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Hadley (567 KP) rated The Amazing Crime and Trial of Leopold and Loeb in Books
Apr 13, 2019
"The crime itself was indefensible. The brilliant, spoiled and bored sons of two of Chicago's wealthiest families planned to commit the perfect crime both for the thrill of and to prove their perverse misunderstanding of Friedrich Nietzsche's philosophy of the 'superman,' who was above all law so long as he made no mistake. Their plan, worked out over several months, was to kidnap and immediately kill one of their younger neighbors and hide his body. They would then demand and collect a ransom. The body would never be discovered, the crime would never be solved and only they would know that they had prevailed over ordinary human beings and their simple-minded legal system. But far from being the 'perfect crime,' the murder of 14-year-old Bobby Franks turned out to be amateurishly botched. Before any ransom could be paid, the boy's body was discovered in a culvert near where Nathan Leopold often went bird-watching. A pair of telltale glasses were found adjacent to the body. They were easily traced to Leopold who first came up with a paper-thin alibi and soon thereafter confessed to the crime. His fellow murderer likewise confessed. Each of the 'superboys' placed blame for the actual killing on the other." - Alan M. Dershowitz
If you mentioned the names Leopold and Loeb today, many people wouldn't know who you were talking about, but if you had mentioned them just thirty years ago, many people would recall the 'murder of the century.'
If you are a fan of the True Crime genre, you'll come across the case of two wealthy Chicago boys who thought they could get away with murder. (The trial is probably the most talked about trial to-date because this is the first time that psychology was brought before a court room.)
For a good part of the late 1920's, Leopold and Loeb were household names for good reason: they came from millionaire families, they were college graduates before they were 18-years-old, and their trial was the first time in history that the world saw psychology put in front of a judge. The trial was even more unforgettable due to a closing speech given by famous defense attorney, Clarence Darrow, which is reprinted in its entirety,spanning a hefty 93 pages.
Nathan Leopold, Jr. and Richard Loeb were two people who should have never met, according to the courtroom. The two met at about the age of fifteen, soon after they began to embark on criminal acts together, ranging from theft to arson. It's stated in 'the Amazing Crime and Trial of Leopold and Loeb' that Loeb had created a fantasy world where he was a crime ringleader that was too smart for the police to catch. Readers get to judge for themselves whether or not they believe Loeb was the cause of their crimes, or if Leopold was the one really in charge.
After robbing Loeb's fraternity house together, Leopold and Loeb came up with a plan to kidnap a wealthy child that they could then ransom. "They began to devise elaborate plans for this kidnapping, and soon the planning became the all-important thing. They gave up the idea of kidnapping this particular person [a young man named William], and settled on the idea of kidnapping anyone who would fit in their kidnapping plans." Throughout the book, we find out that the boys were pretty desperate for a kidnapping victim, that they even thought about kidnapping one of their close friends:
"The plan of kidnaping Dick Rubel was given up because Dick Rubel's father was so tight we might not get any money from him."
Leopold and Loeb discussed everything from how they would receive the ransom, what weapons they would use, how they would get the victim inside a rented vehicle, and what they would do with the body afterwards. "In March, 1924, the patient [Loeb] conceived the idea of securing the money by having it thrown off a moving train. This idea was discussed in great detail, and gradually developed into a carefully systematized plan. As time wore on the plan became greatly modified from the original one. They discussed at considerable length the choice of a suitable subject for kidnapping. The patient's companion [Leopold] suggested that they kidnap a young girl instead of a boy, but the patient [Loeb] objected to this. His companion [Leopold] also suggested that they kidnap the patient's [Loeb] younger brother, but the patient apparently did not seriously consider doing this. They then considered half a dozen boys, any one of whom would do, for the following reasons: that they were physically small enough to be easily handled and their parents were extremely wealthy and would have no difficulty or disinclination to pay ransom money."
During the trial, Leopold and Loeb's psychological evaluations became the forefront of their guilty plea, stating that they were not responsible for their actions due to their upbringing and environment. "I submit the facts do not rest on the evidence of these boys alone. It is proven by the writings; it is proven by every act. It is proven by their companions, and there can by no question about it." Clarence Darrow explains in his famous closing statement. "We brought into this courtroom a number of their boy friends, whom they had known day by day, who had associated with them in the club house, were their constant companions, and they tell the same stories. They tell the story that neither of these two boys was responsible for his conduct."
'The Amazing Crime and Trial of Leopold and Loeb' contains the portions of the psychiatric evaluations that were submitted in court,but the testimony of character witnesses is omitted. For a factual telling of a real life trial, this book is okay. If the reader pays attention, they may notice that some of the book contradicts itself, such as one page states that the car robe used to wrap up Franks' body was found buried near Lake Michigan,but then pages later, the book states it had been burned at Loeb's home.
The psychiatric reports are very repetitive,just using different words to describe the same things. Yet, these reports are the backbone of the trial and well worth a read. The evaluations and Darrow's extensive speech were what saved Leopold and Loeb from a death sentence.
There are very few books written about the 'murder of the century,' and even less about the 'lawyer of the century.' Leopold and Loeb, as well as Darrow, have faded into the obscurity of the True Crime genre, but because the boys' mental state was brought into question, we now accept forensic science/psychology in the court room today. I feel that only people who are truly interested in True Crime, or even have a fascination for the court room are the only ones who will enjoy 'The Amazing Crime and Trial of Leopold and Loeb.'
If you mentioned the names Leopold and Loeb today, many people wouldn't know who you were talking about, but if you had mentioned them just thirty years ago, many people would recall the 'murder of the century.'
If you are a fan of the True Crime genre, you'll come across the case of two wealthy Chicago boys who thought they could get away with murder. (The trial is probably the most talked about trial to-date because this is the first time that psychology was brought before a court room.)
For a good part of the late 1920's, Leopold and Loeb were household names for good reason: they came from millionaire families, they were college graduates before they were 18-years-old, and their trial was the first time in history that the world saw psychology put in front of a judge. The trial was even more unforgettable due to a closing speech given by famous defense attorney, Clarence Darrow, which is reprinted in its entirety,spanning a hefty 93 pages.
Nathan Leopold, Jr. and Richard Loeb were two people who should have never met, according to the courtroom. The two met at about the age of fifteen, soon after they began to embark on criminal acts together, ranging from theft to arson. It's stated in 'the Amazing Crime and Trial of Leopold and Loeb' that Loeb had created a fantasy world where he was a crime ringleader that was too smart for the police to catch. Readers get to judge for themselves whether or not they believe Loeb was the cause of their crimes, or if Leopold was the one really in charge.
After robbing Loeb's fraternity house together, Leopold and Loeb came up with a plan to kidnap a wealthy child that they could then ransom. "They began to devise elaborate plans for this kidnapping, and soon the planning became the all-important thing. They gave up the idea of kidnapping this particular person [a young man named William], and settled on the idea of kidnapping anyone who would fit in their kidnapping plans." Throughout the book, we find out that the boys were pretty desperate for a kidnapping victim, that they even thought about kidnapping one of their close friends:
"The plan of kidnaping Dick Rubel was given up because Dick Rubel's father was so tight we might not get any money from him."
Leopold and Loeb discussed everything from how they would receive the ransom, what weapons they would use, how they would get the victim inside a rented vehicle, and what they would do with the body afterwards. "In March, 1924, the patient [Loeb] conceived the idea of securing the money by having it thrown off a moving train. This idea was discussed in great detail, and gradually developed into a carefully systematized plan. As time wore on the plan became greatly modified from the original one. They discussed at considerable length the choice of a suitable subject for kidnapping. The patient's companion [Leopold] suggested that they kidnap a young girl instead of a boy, but the patient [Loeb] objected to this. His companion [Leopold] also suggested that they kidnap the patient's [Loeb] younger brother, but the patient apparently did not seriously consider doing this. They then considered half a dozen boys, any one of whom would do, for the following reasons: that they were physically small enough to be easily handled and their parents were extremely wealthy and would have no difficulty or disinclination to pay ransom money."
During the trial, Leopold and Loeb's psychological evaluations became the forefront of their guilty plea, stating that they were not responsible for their actions due to their upbringing and environment. "I submit the facts do not rest on the evidence of these boys alone. It is proven by the writings; it is proven by every act. It is proven by their companions, and there can by no question about it." Clarence Darrow explains in his famous closing statement. "We brought into this courtroom a number of their boy friends, whom they had known day by day, who had associated with them in the club house, were their constant companions, and they tell the same stories. They tell the story that neither of these two boys was responsible for his conduct."
'The Amazing Crime and Trial of Leopold and Loeb' contains the portions of the psychiatric evaluations that were submitted in court,but the testimony of character witnesses is omitted. For a factual telling of a real life trial, this book is okay. If the reader pays attention, they may notice that some of the book contradicts itself, such as one page states that the car robe used to wrap up Franks' body was found buried near Lake Michigan,but then pages later, the book states it had been burned at Loeb's home.
The psychiatric reports are very repetitive,just using different words to describe the same things. Yet, these reports are the backbone of the trial and well worth a read. The evaluations and Darrow's extensive speech were what saved Leopold and Loeb from a death sentence.
There are very few books written about the 'murder of the century,' and even less about the 'lawyer of the century.' Leopold and Loeb, as well as Darrow, have faded into the obscurity of the True Crime genre, but because the boys' mental state was brought into question, we now accept forensic science/psychology in the court room today. I feel that only people who are truly interested in True Crime, or even have a fascination for the court room are the only ones who will enjoy 'The Amazing Crime and Trial of Leopold and Loeb.'
Heather Cranmer (2721 KP) rated The Thousand Year Curse in Books
Jun 7, 2018
(This review can be found on my blog <a href="http://themisadventuresofatwentysomething.blogspot.com/">The (Mis)Adventures of a Twenty-Something Year Old Girl</a> towards the end of September).
When I first found out about this book, I was very interested. I couldn't wait to read it! Luckily, it totally delivered.
Ryder is a 17 year old high school student who isn't very popular. Her ex-best friend makes her life a living hell at school. When Ollie arrives, he takes an immediate interest. Ryder is thrilled and feels as if Ollie is her soul mate. Not much later, Ari turns up, and Ryder can't help but feel as if she's known him. There's also some kind of attraction there. Ryder must choose between the two boys. As if that wasn't hard enough, Ryder has just found out her mother is a Greek goddess. Ryder wants to find her mother but doing so may put everyone in danger.
The title is definitely interesting. It does go with what the books about, and I think it's an awesome choice.
To be honest, I'm not really a fan of the cover. I think it's just a personal thing simply because I'm not a big fan of symbolism. I do like the whole pretty flower in the midst of dead things, but I just don't like it for this book. It doesn't really say much about the book.
The world building is alright. There's a few things that hurt the world building. For example, it seemed to me that Ryder just accepted everything she was told at face value. Sure, a few weird things are happening to her, but it's like she's told by a boy she just met, and she believes it all. Her best friend is even worse. He's told that Ryder is a half-goddess, and he just believes it with no questions asked. Also, I don't really think this whole curse is explained well enough. In fact, I'm still a little confused about the curse. So if both guys find her, even if she chooses one, she'll die a horrible death and be reincarnated? I'm just wondering how long she has before she dies because it just seemed like the curse wasn't that imminent. There's also Ryder's powers. She's had super strength since the beginning of the book, yet later on she has another super strength episode, and she acts like it's the first one she's had and is all shocked. Another thing that I found confusing was the whole reincarnation thing. She's been reincarnated by Hades for a thousand years. This life, she is a half goddess which makes things a bit difficult for Hades. Surely if Hades is the one that put the curse on her, then he should've been able to make her human. Saying that, I don't want people to think the world building is horribly written. It's far from it actually. The world is very interesting, but I just tend to over think things, I think. (See what I mean)?
