"; height="175" width="320">
So I'm really curious as to the definition of revolution here. Because in the long run, it's all sparkly rainbows and unicorns with the abrupt end. The last sentence? Damn Directorate. If anything, damning the Directorate shows there hasn't been a revolution. Sure, Bryn makes her point. She's a crossbreed and she's just like any other dragon. She made a change. To have a love life, that is, but it's not like she gets to choose. I mean, her grandmother and the mom of the dude she hates most attempts at playing matchmaker. Arranged marriage still exists.

*sighs* Not a dramatic change if you ask me. A change for future crossbreeds, sure. Certainly the Directorate wasn't overthrown.
<img border="0" src="http://3.bp.blogspot.com/-1ffyT3n870o/U6N0wvDSjhI/AAAAAAAADiA/3S69yaZT8RM/s1600/giphy+(2).gif"; height="176" width="320">
Perhaps the most interesting part of Going Down in Flames for me were the death threats. The way they're written and set up. They're thrown in at surprising, yet right times. Oh, and there's no warning on those attempts. It kept me at the edge of my seat trying to guess where the next attack would be at.

There also seems to be something missing from the characters. Particularly with Jaxon and Bryn. They hate each other and then all of a sudden, he starts helping her. Not just to save his reputation, but to protect her. There is something remotely wrong with a character who hates you from the bottom of their hearts to "protecting you." O_o
<blockquote>Jaxon: I also did it to help you.
Bryn: I saved your life. Don’t get snippy with me.
Jaxon: *slams coffee cup down* I came to secure protection for your life.</blockquote>
Tell me there isn't something wrong with that. O_o Because it ends shortly after, and now I can't really decide if Bryn gets stuck marrying Jaxon due to arranged marriage or she gets to choose who she wants to marry. If there are any other life threatening stuff going on afterward or the dragons that used to hate her now treat her as an equal. If her mother actually gets a happy reunion with her parents. If Zavien is still stuck with his intended or if he and the Revisionists peacefully achieve more individual rights for dragons.
<img border="0" src="http://4.bp.blogspot.com/-v3e-NYdq7P8/U6N2FJxKKNI/AAAAAAAADiM/7xswneekUqs/s1600/giphy+(3).gif"; height="239" width="320">
There are just so many questions that aren't answered yet, that this feels like an entire end is missing and Going Down in Flames is the very first of a trilogy or series. Yet... this is a stand alone... according to Goodreads. Am I missing something, or did anyone else who read this feel the same way?
--------------------------
Advanced copy provided by the publisher
Original Rating: 2.5
This review and more found over at <a href="http://bookwyrming-thoughts.blogspot.com/2014/06/arc-review-going-down-in-flames-by-chris-cannon.html">Bookwyrming Thoughts</a>
<a href="http://bookwyrming-thoughts.blogspot.com/"><img src="http://4.bp.blogspot.com/-Gi5Rk5yLloA/UtliaUbdL3I/AAAAAAAACbE/J27z92_qrYU/s1600/Official+Banner.png"; /></a>
  
Way Too Many Cats!
Way Too Many Cats!
2022 | Animals
Before we had children and pets my wife and I would love to visit the humane societies back home on a Saturday morning. Sometimes looking for ourselves, sometimes just to see the lovelies being kept, and maybe once or twice volunteering to walk the animals. One place I never really enjoyed visiting was the cat room. I am a dog person. Actually, the older I get, the more I am becoming strictly an aquatic animal lover. Give me a 55 gallon saltwater tank and I’ll be happy raising my Firefish Gobies and Coral Beauty Angelfish. However, when I was asked to preview Way Too Many Cats, I just couldn’t say no. One of my favorite publishers calls for help, I will do my best. Just know I wish it were fish themed instead of cats. Cats…

Way Too Many Cats is a cat and kitten drafting and spatial puzzle game for one to six players. In it, players work at feline adoption centers with the goal of having all stock adopted. To do this, players will be placing specific cats adjacent to other favorable cats for points, giving kittens a habitat of their own, and even supplying the cats with toys. The player who completes these tasks most effectively by the end of the game will score the most points and win!

DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and I do not know for sure if the final components will be any different from these shown. Also, it is not my intention to detail every rule in the game, as there are just too many. You are invited to download the rulebook, back the game through the Kickstarter campaign, or through any retailers stocking it after fulfillment. -T