The pacing is great in this book. The pacing really picks up during the Hell scenes, I thought. These were the scenes that held my attention the most although the whole book held my attention. The Hell scenes just made me want to read faster to find out what would happen next!
The plot is definitely an interesting one. I love the infusion of Greek mythology, and Ms. Lavati does an excellent job of making mythology work in her book. I've read a few books where the author tried to use some sort of mythology, and the book was just too boring. However, The Thousand Year Curse is by no means boring! There is a love triangle, and I usually hate them, but this one works in this story. I also like the fact that the plot involved going into Hell. That was definitely a good move on Ms. Lavati's part to include it in her book. There's no cliff hangar ending, but there are questions left unanswered to make way for the second book in the series. I, personally, am looking forward to the next book in the series.
The characters were written really well. I liked Ryder, and I liked how she dealt with her problems. At times, I did get annoyed with her because I just wanted her to choose one guy. However, I would have to remind myself that without this problem, there'd be no series. Ryder felt like a real girl and not just words on a paper. Ollie was written really well, but I just didn't like him. For one, I felt like he was just too serious. I also felt like he was too distant with Ryder a lot of the time. I also wanted to see more about Ollie in the book. My favorite character was Ari. I swooned over Ari! He had enough of that bad boy personality without being too much of an annoying character. I liked how he liked to take chances, and it seemed like he knew how to have fun. I'm Team Ari all the way! I'm hoping that Ryder ends up with Ari in the long run. I can actually feel the chemistry between those two.
There are quite a lot of grammar errors in this book. I feel that it does affect the quality of the book a little bit, but not so much so that it makes it unreadable. However, the dialogue in this book is fantastic especially in the scenes that Ari is in. (Okay, so I'm a bit biased). The characters all speak like they're from this time period even though two of them are gods. I was super thankful the characters spoke like normal people. I've read a book before where the character who is a god spoke rather strangely hence why I was so happy with the dialogue in this book.
Overall, The Thousand Year Curse by Taylor Lavati is an enjoyable read. Sure, it could do with some better editing and the world building could've used a little bit of work, but it's still really interesting. Plus, I've learned that Ms. Lavati wrote this book in 30 days for the NaNoWriMo competition. After learning that, my respect for Ms. Lavati went up a lot! To write a book as good as The Thousand Year Curse in 30 days is no small feat. After saying that, I'm definitely looking forward to reading the next book in the series!
I'd recommend this book to those aged 17+ who are after a fantastic book with Greek mythology infusions.
(I was provided with a free paperback copy of this title from the author in exchange for a fair and honest review).
When I first found out about this book, I was very interested. I couldn't wait to read it! Luckily, it totally delivered.
Ryder is a 17 year old high school student who isn't very popular. Her ex-best friend makes her life a living hell at school. When Ollie arrives, he takes an immediate interest. Ryder is thrilled and feels as if Ollie is her soul mate. Not much later, Ari turns up, and Ryder can't help but feel as if she's known him. There's also some kind of attraction there. Ryder must choose between the two boys. As if that wasn't hard enough, Ryder has just found out her mother is a Greek goddess. Ryder wants to find her mother but doing so may put everyone in danger.
The title is definitely interesting. It does go with what the books about, and I think it's an awesome choice.
To be honest, I'm not really a fan of the cover. I think it's just a personal thing simply because I'm not a big fan of symbolism. I do like the whole pretty flower in the midst of dead things, but I just don't like it for this book. It doesn't really say much about the book.
The world building is alright. There's a few things that hurt the world building. For example, it seemed to me that Ryder just accepted everything she was told at face value. Sure, a few weird things are happening to her, but it's like she's told by a boy she just met, and she believes it all. Her best friend is even worse. He's told that Ryder is a half-goddess, and he just believes it with no questions asked. Also, I don't really think this whole curse is explained well enough. In fact, I'm still a little confused about the curse. So if both guys find her, even if she chooses one, she'll die a horrible death and be reincarnated? I'm just wondering how long she has before she dies because it just seemed like the curse wasn't that imminent. There's also Ryder's powers. She's had super strength since the beginning of the book, yet later on she has another super strength episode, and she acts like it's the first one she's had and is all shocked. Another thing that I found confusing was the whole reincarnation thing. She's been reincarnated by Hades for a thousand years. This life, she is a half goddess which makes things a bit difficult for Hades. Surely if Hades is the one that put the curse on her, then he should've been able to make her human. Saying that, I don't want people to think the world building is horribly written. It's far from it actually. The world is very interesting, but I just tend to over think things, I think. (See what I mean)?
The pacing is great in this book. The pacing really picks up during the Hell scenes, I thought. These were the scenes that held my attention the most although the whole book held my attention. The Hell scenes just made me want to read faster to find out what would happen next!
The plot is definitely an interesting one. I love the infusion of Greek mythology, and Ms. Lavati does an excellent job of making mythology work in her book. I've read a few books where the author tried to use some sort of mythology, and the book was just too boring. However, The Thousand Year Curse is by no means boring! There is a love triangle, and I usually hate them, but this one works in this story. I also like the fact that the plot involved going into Hell. That was definitely a good move on Ms. Lavati's part to include it in her book. There's no cliff hangar ending, but there are questions left unanswered to make way for the second book in the series. I, personally, am looking forward to the next book in the series.
The characters were written really well. I liked Ryder, and I liked how she dealt with her problems. At times, I did get annoyed with her because I just wanted her to choose one guy. However, I would have to remind myself that without this problem, there'd be no series. Ryder felt like a real girl and not just words on a paper. Ollie was written really well, but I just didn't like him. For one, I felt like he was just too serious. I also felt like he was too distant with Ryder a lot of the time. I also wanted to see more about Ollie in the book. My favorite character was Ari. I swooned over Ari! He had enough of that bad boy personality without being too much of an annoying character. I liked how he liked to take chances, and it seemed like he knew how to have fun. I'm Team Ari all the way! I'm hoping that Ryder ends up with Ari in the long run. I can actually feel the chemistry between those two.
There are quite a lot of grammar errors in this book. I feel that it does affect the quality of the book a little bit, but not so much so that it makes it unreadable. However, the dialogue in this book is fantastic especially in the scenes that Ari is in. (Okay, so I'm a bit biased). The characters all speak like they're from this time period even though two of them are gods. I was super thankful the characters spoke like normal people. I've read a book before where the character who is a god spoke rather strangely hence why I was so happy with the dialogue in this book.
Overall, The Thousand Year Curse by Taylor Lavati is an enjoyable read. Sure, it could do with some better editing and the world building could've used a little bit of work, but it's still really interesting. Plus, I've learned that Ms. Lavati wrote this book in 30 days for the NaNoWriMo competition. After learning that, my respect for Ms. Lavati went up a lot! To write a book as good as The Thousand Year Curse in 30 days is no small feat. After saying that, I'm definitely looking forward to reading the next book in the series!
I'd recommend this book to those aged 17+ who are after a fantastic book with Greek mythology infusions.
(I was provided with a free paperback copy of this title from the author in exchange for a fair and honest review).
Purple Phoenix Games (2266 KP) rated Cryptocurrency in Tabletop Games
Apr 2, 2020
Money. Who knew that paper bills and small metal coins would hold such an important role in our society? In today’s day and age, though, with so much reliance on technology, we’ve managed to create digital currency called cryptocurrency. By buying, mining, and trading various cryptocurrencies, you just might turn yourself into an overnight millionaire! That is, if you’ve got the strategy required to outwit other traders…
You are the CEO of a fin-tech startup company. Leading a team of specialized experts, you will evaluate, trade, and mine different cryptocurrencies. Strategy is key, as you must stay ahead of the trend to maximize your earnings from the market. Can you solve the right algorithms and manipulate the network to help create the most wealth for your company? Or will you be scammed into buying worthless cryptocurrency? Play to find out!
Disclaimer: We were provided a copy of this game for the purposes of this review. This game is available to purchase, so the components seen in the pictures are what come with the game. I do not intend to rehash the entire rulebook in this review, but rather provide the basic ruleset and general gameplay overview of the game. Feel free to pick up a copy of the game directly from the publisher or your FLGS! -L
Cryptocurrency is a game of commodity speculation, action points, trading, and a little push your luck in which players are trying to amass the most amount of money over 5 rounds. To setup the game, place the Cryptocurrency Info Boards in the center of the play area, and place the Market Board next to them. Prepare and distribute the Rumor cards, and create the Ongoing Transactions deck. Each player receives a player reference card, 3 Intern Expert cards, and a total of 6 Wonga (the currency of the game). The game is now ready to begin! Each round is broken up into 4 phases: Prep, Action, Upkeep, and Rumor. During the Prep phase, each player (in turn order) must draw a Rumor card, and may hire a new Expert or take a loan. Experts are hired (purchased) from the Job Seekers pile, and often provide special abilities or increased Action Points. Hired Experts must replace one Expert from their existing team. Your team can only have 3 Experts, so choose wisely who to hire and fire! A loan can be taken to immediately gain 8 Wonga, but interest must be paid for the loan later in the round. After each player has performed these actions, play moves to the second phase.
During the Action phase, players take turns performing one of two actions: Mining or Trading. These actions are performed by spending Action points – each Expert offers a certain number of points to spend. Once you use an Action Point, that Expert is exhausted and can no longer work in this phase. To Mine, players choose one of the 4 available cryptocurrencies to mine (research), and will either Succeed or Fail in this endeavor. If you succeed, you create and earn coins from that specific cryptocurrency, as well as any extra money earned from completing ongoing transactions. If you fail, your turn immediately ends. To take the Trade action, players will either Buy or Sell coins to/from the Market. You are only allowed to buy/sell the same cryptocurrency each turn, and you may buy/sell up to 4 coins each turn. For every 4 coins bought, the Market Board shifts to increase that currency’s price by 1 Wonga. For every 4 coins sold, the Market decreases by 1 Wonga. Once every player is out of Action Points, this phase is over.
In the Upkeep phase, players refresh all Experts, pay interest on any Loans, or completely pay off a Loan. The final phase, Rumor, moves in counter-clockwise order. Players take turns adding their secret Rumor card to the Rumor Track of one of the 4 cryptocurrencies. The market values are adjusted based on the Rumors played, and any face-down Rumor cards will affect the end-game value of the currencies. Play then returns to the Prep phase, and continues until 5 rounds have been completed. Players determine which cryptocurrency was a scam, sell any remaining coins, and then count up their money. The player with the most Wonga is the winner!
I have to admit that Cryptocurrency surprised me. After reading the rules and getting the game setup, I was feeling a little overwhelmed. I was prepping myself for a complicated, quasi-educational game in which I would be relatively unengaged and going through the motions each turn. What I got, however, was the complete opposite. Yes, there is a lot going on in this game, but it offers so many different mechanics and strategies for success that you’re always thinking one step ahead. There’s the aspect of bluffing when it comes to Rumor cards and manipulating the market through those means, there’s drafting of new Experts and shedding your hand of lesser-powered cards, there’s push your luck in the Mining action as the more Action Points you spend, the more opportunity you have for success. There’s not one sure strategy to win, and you are changing and adapting on every turn. You also have to be paying attention to your opponents! Although there’s not really any direct player interaction, everything you do on your turn could throw a wrench in the plans of your neighbor. Can you figure out how they’re trying to play the Market? Or will you try to fly beneath the radar and throw them off your trail?