To setup, each player receives an adoption center board, starter cat tile, and a reference card. The kitten and toy tokens are placed into the provided bag to be shuffled and drawn later. The stack of adoptable cats is shuffled, and four drawn and revealed to create Cat Alley (from which players will be drafting). Nearby, three stacks of kitten/toy tokens are made with one stack containing one token, the next stack containing two, and the final stack containing three tokens. The starting player marker is given to the player who most recently pet a cat (aka probably attacked by a cat) and the game may begin!
A game of Way Too Many Cats lasts many rounds, and ends once all players have had the same amount of turns and one player having completely filled their adoption center. On a turn, the active player will take one mandatory action, and then will choose to take another two actions. The mandatory action that all players take each turn is to Choose a Token Set and Cat Card(s) and Place Them. A bit wordy, but this is a prototype, so I will let it slide. In any case, the player will choose to (1) take the smallest group of tokens and two Cat tiles of their choice, (2) take the mid-sized group of tokens and one Cat tile of their choice, or (3) take the largest group of tokens and the right-most Cat tile from Cat Alley (the offer row). Once the choice has been made and all components taken, the player then refreshes Cat Alley by sliding all tiles to the right and refilling to four tiles. Also, the player pulls three tokens from the bag and adds one to each group of tokens on the table. Note, as the player has just chosen a group of tokens, one of the groups will be empty until they place a token there – thus creating the smallest group and embiggening (I’m on a Marvel kick right now) the other two groups.

As an optional second action, the player may choose to give any cat in their adoption center a toy from their personal supply. Cat tiles show icons for toys that the cat will appreciate, though not every cat is into toys. Note, the toy tokens may be given to the cats on any turn, and even at the end of the game just before scoring.

Finally, at the end of the turn, the player may Create a Kitten Habitat by discarding three toy tokens to the bag. The player then designates a space on their adoption center to be the kitty haven and it can house any number of kittens.

Once a player fills their last adoption center slot, the end game is triggered. Players will finish out the round so that all have an equal amount of turns. Then, points are tallied and scored following an involved scoring process. Points in this game are scored in numerous ways. Firstly, the starter cats are scored, and then each type of cat is scored. For example, the paw icon on cat tiles earn 1 VP for each adjacent cat of a different color. Each ball of yarn icon on cat tiles scores 2 VP. The goldfish cracker icon scores 2 VP for each adjacent cat or kitten sporting a ball of yarn icon. Finally, the feather icon scores 3/7/12/18 VP for each group of adjacent feather cats of train size 2/3/4/5 cats. So placement is very important in this game. Not enough scoring?

Players will score more points for kittens and for specific icons on cat tiles. 15 VP is awarded to a player who holds a complete set of the seven different types of kitten tokens, while another 8 VP is earned for holding a set of four matching kitten types. The player receives a -2VP penalty for each kitten token not associated with either type of set nor in a habitat on the board. Additionally, for each cat tile on the board, special scoring will be earned for supplying the tile with the requested toy, or placing it in the preferred space in the center, or even for other adjacency considerations.


Players will be scoring hundreds of points, and hopefully having their felines adopted by unsuspecting travelers and goo-goo eyed children. The player with the most VP at the end of the game is the winner!
Components. Again, this is a prototype copy of the game, so I know that these are not final components at all. Having had many opportunities to preview for Weird Giraffe Games now, I am confident that the final game will be sparkling with upgrades and cool features. To reiterate, my interest in the theme is on the lower side, as I am not a cat person, but I can definitely understand the theme and it works well with this type of game. I guarantee that you will be able to spot Way Too Many Cats in stores right away because that box art is super colorful and busy. I do enjoy the cartoony art style, and it fits the theme really well. The final version of the game will undoubtedly affect this paragraph in the future, but for now this is well on the way to being a very solid title with regards to components, artwork, and theme.

But do I like it? Surprisingly, yes I do. Quite a bit. Theme goes a really long way with me, but I have been known to enjoy other games with themes that don’t necessarily resonate with me, so perhaps “surprising” isn’t the best term here. I really enjoy the spatial puzzle aspect of the game. I highlighted puzzle because that’s exactly what is going on here. When I am playing, I have to debate whether to take all those kitten tokens to complete my sets and be stuck with the right-most card, or perhaps taking the smallest group is more beneficial so that I can draft the two best cards for what I am building on my board. Is it really worth it to me to grab Taco just because I am starting to realize I have a food themed cat dispensary? Why does this cat need a scratching post token when it’s clearly been de-clawed?? These are serious questions, folks!

I kid, but only because this is a very light game, and one that I think works well in many situations. Have newer to intermediate level players coming over tonight? Grab Way Too Many Cats! Having an animal-themed game night? Pull this one out! Sticking with a mechanic-specific lineup? You got it. Now, I haven’t seen the Kickstarter page yet, nor have I asked Carla (the designer) what the plans are for it, but I know this one is close to many peoples’ hearts, so I imagine it will get all the love that’s possible in making this a wonder in a box. The mechanics are there. The theme is… great for some. Way Too Many Cats is a thinker in a catsuit disguise, but it is not too heavy to turn off casual or intermediate gamers. I can certainly add my stamp of approval and recommend checking out Way Too Many Cats. Look for it to hit Kickstarter in February and click here to be notified on launch. You will probably want to get in on this project early if any of this sounds appealing to you.

PS – How many catfolk did I offend in this preview? How many aquarists have I now befriended? What up, my peeps!
  