My biggest issue with this game has to do with components. The cryptocurrency boards and the market board all work together, but they are all their own separate components. So it just makes set-up/tear-down a little more involved because instead of laying out 1 big board and adding components to it, you have to lay out and populate 5 individual boards. It just makes it a little more tedious than I would like, but honestly it has no bearing on the gameplay at all. The quality of the components is pretty good overall, the artwork is tech-influenced and fun, and the cardboard coins are nice and sturdy. So all in all, a pretty good production quality.
So what are my thoughts on Cryptocurrency? I actually liked it more than I thought I would. It’s engaging and strategic, yet relatively simple enough that it doesn’t feel like too much of a brain burner. I am no cryptocurrency expert by any means, but I feel like after playing this game, I have a better understanding of it and how it works. So mission accomplished, Captial Gains Studio – you have a fun AND educational game here. Is it one I will pull out at every game night? No. But it’s one that I am looking forward to playing again in the future. Purple Phoenix Games gives Cryptocurrency an economic 8 / 12.
You are the CEO of a fin-tech startup company. Leading a team of specialized experts, you will evaluate, trade, and mine different cryptocurrencies. Strategy is key, as you must stay ahead of the trend to maximize your earnings from the market. Can you solve the right algorithms and manipulate the network to help create the most wealth for your company? Or will you be scammed into buying worthless cryptocurrency? Play to find out!
Disclaimer: We were provided a copy of this game for the purposes of this review. This game is available to purchase, so the components seen in the pictures are what come with the game. I do not intend to rehash the entire rulebook in this review, but rather provide the basic ruleset and general gameplay overview of the game. Feel free to pick up a copy of the game directly from the publisher or your FLGS! -L
Cryptocurrency is a game of commodity speculation, action points, trading, and a little push your luck in which players are trying to amass the most amount of money over 5 rounds. To setup the game, place the Cryptocurrency Info Boards in the center of the play area, and place the Market Board next to them. Prepare and distribute the Rumor cards, and create the Ongoing Transactions deck. Each player receives a player reference card, 3 Intern Expert cards, and a total of 6 Wonga (the currency of the game). The game is now ready to begin! Each round is broken up into 4 phases: Prep, Action, Upkeep, and Rumor. During the Prep phase, each player (in turn order) must draw a Rumor card, and may hire a new Expert or take a loan. Experts are hired (purchased) from the Job Seekers pile, and often provide special abilities or increased Action Points. Hired Experts must replace one Expert from their existing team. Your team can only have 3 Experts, so choose wisely who to hire and fire! A loan can be taken to immediately gain 8 Wonga, but interest must be paid for the loan later in the round. After each player has performed these actions, play moves to the second phase.
During the Action phase, players take turns performing one of two actions: Mining or Trading. These actions are performed by spending Action points – each Expert offers a certain number of points to spend. Once you use an Action Point, that Expert is exhausted and can no longer work in this phase. To Mine, players choose one of the 4 available cryptocurrencies to mine (research), and will either Succeed or Fail in this endeavor. If you succeed, you create and earn coins from that specific cryptocurrency, as well as any extra money earned from completing ongoing transactions. If you fail, your turn immediately ends. To take the Trade action, players will either Buy or Sell coins to/from the Market. You are only allowed to buy/sell the same cryptocurrency each turn, and you may buy/sell up to 4 coins each turn. For every 4 coins bought, the Market Board shifts to increase that currency’s price by 1 Wonga. For every 4 coins sold, the Market decreases by 1 Wonga. Once every player is out of Action Points, this phase is over.
In the Upkeep phase, players refresh all Experts, pay interest on any Loans, or completely pay off a Loan. The final phase, Rumor, moves in counter-clockwise order. Players take turns adding their secret Rumor card to the Rumor Track of one of the 4 cryptocurrencies. The market values are adjusted based on the Rumors played, and any face-down Rumor cards will affect the end-game value of the currencies. Play then returns to the Prep phase, and continues until 5 rounds have been completed. Players determine which cryptocurrency was a scam, sell any remaining coins, and then count up their money. The player with the most Wonga is the winner!
I have to admit that Cryptocurrency surprised me. After reading the rules and getting the game setup, I was feeling a little overwhelmed. I was prepping myself for a complicated, quasi-educational game in which I would be relatively unengaged and going through the motions each turn. What I got, however, was the complete opposite. Yes, there is a lot going on in this game, but it offers so many different mechanics and strategies for success that you’re always thinking one step ahead. There’s the aspect of bluffing when it comes to Rumor cards and manipulating the market through those means, there’s drafting of new Experts and shedding your hand of lesser-powered cards, there’s push your luck in the Mining action as the more Action Points you spend, the more opportunity you have for success. There’s not one sure strategy to win, and you are changing and adapting on every turn. You also have to be paying attention to your opponents! Although there’s not really any direct player interaction, everything you do on your turn could throw a wrench in the plans of your neighbor. Can you figure out how they’re trying to play the Market? Or will you try to fly beneath the radar and throw them off your trail?
My biggest issue with this game has to do with components. The cryptocurrency boards and the market board all work together, but they are all their own separate components. So it just makes set-up/tear-down a little more involved because instead of laying out 1 big board and adding components to it, you have to lay out and populate 5 individual boards. It just makes it a little more tedious than I would like, but honestly it has no bearing on the gameplay at all. The quality of the components is pretty good overall, the artwork is tech-influenced and fun, and the cardboard coins are nice and sturdy. So all in all, a pretty good production quality.
So what are my thoughts on Cryptocurrency? I actually liked it more than I thought I would. It’s engaging and strategic, yet relatively simple enough that it doesn’t feel like too much of a brain burner. I am no cryptocurrency expert by any means, but I feel like after playing this game, I have a better understanding of it and how it works. So mission accomplished, Captial Gains Studio – you have a fun AND educational game here. Is it one I will pull out at every game night? No. But it’s one that I am looking forward to playing again in the future. Purple Phoenix Games gives Cryptocurrency an economic 8 / 12.
Gareth von Kallenbach (980 KP) rated The Words (2012) in Movies
Aug 7, 2019
On paper, The Words is a film that is better suited as a literary novella. In print, we, as readers, are often granted insight to our characters thoughts and motivation that is frequently lost on film or delivered in a lackluster voiceover that most critics deem as lazy film making. Furthermore, the story within a story, within a story approach in film often leaves the audience with uninteresting shells of characters and can make a story forgettable at best.
Given these reasons, it is easy to see why many would choose to undertake a less ambitious story for their directorial debut. That group does not include co-writer-directors Brian Klugman and Lee Sternthal. This duo is actually successful at tackling this dangerous story-within-a-story film device by keeping it simple. Focusing on the main characters of each story and their motivation, while tying each together with some common themes like love, what it means to write something great, and how far the need for success will drive the characters.
The movie begins with highly successful author Clay Hammond (Dennis Quaid) conducting a reading of his latest novel The Words. Among his audience is literary grad student and adoring fan, Daniella (Olivia Wilde), who has aspirations of picking the brain of the man that authored her favorite stories and perhaps getting involved romantically. As Hammond begins to read his story we are introduced to the tale of starving writer Rory Jensen (Bradley Cooper) and his wife Dora (Zoe Saldana). The two are a young couple in love, trying to get on their feet while Rory struggles with multiple rejections of his novels, until he is finally forced to come to grips with his own limitations as an artist and a writer.
As he settles into life and a job as a mail clerk at a publishing firm, he finds a lost manuscript in a vintage leather briefcase that Dora had purchased for him during their honeymoon in Paris. That story turns out to be something that moves him to tears. It is the final thing in his realization that he will never be the great writer that he thought he was, the great writer that wrote this anonymous story. In an effort to feel and try to understand what it is like to create something great, Rory decides to retype the novel word for word on his laptop if only to admire the beautiful story that he had instantly fallen in love with. When Dora mistakenly reads the novel, she encourages him to submit it to a publisher. Before he can tell her the truth, his world is transformed into the life he had always imagined he would have for himself and Dora as the novel gains him both great literary and commercial success. And finally, now that his star has risen he can get his own novel published.
Enter Jeremy Irons as the old man who reveals himself to Rory as the true author of his story. The old man feels compelled to explain to Rory the tragic origin of the story that has become the young author’s success. Irons steals every second he is on screen as his delivery of the old man oozes with the intellectual style that has been his trademark over the years. Like Rory, we are helpless to do nothing but listen and get lost in the words of his story as if he was sitting next to us and telling the story in real life.
The old man reveals that the novel is the result of great love and pain that his younger self (Ben Barnes) and the love of his life Celia (Nora Arnezeder) endured. While I am not familiar with Barnes’ and Arnezeder’s work, their performance as the younger couple in Irons’ story had a genuine connection. And while this love story does not seem to be anything new when it comes to film, it served its purpose by strengthening the other stories, showing how a great story can be mused from someplace unexpected, even if only once.
With Rory now confronted with his deceitful success, he struggles to decide how to make things right and live with himself as a fraud. It’s at this point the film subtly suggest that Hammond’s story of Rory may actually be a disguised autobiography.
As Rory, Bradley Cooper gives perhaps his best performance to date. I feel that despite his poor and deceitful decision, at no point does he lose the audience. With the help of a strong and emotionally charged performance by Zoe Saldana, we experience Cooper’s honest plight and can understand the events that unfold around him. He is effective as a man who genuinely believes he does not deserve the success that he stole. Without a doubt, this will be a surprising role for those fans who only know Cooper from the humorous characters he plays in The Hangover and most recently Hit and Run. I hope this is the beginning of growth in his craft beyond the charming, confident character we have seen in Limitless and perhaps into a deeper emotional actor.
The weakest part of this film is the story of Clay Hammond and Daniella. Dennis Quaid is quite unlikable as Hammond. He is monotone in his readings and the prose of his story is mediocre at best. While the film drops hints that Hammond’s story of Rory is autobiographical it makes sense that Quaid’s character is played this way. He succeeds in helping create the notion that Hammond is unworthy of the success his character has enjoyed. But something about his performance is so unlikable that even when his character has a redeeming moment, it is lost on an audience that may not care enough about him for it to work.
To add to this dislike of Quaid, Olivia Wilde seems out of place as the character Daniella. It is not that her performance is bad, it is just that every time they showed her as the starry-eyed fan who is love struck for Hammond, she just seemed out of place. Additionally there did not seem to be any connection between Daniella and Hammond in the way the other characters’ connections helped strengthen their performances.
In the end, I enjoyed this movie more than I expected. Visually the Montreal backdrop does an excellent job as both New York and Paris. And the continual piano score helps blend the stories. The simple focus on the main characters helped maintain the three different stories and keep the overall pacing of the movie in order. In addition, the solid to exceptional performances also helped to keep the film focused and avoided the empty shell of characters that most movies of this nature create. That being said, this movie is not for everyone, but those looking for a change of pace from the summer blockbusters season should consider this film.