Big Easy Busking
Big Easy Busking
2020 | Card Game, Music
Ahh New Orleans. If there ever was a city I NEED to revisit, it’s New Orleans. I love nearly everything about it. The history, the art and music, the architecture, and strolling down Frenchman Street at night listening to the hottest music I’ve ever heard live. But what is it like to BE a musician in NOLA? Or even a group’s manager? Well, I’ve never played in New Orleans (I am a professional trumpet player – don’t belive me? Check out the last photo in this review to see my axe and the box as proof), but I can imagine how it would go. Does Big Easy Busking capture the feeling? Let’s find out together.

Big Easy Busking is a card-based area control game with a sweet sweet music theme. Players will be taking turns learning charts, playing charts, and transferring energy from the musicians to the crowd and back. The winner of Big Easy Busking is the player who can score the biggest haul in tips for the weekend to become the hottest band in town.

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, two “streets” in New Orleans will need to be populated with song cards, both standards and learnable tunes. Crowd cards will be placed under the streets to depict certain crowds and what the moods of those crowds are. Each player will receive some starting bread (money for those not in the biz), energy for their 3-piece band of sax, trumpet, and drums, a starting set list of three tunes, and a reference card that has nothing to do with the metaphor. Decide who can play the highest note (if you are all trumpet players) and the gig may begin!
A turn is broken down into a few different parts. The first thing to be done on a turn is to finish playing the song that had been started in the previous round. Obviously you need to START playing a song to be able to finish, so the primary phase of the turn would be to either learn a song from the song offer or start playing a song from those dealt during setup. To play a song, players will choose a song card, place it under a crowd card (hopefully matching their mood: masks, hearts, beads, fleur-de-lis), gather the required energy from the musicians appropriately, and add those energy cubes to the song card.

After a song is started or learned, the player’s turn is over. On the next turn the player will finish playing the song by moving the spent energy to the crowd in full and taking $1 or moving some of the energy to the crowd and some back to their band members to be used on future songs.

The middle step in a turn (yes, I know I am explaining it out of order, but you do have to start playing a song before you can finish it) is to optionally tip your band members by trading in money for energy at a 1:1 ratio.


Once all players have used up their energy cubes or simply wish to, they will announce that they are “taking a break.” In other words, they pass for the remainder of the round. As the last player takes their break the end of round activities begin. Printed on each crowd card are two important icons: payout amounts for majority of energy and payout amounts for energy reaching the threshold. Resolving each crowd card will determine the players that hold majority or shared majority in each crowd location. For the majority holders payouts will reflect what is printed on the upper left of the crowd card. The upper right of the crowd card displays the number of energy needed upon it to meet the threshold in order to be paid the amount shown. When all crowd cards have been scored players will setup for the next night (round) per the rules. Play continues in this way over three rounds with the winner being the player at the end of the game with the most money.
Components. This is a smaller box (not exactly the same size, but think Tiny Epic), but it is packed with some really amazing bits. First off, as you can tell from the photos the art and color palette used here is simply phenomenal. I absolutely love the color scheme and the art certainly reminds me of some paintings we purchased from an artist on Jackson Square last time we were able to visit. The cards are nice, but I think I will want to sleeve them eventually as I had them in my hands the whole game. The cardboard money and mood tokens are fine, and the wooden cubes reflect the colorful nature of this little gem. All in all, exactly what I would expect from components in a Weird Giraffe Games production. Stellar (see what I did there, Carla?).

I have not really enjoyed a ton of area control games in my gaming history. So this came as a little bit of a shock as I truly loved playing this game. Even the solo rules are engaging and DIFFICULT to win. I came close though – within $1. The game is super quick as you are trying to please the crowds and their distinct moods with your best charts, but having to be mindful of not overextending your musicians lest they be too exhausted to give you the gas when you need it. THAT part resonates with me personally. Being a musician myself, I can tell you that crowds that are into a tune or a band and give them all the energy they have will be rewarded with even more from the band. I definitely give it more when the crowd digs what we’re laying down.

In any case, this is a game review, not a nostalgic trip down my musical memory lane. But then again, a little card game just brought me back wonderful memories of my band, and of visiting New Orleans, and of the joy of live music. Does Big Easy Busking completely mimic what it’s like to be a musician? Well, no, I can’t imagine how any game truly could, but it certainly shows the cyclical nature of energy being exchanged between musicians and appreciative crowds. Oh, the names of the tunes are also pretty funny on some. This all said, I super love this game and will be kicking out something in my collection to make room for it. If you are needing a smaller card game that you can bring out with musicians or non-musicians that appreciate the theme but also want to start introducing area control in a more accessible form, please do check out Big Easy Busking. Purple Phoenix Games gives it a good-for-the-soul 10 / 12. Maybe once I get into video I will do a Dan King (Game Boy Geek) serenade for Big Easy Busking as it travels into my collection.