Given these reasons, it is easy to see why many would choose to undertake a less ambitious story for their directorial debut. That group does not include co-writer-directors Brian Klugman and Lee Sternthal. This duo is actually successful at tackling this dangerous story-within-a-story film device by keeping it simple. Focusing on the main characters of each story and their motivation, while tying each together with some common themes like love, what it means to write something great, and how far the need for success will drive the characters.
The movie begins with highly successful author Clay Hammond (Dennis Quaid) conducting a reading of his latest novel The Words. Among his audience is literary grad student and adoring fan, Daniella (Olivia Wilde), who has aspirations of picking the brain of the man that authored her favorite stories and perhaps getting involved romantically. As Hammond begins to read his story we are introduced to the tale of starving writer Rory Jensen (Bradley Cooper) and his wife Dora (Zoe Saldana). The two are a young couple in love, trying to get on their feet while Rory struggles with multiple rejections of his novels, until he is finally forced to come to grips with his own limitations as an artist and a writer.
As he settles into life and a job as a mail clerk at a publishing firm, he finds a lost manuscript in a vintage leather briefcase that Dora had purchased for him during their honeymoon in Paris. That story turns out to be something that moves him to tears. It is the final thing in his realization that he will never be the great writer that he thought he was, the great writer that wrote this anonymous story. In an effort to feel and try to understand what it is like to create something great, Rory decides to retype the novel word for word on his laptop if only to admire the beautiful story that he had instantly fallen in love with. When Dora mistakenly reads the novel, she encourages him to submit it to a publisher. Before he can tell her the truth, his world is transformed into the life he had always imagined he would have for himself and Dora as the novel gains him both great literary and commercial success. And finally, now that his star has risen he can get his own novel published.
Enter Jeremy Irons as the old man who reveals himself to Rory as the true author of his story. The old man feels compelled to explain to Rory the tragic origin of the story that has become the young author’s success. Irons steals every second he is on screen as his delivery of the old man oozes with the intellectual style that has been his trademark over the years. Like Rory, we are helpless to do nothing but listen and get lost in the words of his story as if he was sitting next to us and telling the story in real life.
The old man reveals that the novel is the result of great love and pain that his younger self (Ben Barnes) and the love of his life Celia (Nora Arnezeder) endured. While I am not familiar with Barnes’ and Arnezeder’s work, their performance as the younger couple in Irons’ story had a genuine connection. And while this love story does not seem to be anything new when it comes to film, it served its purpose by strengthening the other stories, showing how a great story can be mused from someplace unexpected, even if only once.
With Rory now confronted with his deceitful success, he struggles to decide how to make things right and live with himself as a fraud. It’s at this point the film subtly suggest that Hammond’s story of Rory may actually be a disguised autobiography.
As Rory, Bradley Cooper gives perhaps his best performance to date. I feel that despite his poor and deceitful decision, at no point does he lose the audience. With the help of a strong and emotionally charged performance by Zoe Saldana, we experience Cooper’s honest plight and can understand the events that unfold around him. He is effective as a man who genuinely believes he does not deserve the success that he stole. Without a doubt, this will be a surprising role for those fans who only know Cooper from the humorous characters he plays in The Hangover and most recently Hit and Run. I hope this is the beginning of growth in his craft beyond the charming, confident character we have seen in Limitless and perhaps into a deeper emotional actor.
The weakest part of this film is the story of Clay Hammond and Daniella. Dennis Quaid is quite unlikable as Hammond. He is monotone in his readings and the prose of his story is mediocre at best. While the film drops hints that Hammond’s story of Rory is autobiographical it makes sense that Quaid’s character is played this way. He succeeds in helping create the notion that Hammond is unworthy of the success his character has enjoyed. But something about his performance is so unlikable that even when his character has a redeeming moment, it is lost on an audience that may not care enough about him for it to work.
To add to this dislike of Quaid, Olivia Wilde seems out of place as the character Daniella. It is not that her performance is bad, it is just that every time they showed her as the starry-eyed fan who is love struck for Hammond, she just seemed out of place. Additionally there did not seem to be any connection between Daniella and Hammond in the way the other characters’ connections helped strengthen their performances.
In the end, I enjoyed this movie more than I expected. Visually the Montreal backdrop does an excellent job as both New York and Paris. And the continual piano score helps blend the stories. The simple focus on the main characters helped maintain the three different stories and keep the overall pacing of the movie in order. In addition, the solid to exceptional performances also helped to keep the film focused and avoided the empty shell of characters that most movies of this nature create. That being said, this movie is not for everyone, but those looking for a change of pace from the summer blockbusters season should consider this film.
Purple Phoenix Games (2266 KP) rated You Said You Could Draw in Tabletop Games
Apr 23, 2021
Excuse me, title of game, but I NEVER said I could draw. Is it just me or does nearly everyone feel the need to preface every drawing game with a declaration that they are horrible artists and will probably perform disastrously? I have found this to be the case, as least for myself and about 90%+ of the people with whom I play, and it is especially rampant with the tongue-out drawers in the world. But we all still enjoy the old favorites like Pictionary and Win, Lose, or Draw! How about if we add another gimmick to these classics in order to turn the games on their ears? Enter You Said You Could Draw.
In You Said You Could Draw (I will just acronymize to YSYCD) players are attempting to win the game by scoring the most points. The provided score board has space for each player to earn 20 points, though agreements could be made by players to stop at any number of points.
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, but to give an idea of how the game is played. You are invited to download the rulebook, back the game through the Kickstarter campaign launching May 8, 2021, or through any retailers stocking it after fulfillment. -T
To setup a game of YSYCD place the score board anywhere on the table and players choose which color board they wish to represent themselves. Players are also given a dry erase marker. The large deck of cards is placed somewhere near the score board, along with the blindfold. Players will roll the die to determine the first player, and the game may now begin!
YSYCD is played in turns until a player reaches the aforementioned ending score. On a turn a player will draw a card, roll the die, then draw. On each card is a list of six prompts to be drawn by the player and the result of the die roll determines which prompt the player must draw. Once the player is ready they will don the blindfold and begin drawing on the large board. When the masterpieces is complete the artist will write the name of the player they believe will guess correctly. Both the drawing process and the name writing are secret – no lookyloos! When the artist reveals their labor each player will secretly write their guess on their player boards, to be revealed simultaneously once all players have finished. The artist reveals their choice and the other players reveal their hilarious guesses. Points may now be awarded.
The artist will receive one point if at least one player has guessed correctly, with a bonus one point earned if the player they wrote on their board guessed correctly. Each player who guessed the prompt correctly also scores one point. If ALL players guess correctly except for one lonely player, the lonely player will earn a painful NEGATIVE two ( -2 ) points!
Players will notice that one prompt on each side of the card includes a star icon. Should this prompt be rolled for the turn the points awarded for the artists and correct guessers are three, versus the typical one. Play continues in this fashion until a player has reached the agreed score threshold and claims victory!
Components. This game boasts two large and eight smaller dry erase boards with eight dry erase markers. The boards are fine, but the markers (at least in this prototype version) are very low quality, especially the erasers. We resorted to using napkins for our erasing needs, as they did not smear as much. The 1d6 is fine, and the blindfold is very comfortable (thank you, JPN Games!). The cards are fine quality and there are 100 double-sided cards, offering 1200 prompt options to draw! I normally also cover art direction and theming here, but there is very little art, with most of it on the box cover. The box cover in this version features two players having a great time playing the game in a color VERY close to our logo’s Volt color. So I’m a fan of that for sure.
The rulebook is a simple folded cardstock that could easily become a duplexed sheet of paper or stock. The rules are incredibly simple to learn and teach, which makes this a great entry for families.
I recently broke this one out to play with my brother-in-law, his wife, and their twin 10-year-old children. When I say that it has been a long time since I laughed so hard while playing games, I certainly mean it. Most drawing games favor the talented artists of the group, but YSYCD offers the great equalizer – that blindfold. Sure, someone could be able to draw an excellent Sonic the Hedgehog (not a sponsor), but once you take away the spacial awareness drawing becomes a lot more difficult. And having a 10-year-old look into your eyes and tell you they drew a Chef instead of your guess of Quasimodo makes for a very interesting adult-child dynamic.
All in all I have had a great time with this game. The blindfold is what makes this special, and rolling the die to select the prompt causes each player to begin their turns on the same artistry level as their opponents. I dig that. A lot. I will be honest here – this is not a game that I would see at a store and be interested in buying or playing. But I gave it a shot with the family and I now have a party game that differs from my other party games in my collection and I am all the happier for it. You Said You Could Draw is not for the hard core gamer. It is for the gamer who needs a break from the brain burning and is able to relax a bit and have fun – even at their own expense. If this sounds interesting to you, I urge you to check out the Kickstarter campaign, launching May 8, 2021. Pick up a copy or two or twelve and give some away. The holidays are always just around the corner. Also, be warned that some children cannot accept that their Chef looks like Quasimodo. I learned this the hard way.
In You Said You Could Draw (I will just acronymize to YSYCD) players are attempting to win the game by scoring the most points. The provided score board has space for each player to earn 20 points, though agreements could be made by players to stop at any number of points.
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, but to give an idea of how the game is played. You are invited to download the rulebook, back the game through the Kickstarter campaign launching May 8, 2021, or through any retailers stocking it after fulfillment. -T
To setup a game of YSYCD place the score board anywhere on the table and players choose which color board they wish to represent themselves. Players are also given a dry erase marker. The large deck of cards is placed somewhere near the score board, along with the blindfold. Players will roll the die to determine the first player, and the game may now begin!
YSYCD is played in turns until a player reaches the aforementioned ending score. On a turn a player will draw a card, roll the die, then draw. On each card is a list of six prompts to be drawn by the player and the result of the die roll determines which prompt the player must draw. Once the player is ready they will don the blindfold and begin drawing on the large board. When the masterpieces is complete the artist will write the name of the player they believe will guess correctly. Both the drawing process and the name writing are secret – no lookyloos! When the artist reveals their labor each player will secretly write their guess on their player boards, to be revealed simultaneously once all players have finished. The artist reveals their choice and the other players reveal their hilarious guesses. Points may now be awarded.
The artist will receive one point if at least one player has guessed correctly, with a bonus one point earned if the player they wrote on their board guessed correctly. Each player who guessed the prompt correctly also scores one point. If ALL players guess correctly except for one lonely player, the lonely player will earn a painful NEGATIVE two ( -2 ) points!
Players will notice that one prompt on each side of the card includes a star icon. Should this prompt be rolled for the turn the points awarded for the artists and correct guessers are three, versus the typical one. Play continues in this fashion until a player has reached the agreed score threshold and claims victory!
Components. This game boasts two large and eight smaller dry erase boards with eight dry erase markers. The boards are fine, but the markers (at least in this prototype version) are very low quality, especially the erasers. We resorted to using napkins for our erasing needs, as they did not smear as much. The 1d6 is fine, and the blindfold is very comfortable (thank you, JPN Games!). The cards are fine quality and there are 100 double-sided cards, offering 1200 prompt options to draw! I normally also cover art direction and theming here, but there is very little art, with most of it on the box cover. The box cover in this version features two players having a great time playing the game in a color VERY close to our logo’s Volt color. So I’m a fan of that for sure.
The rulebook is a simple folded cardstock that could easily become a duplexed sheet of paper or stock. The rules are incredibly simple to learn and teach, which makes this a great entry for families.
I recently broke this one out to play with my brother-in-law, his wife, and their twin 10-year-old children. When I say that it has been a long time since I laughed so hard while playing games, I certainly mean it. Most drawing games favor the talented artists of the group, but YSYCD offers the great equalizer – that blindfold. Sure, someone could be able to draw an excellent Sonic the Hedgehog (not a sponsor), but once you take away the spacial awareness drawing becomes a lot more difficult. And having a 10-year-old look into your eyes and tell you they drew a Chef instead of your guess of Quasimodo makes for a very interesting adult-child dynamic.
All in all I have had a great time with this game. The blindfold is what makes this special, and rolling the die to select the prompt causes each player to begin their turns on the same artistry level as their opponents. I dig that. A lot. I will be honest here – this is not a game that I would see at a store and be interested in buying or playing. But I gave it a shot with the family and I now have a party game that differs from my other party games in my collection and I am all the happier for it. You Said You Could Draw is not for the hard core gamer. It is for the gamer who needs a break from the brain burning and is able to relax a bit and have fun – even at their own expense. If this sounds interesting to you, I urge you to check out the Kickstarter campaign, launching May 8, 2021. Pick up a copy or two or twelve and give some away. The holidays are always just around the corner. Also, be warned that some children cannot accept that their Chef looks like Quasimodo. I learned this the hard way.
Purple Phoenix Games (2266 KP) rated You're Pulling My Leg! in Tabletop Games
Aug 3, 2020
At the time I am writing this preview, the world is in the midst of a pandemic. That being said, the need for social distancing and quarantining has really affected the board gaming world. Without being able to have normal game nights, gamers must be creative in figuring out how to continue to play together, while still maintaining safe and healthy distances from one another. And one game that offers a solution is You’re Pulling My Leg!
Disclaimer: We were provided a copy of this book for the purposes of this preview. The pictures below show the final production copy you can expect to receive when ordering this game. Check out the publisher’s website to get your hands on this unique party game! -L
You’re Pulling My Leg! is a party game of bluffing and storytelling in which players are trying to be the first to earn 21 points. The rules are simple, the gameplay is straightforward, and it can even be played remotely!
To setup the game, every player needs a coin and a way to keep track of their score (paper/pencil, notes on a phone, etc.). Every player begins the game with 7 points. To start the game, choose a player to be the first Storyteller. The Storyteller selects a card from the book, reads the three questions on their chosen card, and chooses 1 to answer. The Storyteller then flips their coin – if HEADS, the answer must be a true story, but if TAILS, the answer must be false and untrue in essence. Only the Storyteller knows the result of the coin flip. The Storyteller proceeds to answer the question, telling a story dictated by their coin flip result.
After the Storyteller has told their response to the chosen question, the remaining players will vote (with points) on whether they believe the story was true or false. Players can vote with up to 3 points, and votes are revealed simultaneously. If you believe the story is TRUE, you vote with 1, 2, or 3 fingers pointing UP, and if you believe the story is FALSE, you vote with 1, 2, or 3 fingers pointing DOWN. After everyone has voted, the Storyteller reveals whether the story was true or false, and points are added/deducted accordingly. If a player voted correctly, they add the number of points with which they voted to their score. If they voted incorrectly, subtract the voted points from their score. The Storyteller can earn 1 point for each other player they have fooled, up to a maximum of 3 points per story. After tallying points, choose a new Storyteller and begin again – each player should have a chance to be the Storyteller once before repeating Storytellers. Play continues in this fashion until one player has scored 21 points, and is declared the winner!
At this point in my life, the thing I love about You’re Pulling My Leg! the most is that it can be played remotely. Everybody does not need to have an individual copy of the book to play via video chat or conference call. As long as one person has the book, your group can play! Instead of having each player read their own cards then, the owner of the book reads the cards aloud and the Storyteller chooses their question that way. The only supplies needed, apart from 1 copy of the book, are a coin and a way to track your score. Easy as pie. Another aspect of this game that I really enjoy is that it is pretty light-hearted in nature. Yes, there is an element of deception and bluffing, but it is all done in a light and quirky way. I especially enjoy this because I am a notoriously bad liar, and most bluffing games stress me out. But the ability to choose my question, and then weave a (hopefully) convincing story for my opponents takes some of that pressure off and allows me to really be creative and have fun.
That being said, one tricky thing about this game is that when coming up with a false story, if must be false in essence. You cannot tell a mostly true story with a few trivial details changed. People who have trouble with storytelling or improv-type scenarios might have some difficulty in coming up with an appropriate story for the different questions. Just something to be aware of – you have to be able to come up with a story on the fly, with no hints or help whatsoever. Another tricky, yet usually fun, aspect of this game is that some cards have a Wild feature which can immediately affect someone’s score. For example, one Wild feature might say “Player with the longest hair gains 3 points.” That goes into effect immediately once the card is selected, and can put a fun twist and some good-natured take-that into this storytelling game. The process of voting with points adds an element of strategy as well. How confident are you that someone’s story is TRUE? Are you willing to bet 3 points on it? It’s a balance of risk and reward, and that adds excitement to the game table.
Let me touch on components for a minute. This game is a book, where each page contains 3 cards. You can start at card #1 or select a random page and pick a card there, but there are 225 cards from which to choose! On every other page there is also a blank page titled “Game Highlights,” and this space is for you to write down any particularly hilarious or creative responses someone may have come up with in response to a card. It’s not a game requirement, but just an element of fun for future reminiscence. The quality of the book is pretty good, and I know it is sturdy enough to withstand lots of travel and play.
So all-in-all, I think that You’re Pulling My Leg is a great and light little game to get your creative juices flowing. If you need an ice-breaker for a game night, this would definitely be a great one to get to know your gaming comrades. Is it a game I will pull out at every game night? No. But it is a fun and light-hearted game that I can see myself pulling out with different gaming groups on several occasions. Whether a family reunion, office party, or friend Zoom call, this game is one that will entertain all involved. If you’re looking for something unique, fun, and relatively simple overall, give You’re Pulling My Leg! a shot. It might just open the door to storytelling based games for you!
Disclaimer: We were provided a copy of this book for the purposes of this preview. The pictures below show the final production copy you can expect to receive when ordering this game. Check out the publisher’s website to get your hands on this unique party game! -L
You’re Pulling My Leg! is a party game of bluffing and storytelling in which players are trying to be the first to earn 21 points. The rules are simple, the gameplay is straightforward, and it can even be played remotely!
To setup the game, every player needs a coin and a way to keep track of their score (paper/pencil, notes on a phone, etc.). Every player begins the game with 7 points. To start the game, choose a player to be the first Storyteller. The Storyteller selects a card from the book, reads the three questions on their chosen card, and chooses 1 to answer. The Storyteller then flips their coin – if HEADS, the answer must be a true story, but if TAILS, the answer must be false and untrue in essence. Only the Storyteller knows the result of the coin flip. The Storyteller proceeds to answer the question, telling a story dictated by their coin flip result.
After the Storyteller has told their response to the chosen question, the remaining players will vote (with points) on whether they believe the story was true or false. Players can vote with up to 3 points, and votes are revealed simultaneously. If you believe the story is TRUE, you vote with 1, 2, or 3 fingers pointing UP, and if you believe the story is FALSE, you vote with 1, 2, or 3 fingers pointing DOWN. After everyone has voted, the Storyteller reveals whether the story was true or false, and points are added/deducted accordingly. If a player voted correctly, they add the number of points with which they voted to their score. If they voted incorrectly, subtract the voted points from their score. The Storyteller can earn 1 point for each other player they have fooled, up to a maximum of 3 points per story. After tallying points, choose a new Storyteller and begin again – each player should have a chance to be the Storyteller once before repeating Storytellers. Play continues in this fashion until one player has scored 21 points, and is declared the winner!
At this point in my life, the thing I love about You’re Pulling My Leg! the most is that it can be played remotely. Everybody does not need to have an individual copy of the book to play via video chat or conference call. As long as one person has the book, your group can play! Instead of having each player read their own cards then, the owner of the book reads the cards aloud and the Storyteller chooses their question that way. The only supplies needed, apart from 1 copy of the book, are a coin and a way to track your score. Easy as pie. Another aspect of this game that I really enjoy is that it is pretty light-hearted in nature. Yes, there is an element of deception and bluffing, but it is all done in a light and quirky way. I especially enjoy this because I am a notoriously bad liar, and most bluffing games stress me out. But the ability to choose my question, and then weave a (hopefully) convincing story for my opponents takes some of that pressure off and allows me to really be creative and have fun.
That being said, one tricky thing about this game is that when coming up with a false story, if must be false in essence. You cannot tell a mostly true story with a few trivial details changed. People who have trouble with storytelling or improv-type scenarios might have some difficulty in coming up with an appropriate story for the different questions. Just something to be aware of – you have to be able to come up with a story on the fly, with no hints or help whatsoever. Another tricky, yet usually fun, aspect of this game is that some cards have a Wild feature which can immediately affect someone’s score. For example, one Wild feature might say “Player with the longest hair gains 3 points.” That goes into effect immediately once the card is selected, and can put a fun twist and some good-natured take-that into this storytelling game. The process of voting with points adds an element of strategy as well. How confident are you that someone’s story is TRUE? Are you willing to bet 3 points on it? It’s a balance of risk and reward, and that adds excitement to the game table.
Let me touch on components for a minute. This game is a book, where each page contains 3 cards. You can start at card #1 or select a random page and pick a card there, but there are 225 cards from which to choose! On every other page there is also a blank page titled “Game Highlights,” and this space is for you to write down any particularly hilarious or creative responses someone may have come up with in response to a card. It’s not a game requirement, but just an element of fun for future reminiscence. The quality of the book is pretty good, and I know it is sturdy enough to withstand lots of travel and play.
So all-in-all, I think that You’re Pulling My Leg is a great and light little game to get your creative juices flowing. If you need an ice-breaker for a game night, this would definitely be a great one to get to know your gaming comrades. Is it a game I will pull out at every game night? No. But it is a fun and light-hearted game that I can see myself pulling out with different gaming groups on several occasions. Whether a family reunion, office party, or friend Zoom call, this game is one that will entertain all involved. If you’re looking for something unique, fun, and relatively simple overall, give You’re Pulling My Leg! a shot. It might just open the door to storytelling based games for you!
Purple Phoenix Games (2266 KP) rated Exit: The Game – The Polar Station in Tabletop Games
Mar 11, 2022
One thing that has grown in popularity over the recent years are Escape Rooms. You know, where you’re physically trapped inside a room and have to solve various puzzles, crack codes, and beat the clock in an effort to get out before it’s game over. It should come as no surprise that this premise has made its way into the world of board gaming. Yeah, you’re not physically trapped somewhere, but you still have tons of puzzles to sort out in the fastest time you can. So how does this EXIT game hold up when compared with a real-life escape room? Keep reading to find out!
Disclaimer: In order to avoid spoilers, I will not be going too in depth with this review, but rather provide a general overview of the type of gameplay involved. Also, this review covers one specific EXIT game, but the general mechanics and gameplay are the same across the entire EXIT family.
In EXIT: The Game – The Polar Station (simply referred to as just EXIT from hereon out), you are a member of a research team stationed in the Arctic. One morning, the evacuation alarm goes off unexpectedly, and everyone makes a break for the helicopters. Just one problem for your crew – your exit door is already locked and sealed! You make your way to another section of the lab to look for an alternate escape route. What you find is a room full of locked drawers/doors. You must quickly crack these codes, in hopes that the materials contained within will aid you in your attempts to escape before the final rescue helicopter takes off.
To setup for a game, sort the cards into their appropriate decks – Riddle cards, Answer cards, and Help cards. Place the Decoder disk and the Book in the center of the table. Leave the other items in the game box, to be introduced later in the gameplay. You will also most likely need a pen/pencil and paper to help you as you solve the riddles. And bam! You’re ready to start. You may then open the Book and begin the game. The game ends if or when players are able to successfully solve all of the riddles/puzzles and make their escape from the polar station.
Without spoilers, that’s basically as much detail as I can provide. Over the course of the gameplay, players will be using the pages of the Book to find clues, solve puzzles, or even identify secret symbols. Riddle cards will be drawn and used as ciphers, puzzles, or clues to help crack a code. When you think you have the correct 3-digit code for a specific Riddle Card, enter the code onto the Decoder disk. The disk will then provide the number of an Answer card, which you will draw and check to see if you were correct or incorrect. If your answer is incorrect, you simply keep trying to solve the Riddle card. If your answer is correct, you will then be instructed to draw other Riddle Cards, or the other items from the game box, and will continue with these new puzzles. If at any point in time you feel stuck, you may draw a Help card for the corresponding puzzle. The first and second Help cards will give you hints, and the final Help card will tell you the solution to the puzzle. Draw these sparingly if you can, as they affect your end-game score!
When all puzzles/riddles/codes have been completed and cracked, the game is over. Players will then check the rulebook to see how many Stars were earned, out of 10. The number of Help cards you use, as well as how much time you took to complete the game, will affect the overall score.
All in all, I think that EXIT is a unique game. The games of the series have varying difficulty levels, and this particular EXIT is rated a 3 out of 5. So this one isn’t the most difficult game in the bunch, but it wasn’t easy either! All of the puzzles require creative solutions, and the answers are rarely ever as straight-forward as they appear. Some puzzles are more logical than others, while some require you to physically manipulate components to be used in creative ways. I guess that’s as good a segue as any to get into components. This game consists of a deck of cards, a Decoder disk, a Book, and a couple of special ‘items.’ All decent quality overall. But here’s the thing – you will have to bend/cut/manipulate/destroy many of the components to help you in your mission to solve the riddles. So this game is literally a one-and-done. It cannot be played again.
Did I enjoy my play of this EXIT game? Yes. It was uniquely challenging, while forcing me to think creatively when addressing the different riddles. The method used to solve one riddle is not necessarily the same to solve the next, so you have be able to adjust on the fly. And often times you will have several riddles in play at once, so you have to decide which to address and when, when do you have the right information, which riddle it goes with, etc.
The biggest drawback for me is that it cannot be played again, The fact that you have to alter the components to a point of destroying the original card is something that was personally hard for me to get used to. I try to keep all my games so nice and pristine, that having to cut a card apart was tough! I got over it though. Having played a couple of the EXIT games, as well as a few of the Unlock! games, I would have to say I prefer the Unlock! system. The puzzles are just as challenging and creative, but you do not need to alter components to complete the game. That way, I can pass along an Unlock! game to a friend, as opposed to just tossing this EXIT game right in the recycling bin. I might pick up another EXIT game if I had a specific group/game night in mind, but in general I don’t think I’ll be grabbing any more of these, for the lack of replayability alone. The gameplay itself is pretty great, but the fact that I can’t play it again is a con I can’t ignore. Purple Phoenix Games gives this one a chilling 4 / 6.
Disclaimer: In order to avoid spoilers, I will not be going too in depth with this review, but rather provide a general overview of the type of gameplay involved. Also, this review covers one specific EXIT game, but the general mechanics and gameplay are the same across the entire EXIT family.
In EXIT: The Game – The Polar Station (simply referred to as just EXIT from hereon out), you are a member of a research team stationed in the Arctic. One morning, the evacuation alarm goes off unexpectedly, and everyone makes a break for the helicopters. Just one problem for your crew – your exit door is already locked and sealed! You make your way to another section of the lab to look for an alternate escape route. What you find is a room full of locked drawers/doors. You must quickly crack these codes, in hopes that the materials contained within will aid you in your attempts to escape before the final rescue helicopter takes off.
To setup for a game, sort the cards into their appropriate decks – Riddle cards, Answer cards, and Help cards. Place the Decoder disk and the Book in the center of the table. Leave the other items in the game box, to be introduced later in the gameplay. You will also most likely need a pen/pencil and paper to help you as you solve the riddles. And bam! You’re ready to start. You may then open the Book and begin the game. The game ends if or when players are able to successfully solve all of the riddles/puzzles and make their escape from the polar station.
Without spoilers, that’s basically as much detail as I can provide. Over the course of the gameplay, players will be using the pages of the Book to find clues, solve puzzles, or even identify secret symbols. Riddle cards will be drawn and used as ciphers, puzzles, or clues to help crack a code. When you think you have the correct 3-digit code for a specific Riddle Card, enter the code onto the Decoder disk. The disk will then provide the number of an Answer card, which you will draw and check to see if you were correct or incorrect. If your answer is incorrect, you simply keep trying to solve the Riddle card. If your answer is correct, you will then be instructed to draw other Riddle Cards, or the other items from the game box, and will continue with these new puzzles. If at any point in time you feel stuck, you may draw a Help card for the corresponding puzzle. The first and second Help cards will give you hints, and the final Help card will tell you the solution to the puzzle. Draw these sparingly if you can, as they affect your end-game score!
When all puzzles/riddles/codes have been completed and cracked, the game is over. Players will then check the rulebook to see how many Stars were earned, out of 10. The number of Help cards you use, as well as how much time you took to complete the game, will affect the overall score.
All in all, I think that EXIT is a unique game. The games of the series have varying difficulty levels, and this particular EXIT is rated a 3 out of 5. So this one isn’t the most difficult game in the bunch, but it wasn’t easy either! All of the puzzles require creative solutions, and the answers are rarely ever as straight-forward as they appear. Some puzzles are more logical than others, while some require you to physically manipulate components to be used in creative ways. I guess that’s as good a segue as any to get into components. This game consists of a deck of cards, a Decoder disk, a Book, and a couple of special ‘items.’ All decent quality overall. But here’s the thing – you will have to bend/cut/manipulate/destroy many of the components to help you in your mission to solve the riddles. So this game is literally a one-and-done. It cannot be played again.
Did I enjoy my play of this EXIT game? Yes. It was uniquely challenging, while forcing me to think creatively when addressing the different riddles. The method used to solve one riddle is not necessarily the same to solve the next, so you have be able to adjust on the fly. And often times you will have several riddles in play at once, so you have to decide which to address and when, when do you have the right information, which riddle it goes with, etc.
The biggest drawback for me is that it cannot be played again, The fact that you have to alter the components to a point of destroying the original card is something that was personally hard for me to get used to. I try to keep all my games so nice and pristine, that having to cut a card apart was tough! I got over it though. Having played a couple of the EXIT games, as well as a few of the Unlock! games, I would have to say I prefer the Unlock! system. The puzzles are just as challenging and creative, but you do not need to alter components to complete the game. That way, I can pass along an Unlock! game to a friend, as opposed to just tossing this EXIT game right in the recycling bin. I might pick up another EXIT game if I had a specific group/game night in mind, but in general I don’t think I’ll be grabbing any more of these, for the lack of replayability alone. The gameplay itself is pretty great, but the fact that I can’t play it again is a con I can’t ignore. Purple Phoenix Games gives this one a chilling 4 / 6.
Gareth von Kallenbach (980 KP) rated the PC version of Call of Duty: Ghosts in Video Games
Jun 19, 2019
Call of Duty: Ghosts is the latest installment in the commonly popular series and the first design with the next generation of consoles in mind. The 10th main game in the series is brought to life by series creator Infinity Ward with assistance from Raven and Neversoft, was written by Academy award-winning writer-director Stephen Gaghan who lists “Traffic” and “Syrianna” among his many credits.
Starting a whole new story arc, the game is set in the near future when a group of militants from the Latin American-based power conglomerate called the Federation, launch a surprise attack on a space station and unleash a devastating attack upon cities of the American Southwest that utterly destroys many of them in the process. The game jumps forward in time and follows the exploits of two brothers named Logan and David who nearly escaped the destruction of San Diego and 10 years later find the remaining American forces fighting a war against the ever-expanding Federation forces. When a rescue mission goes awry, Logan and David find themselves recruited by their father Elias into an elite Ghost Squad unit who soon discover that members of their unit are being hunted down by a former member named Rorke who was assumed killed on a mission many years earlier. The fact that Rorke may also be behind the attack on the United States as well as a big cog in the Federation’s plans springs the team into action with the fate of the United States hanging in the balance.
Players will play as various characters and assume control of everything from remote operated weaponry, Apache helicopters, tanks, and even a German shepherd named Riley who is a very welcome addition to the series. The heavily modified engine produces some amazing graphics in the game especially during some of the more scenic locales ranging from underwater missions to snow-covered landscapes as well as desolate cities such as Vegas and San Diego. Playing on the PC, did require a bit of patience at launch as the graphics did not seem up to par with what we’ve come to expect from the series much less a next-generation tweaking of the engine. Thankfully the game was soon patched and the graphics stepped up considerably although in multiplayer there were some frustrating moments where the mouse was not recognized and I had to do a series of workarounds until a patch resolved the issue. I still have occasional issues with the system wanting to reset the graphics down to the base level even though my card is more than capable of running the high-level graphics setting. This is a very minor annoyance though as I am able to customize the controls and settings anyway that I like and the gameplay is absolutely phenomenal as the developers clearly put an emphasis on a higher frame rate and smoother gameplay experience.
Fans of the series will know what to expect as there are a lot of familiar touches such is the wave-based attacks, stealth missions, and at the gun battles that are signature of the series. Early in the game, many moments seem to have been almost carbon copies of earlier games but thankfully the game finds stride roughly at the midway point and presses the accelerator all the way to the boards for one nonstop thrill ride which includes an epic finale and some shocking moments along the way not the least of which are the bonus scenes during the credits.
While I was able to complete the solo campaign in just under five hours I did find myself really caught up in the story and the characters which is something that I had not experienced in Black Ops 2 as a largely completed the solo play portion of that game out of obligation rather than compulsion. Absolutely love the space fight sequences as the Zero G combat was great and I would absolutely love to see an entire game set in this environment. I also loved taking control of the tank and running over opponents while unleashing furious amounts of firepower upon all those that crossed my path.
Now multi-play is the bread-and-butter of series and Ghosts definitely has a lot to offer in this category. From the co-op missions to the alien infested “Extinction” mode for up to four players battle against hordes of aliens for survival the game truly has something for everyone. Fans will be happy to know that in addition to the standard Death Match, Team Death Match, Kill Confirmed, and Domination modes there are five other modes which include Infected, Blitz, Search and Rescue, Search and Destroy, and Cranked as well as the standard and Hardcore modes of play.
Customization has long been a big part of the series and this timeout players can play is either a male or female character and have the option to customize the look of their player and online matches down to the type of headgear and uniform that they wear. As with previous games in the series, players are awarded points for kills, assists, and other challenges and actions during gameplay which allow them to rank up and obtain new weaponry, perks, and kill streak rewards. While I did find the customization menus took a little bit to get used to after being so familiar with the ones in the previous games, I soon was up and running and found plenty of options to my liking and I continue to experiment with various configurations to date.
The online maps are fantastic and full of detail however some of them appear to not have the same graphical wow as others because most of them absolutely blow you away and are filled with all sorts of nice touches such as dust and particle effects which have caused players with itchy trigger fingers to jump at shadows and shooter the paper flowing in the wind. The biggest complaint many people have with the maps is that they are extremely large in size and would be better suited for larger teams rather than the current number that is limited for online play. I specifically enjoy one in the snow as well as one set in a devastated city complete with leaning and partially destroyed buildings which allow endless opportunity to get the drop on your opponent especially from many floors up.
While I had some initial frustrations with the game, they quickly vanished and the more time I spent with it the more I was drawn into the characters and storyline as well as the multi-play versatility of the game. Well if used frustrations remain I have no doubt they will be patched eventually, and while I would’ve liked a slightly longer story mode what was presented was absolutely epic and delivered one of the best call of duty experiences to date.
I highly recommend the game and encourage people to focus on the many things that the game and gets right instead of lamenting about things that you wish they were included or what you feel was done wrong because it is a phenomenal ride that is not to be missed.
http://sknr.net/2013/11/17/call-of-duty-ghosts/
Starting a whole new story arc, the game is set in the near future when a group of militants from the Latin American-based power conglomerate called the Federation, launch a surprise attack on a space station and unleash a devastating attack upon cities of the American Southwest that utterly destroys many of them in the process. The game jumps forward in time and follows the exploits of two brothers named Logan and David who nearly escaped the destruction of San Diego and 10 years later find the remaining American forces fighting a war against the ever-expanding Federation forces. When a rescue mission goes awry, Logan and David find themselves recruited by their father Elias into an elite Ghost Squad unit who soon discover that members of their unit are being hunted down by a former member named Rorke who was assumed killed on a mission many years earlier. The fact that Rorke may also be behind the attack on the United States as well as a big cog in the Federation’s plans springs the team into action with the fate of the United States hanging in the balance.
Players will play as various characters and assume control of everything from remote operated weaponry, Apache helicopters, tanks, and even a German shepherd named Riley who is a very welcome addition to the series. The heavily modified engine produces some amazing graphics in the game especially during some of the more scenic locales ranging from underwater missions to snow-covered landscapes as well as desolate cities such as Vegas and San Diego. Playing on the PC, did require a bit of patience at launch as the graphics did not seem up to par with what we’ve come to expect from the series much less a next-generation tweaking of the engine. Thankfully the game was soon patched and the graphics stepped up considerably although in multiplayer there were some frustrating moments where the mouse was not recognized and I had to do a series of workarounds until a patch resolved the issue. I still have occasional issues with the system wanting to reset the graphics down to the base level even though my card is more than capable of running the high-level graphics setting. This is a very minor annoyance though as I am able to customize the controls and settings anyway that I like and the gameplay is absolutely phenomenal as the developers clearly put an emphasis on a higher frame rate and smoother gameplay experience.
Fans of the series will know what to expect as there are a lot of familiar touches such is the wave-based attacks, stealth missions, and at the gun battles that are signature of the series. Early in the game, many moments seem to have been almost carbon copies of earlier games but thankfully the game finds stride roughly at the midway point and presses the accelerator all the way to the boards for one nonstop thrill ride which includes an epic finale and some shocking moments along the way not the least of which are the bonus scenes during the credits.
While I was able to complete the solo campaign in just under five hours I did find myself really caught up in the story and the characters which is something that I had not experienced in Black Ops 2 as a largely completed the solo play portion of that game out of obligation rather than compulsion. Absolutely love the space fight sequences as the Zero G combat was great and I would absolutely love to see an entire game set in this environment. I also loved taking control of the tank and running over opponents while unleashing furious amounts of firepower upon all those that crossed my path.
Now multi-play is the bread-and-butter of series and Ghosts definitely has a lot to offer in this category. From the co-op missions to the alien infested “Extinction” mode for up to four players battle against hordes of aliens for survival the game truly has something for everyone. Fans will be happy to know that in addition to the standard Death Match, Team Death Match, Kill Confirmed, and Domination modes there are five other modes which include Infected, Blitz, Search and Rescue, Search and Destroy, and Cranked as well as the standard and Hardcore modes of play.
Customization has long been a big part of the series and this timeout players can play is either a male or female character and have the option to customize the look of their player and online matches down to the type of headgear and uniform that they wear. As with previous games in the series, players are awarded points for kills, assists, and other challenges and actions during gameplay which allow them to rank up and obtain new weaponry, perks, and kill streak rewards. While I did find the customization menus took a little bit to get used to after being so familiar with the ones in the previous games, I soon was up and running and found plenty of options to my liking and I continue to experiment with various configurations to date.
The online maps are fantastic and full of detail however some of them appear to not have the same graphical wow as others because most of them absolutely blow you away and are filled with all sorts of nice touches such as dust and particle effects which have caused players with itchy trigger fingers to jump at shadows and shooter the paper flowing in the wind. The biggest complaint many people have with the maps is that they are extremely large in size and would be better suited for larger teams rather than the current number that is limited for online play. I specifically enjoy one in the snow as well as one set in a devastated city complete with leaning and partially destroyed buildings which allow endless opportunity to get the drop on your opponent especially from many floors up.
While I had some initial frustrations with the game, they quickly vanished and the more time I spent with it the more I was drawn into the characters and storyline as well as the multi-play versatility of the game. Well if used frustrations remain I have no doubt they will be patched eventually, and while I would’ve liked a slightly longer story mode what was presented was absolutely epic and delivered one of the best call of duty experiences to date.
I highly recommend the game and encourage people to focus on the many things that the game and gets right instead of lamenting about things that you wish they were included or what you feel was done wrong because it is a phenomenal ride that is not to be missed.
http://sknr.net/2013/11/17/call-of-duty-ghosts/
The Bandersnatch (199 KP) rated Dracula in Books
Nov 7, 2019
Dracula was written by author Bram Stoker during the late 1890's and is set around the character of Dracula and his attempt to move from Transylvania to England so he can spread the curse of the undead (I.e. the creation of more vampires). English solicitor Jonathan Harker who'd originally gone to Transylvania to be legal aide for Dracula stops him with the help of Van Helsing and others which ends the life of one of them – Quincey-, the book ends with a note from Jonathan Harker that several people lived happily married and Jonathan has a son nicknamed for Quincey.
Dracula was published in London in May 1897 by Archibald Constable & Company and was later copyrighted in the U.S in 1899 and published by Doubleday & McClure of New York. Despite having decent praise form reviewers it wasn't an immediate bestseller. Although the English newspaper the Daily Mail ranked Stoker's writing prowess in Dracula above that of Mary Shelly, Edgar Allen Poe and Emily Bronte's Wuthering heights. Unfortunately it didn't make Stoker that much money and he'd had to petition for a compassionate grant from the royal literary fund. When he died his widow was forced to sell his notes and outlines of the book at an auction in 1913. It was the unauthorised adaption of Nosferatu by F. W. Murnau in 1922 and the resulting legal battle made when Stokers widow took affront that the novels popularity began to grow.
Before writing Dracula Bram Stoker had been researching European folklore and stories of vampires having been most influenced by Emily Gerard's “Transylvania Superstitions” 1885 essay...which included content about the vampire myth. Some historians insist that Vlad iii Dracula (More commonly known as Vlad the impaler) was the model for Stokers count but there's been no supporting evidence to make that true. According to one expert Stoker only borrowed the barest minimum of information of the Wallachian tyrant and he's not even mentioned in Stokers notes. Stoker was a member of the London library during the 1890's where books by Sabine Baring-Gould, Thomas Browne, AF Crosse and Charles Boner are attributed to Stokers research. Stoker would later claim he'd had a nightmare caused by over-eating crab meat about a “Vampire king” rising from his grave. Whitby on the Yorkshire coast contributed its landscape since Bram Stoker often holidayed there during the summer.
Dracula wasn't Stokers first choice as title for the story since he cycled through The Dead Un-Dead then simply the Un-Dead the count wasn't even supposed to be Count Dracula having had the name Count Wampyr for several drafts before Stoker became intrigued by the name Dracula. After reading “An account of the principles of Wallachia and Moldavia with political observations relative to them” written by author William Wilkinson (Published in 1820). the descendants of Vlad ii of Wallachia took the name Dracula or Dracul after being invested in the Order of the Dragon in 1431. In the old Romanian language the word Dracul mean “the Dragon” and Dracula meant “Son of the Dragon”. Nowadays however Dracul means “the Devil”
Whilst Dracula is known as THE Vampire novel its not the first. Johan Wolfgang Von Goethe had his book the Bride of Corinth published in 1797, 1871's Carmilla (a story about a lesbian vampire) was written by Sheridan Le Frau and James Malcolm Rymer's penny dreadful series Venny the Vampire was a product from the mid Victorian period. Even John Polidori created an image of a vampyric aristocrat in his 1819 story The Vampyre when he spent a summer with Merry Shelly (creator of Frankenstein) and her poet husband Percy Bysshe Shelly and Lord Bryon in 1816.
I really love Dracula. It showed the madness, the ethereal quality and the ultimate danger of what a vampire could do. Like many other goth inclined teenagers trying to find their feet in the world Dracula definitely added its two cents to my self worth and love of all things macabre. The fact it was written by a Victorian writer has added a unusual depth to the story as only a Victorian writer could. The culture of the Vampire has become deep rooted and wide spread in its acceptance and Dracula has definitely spearheaded such a phenomenon.
Abraham “Bram” Stoker was Born in Dublin, Ireland on the 8th of November 1847, He was the third of seven children born to Abraham and Charlotte Stoker and was bedridden with an unknown illness until he recovered at seven. He started schooling at a private school run by the Reverend William Woods and grew up without serious illness. Stoker excelled at sports at Trinity College Dublin having graduated in 1870 with a BA (Bachelor of Arts). He was an Auditor of the College Historical Society and the president of the University Philosophical Society where his first paper was on Sensationalism in fiction and society.
Thanks to his friend Dr. Maunsell, Stoker became interested in the theatre as a student and whilst working for the Irish civil service he became a theatre critic for the Dublin evening mail where he attracted notice for the quality of his reviews. Stoker gave a favourable review of Henry Irving's adaption of Hamlet in December 1876, this prompted Irving to invite him to dinner where they ended up becoming friends. Stoker wrote The Crystal Cup which was published by the London society in 1872 and The chain of Destiny which was released in four parts in the Shamrock. Stoker also wrote the non-fiction book the duties of clerks of petty sessions in Ireland which was published in 1879.
Bram stoker married Florence Balcombe the daughter of a lieutenent-colonel in 1978 and they moved to London. Where Stoker ended up the Business manager of the Lyceum theatre as well as manager for Henry Irving- a position he held for 27 years. Despite being a very busy man Stoker ended up writing several novels (as well as Dracula) Including The Snakes pass in 1890, the lady of the shroud in 1909 and the lair of the white worm in 1911. when Henry Irving died in 1906 he published his personal reminiscences of Henry Irving. Stoker also managed productions at the Prince of Wales theatre.
Bram stoker died after a series of strokes in London on April 20th 1912, the cause of death is split between the possibility of Tertiary Syphilis or overwork. He was cremated and was placed in a display urn at Golders Green Crematorium in North London, he was later joined by the ashes of his Son Irving Noel Stoker in 1961, his wife Florence was meant to join them but her ashes were scattered at the Gardens of rest.
Stoker was honoured with a Google Doogle (the banner on goggles homepage) on November 8th 2012 commemorating the 165th anniversary of his birth. An annual festival in honour of Bram Stoker happens in Dublin, its supported by the Bram stoker estate and was/is usually funded by Dublin City Council and Failte Ireland.
My opinion of Bran stoker is that of a decent hard working man who loved life. Stoker epitomises the phrases of “a man on a mission” and “a man who hussles”. Having worked extremely hard both creatively as a novelist and business wise as a theatre manager Stoker pretty much showed that if you work hard you could pretty much do anything you set your mind to.
And there you have it a book for all the ages, definitely under the banner of AWESOME!!!.
Dracula was published in London in May 1897 by Archibald Constable & Company and was later copyrighted in the U.S in 1899 and published by Doubleday & McClure of New York. Despite having decent praise form reviewers it wasn't an immediate bestseller. Although the English newspaper the Daily Mail ranked Stoker's writing prowess in Dracula above that of Mary Shelly, Edgar Allen Poe and Emily Bronte's Wuthering heights. Unfortunately it didn't make Stoker that much money and he'd had to petition for a compassionate grant from the royal literary fund. When he died his widow was forced to sell his notes and outlines of the book at an auction in 1913. It was the unauthorised adaption of Nosferatu by F. W. Murnau in 1922 and the resulting legal battle made when Stokers widow took affront that the novels popularity began to grow.
Before writing Dracula Bram Stoker had been researching European folklore and stories of vampires having been most influenced by Emily Gerard's “Transylvania Superstitions” 1885 essay...which included content about the vampire myth. Some historians insist that Vlad iii Dracula (More commonly known as Vlad the impaler) was the model for Stokers count but there's been no supporting evidence to make that true. According to one expert Stoker only borrowed the barest minimum of information of the Wallachian tyrant and he's not even mentioned in Stokers notes. Stoker was a member of the London library during the 1890's where books by Sabine Baring-Gould, Thomas Browne, AF Crosse and Charles Boner are attributed to Stokers research. Stoker would later claim he'd had a nightmare caused by over-eating crab meat about a “Vampire king” rising from his grave. Whitby on the Yorkshire coast contributed its landscape since Bram Stoker often holidayed there during the summer.
Dracula wasn't Stokers first choice as title for the story since he cycled through The Dead Un-Dead then simply the Un-Dead the count wasn't even supposed to be Count Dracula having had the name Count Wampyr for several drafts before Stoker became intrigued by the name Dracula. After reading “An account of the principles of Wallachia and Moldavia with political observations relative to them” written by author William Wilkinson (Published in 1820). the descendants of Vlad ii of Wallachia took the name Dracula or Dracul after being invested in the Order of the Dragon in 1431. In the old Romanian language the word Dracul mean “the Dragon” and Dracula meant “Son of the Dragon”. Nowadays however Dracul means “the Devil”
Whilst Dracula is known as THE Vampire novel its not the first. Johan Wolfgang Von Goethe had his book the Bride of Corinth published in 1797, 1871's Carmilla (a story about a lesbian vampire) was written by Sheridan Le Frau and James Malcolm Rymer's penny dreadful series Venny the Vampire was a product from the mid Victorian period. Even John Polidori created an image of a vampyric aristocrat in his 1819 story The Vampyre when he spent a summer with Merry Shelly (creator of Frankenstein) and her poet husband Percy Bysshe Shelly and Lord Bryon in 1816.
I really love Dracula. It showed the madness, the ethereal quality and the ultimate danger of what a vampire could do. Like many other goth inclined teenagers trying to find their feet in the world Dracula definitely added its two cents to my self worth and love of all things macabre. The fact it was written by a Victorian writer has added a unusual depth to the story as only a Victorian writer could. The culture of the Vampire has become deep rooted and wide spread in its acceptance and Dracula has definitely spearheaded such a phenomenon.
Abraham “Bram” Stoker was Born in Dublin, Ireland on the 8th of November 1847, He was the third of seven children born to Abraham and Charlotte Stoker and was bedridden with an unknown illness until he recovered at seven. He started schooling at a private school run by the Reverend William Woods and grew up without serious illness. Stoker excelled at sports at Trinity College Dublin having graduated in 1870 with a BA (Bachelor of Arts). He was an Auditor of the College Historical Society and the president of the University Philosophical Society where his first paper was on Sensationalism in fiction and society.
Thanks to his friend Dr. Maunsell, Stoker became interested in the theatre as a student and whilst working for the Irish civil service he became a theatre critic for the Dublin evening mail where he attracted notice for the quality of his reviews. Stoker gave a favourable review of Henry Irving's adaption of Hamlet in December 1876, this prompted Irving to invite him to dinner where they ended up becoming friends. Stoker wrote The Crystal Cup which was published by the London society in 1872 and The chain of Destiny which was released in four parts in the Shamrock. Stoker also wrote the non-fiction book the duties of clerks of petty sessions in Ireland which was published in 1879.
Bram stoker married Florence Balcombe the daughter of a lieutenent-colonel in 1978 and they moved to London. Where Stoker ended up the Business manager of the Lyceum theatre as well as manager for Henry Irving- a position he held for 27 years. Despite being a very busy man Stoker ended up writing several novels (as well as Dracula) Including The Snakes pass in 1890, the lady of the shroud in 1909 and the lair of the white worm in 1911. when Henry Irving died in 1906 he published his personal reminiscences of Henry Irving. Stoker also managed productions at the Prince of Wales theatre.
Bram stoker died after a series of strokes in London on April 20th 1912, the cause of death is split between the possibility of Tertiary Syphilis or overwork. He was cremated and was placed in a display urn at Golders Green Crematorium in North London, he was later joined by the ashes of his Son Irving Noel Stoker in 1961, his wife Florence was meant to join them but her ashes were scattered at the Gardens of rest.
Stoker was honoured with a Google Doogle (the banner on goggles homepage) on November 8th 2012 commemorating the 165th anniversary of his birth. An annual festival in honour of Bram Stoker happens in Dublin, its supported by the Bram stoker estate and was/is usually funded by Dublin City Council and Failte Ireland.
My opinion of Bran stoker is that of a decent hard working man who loved life. Stoker epitomises the phrases of “a man on a mission” and “a man who hussles”. Having worked extremely hard both creatively as a novelist and business wise as a theatre manager Stoker pretty much showed that if you work hard you could pretty much do anything you set your mind to.
And there you have it a book for all the ages, definitely under the banner of AWESOME!!!.
Purple Phoenix Games (2266 KP) rated Tail Story in Tabletop Games
Jul 1, 2020
The saying goes, “If you can dream it, you can achieve it.” I know there were points in my life when I wanted to be a rock star, a zookeeper, or even a professional mascot. But who says that dreams only apply to people? Our beloved pets can dream too! Haven’t you ever seen a sleeping pup, legs twitching from an imaginary chase? Or caught your cat prowling around, as if on a secret mission? What do animals dream about? Well, Tail Story allows you to create dreams and achieve the impossible with your chosen pet!
Disclaimer: We were provided with a preview copy of Tail Story for the purposes of this review. Some of the components pictured are not final, and will be addressed in production. Also, I do not intend to rehash the entire rulebook, but rather provide an overview of the rules and game flow. -L
Tail Story is a competitive card game in which players are racing to become the most memorable pet in history! How? By partaking in various events and gathering a total of 4 Achievements. Here’s how it works. To setup, each player takes a player mat, and randomly draws a Queue Card. Players then get to choose a Character card – a pet from either the Canine, Feline, or Rodent & Friends type. Shuffle the Event cards, deal 15 to each player, everyone draws 5 cards to their hand, and the game is ready to begin! The player who drew Queue Card 1 is the first player, and play continues in numerical order.
Each turn consists of 5 steps: Draw, Play, Bonus, Deck Check, and End of Turn. The first step is always to Draw 1 card from your deck. In the Play Step, you choose one action to perform. Each player has 2 Action Points (AP) per turn, and those are spent here in the Play Step. All Event cards require either 1 or 2 AP to play, and the other standard actions in the Play Step require either 0 or 1 AP to perform (Check out the Reference Cards pictured below to see the possible actions). After performing 1 action, you move to the Bonus Step, where a player may choose to activate a Bonus ability. The Deck Check step is next. All players count how many cards remain in their Draw piles. If all decks still have at least 1 card, you jump back to the Play Step and perform another action. If any deck is out of cards, that player reshuffles their discard pile, and places a card from their hand face-down on their player mat to signify that they have collected an Achievement. Even if another player collects an Achievement on your turn, play then returns to you, and you jump back to the Play Step again. The last step is the End of Turn – a player decides to be done and ends their turn, discarding their hand down to 5 cards. The game ends when a player has collected their 4th Achievement.
Here’s a neat twist though – whenever you play a card, any opponent can choose to play a Stop card to prevent you from performing that action! And then, if you have a Stop card too, you could play it to cancel out their Stop card. This twist adds a strategic and competitive element to the game that elevates it to the next level. There’s a fun little element of role-play too that encourages you to get into your animal character – I’ll leave that for you to discover on your own!
I know that seems like quite a lot, but once you get into the swing of things, Tail Story plays pretty quickly. One thing I particularly like about this game is that it requires a decent amount of strategy. Everyone is racing to get through their Draw decks and collect Achievements, while at the same time hindering the progress of their opponents. Are you willing to risk a valuable Stop card to cancel the action of an opponent and hope that they don’t play a Stop card back to you? Should you play a card that could activate your Bonus ability now or wait for your next action to pull a fast one over on your opponents? Your strategy has to be adjustable on the fly depending on what cards your opponents are playing. There is no single right strategy to win, and the riskiness makes the game more exciting and engaging.
Another thing I really like about Tail Story is that there are really only 4 different Event cards that can be played. Yes, the artwork may vary, but ultimately the actions are the same. They rely on key text and color coding to communicate their uses, and after a few rounds, recognizing those effects is easy. One thing I wish is that the reference cards had these effect explanation instead of only being listed in the rulebook. Just for a quick glance if you need a reminder instead of having to look back in the rules for the full text. The reference cards do have the Turn Steps and possible Actions on them, which are helpful – don’t get me wrong!
I would recommend Tail Story at the higher player counts for maximum enjoyment. With only 2 players, it feels like it drags on a bit because it is only a back-and-forth game. With 3-4 players, you have more opponents with which to interact, and playing cards against others doesn’t feel as targeted and keeps the game play more light-hearted than cut-throat.
Let’s talk about components. As I mentioned earlier, this is only a preview copy of the game, so some elements are still not finalized. The player mats are only paper right now, but I anticipate that they will be sturdier in final production. That being said, the information on the player mats is awesome. They provide enough information to understand where everything goes, while not being so wordy that they are confusing. I am excited to see what kind of color scheme they come up with for the player mats, to match the artwork of the cards. On to the cards – they are amazing. For starters, the cards are nice, sturdy, and thick. Definitely a game that will not easily succumb to bent corners or torn cards. The actual artwork of the cards is perfect. Each card is detailed, colorful, and appropriate for their respective card names. Probably the coolest part of the cards is that they all have a holographic finish on them. This really makes the artwork pop and makes you admire every card instead of just reading the text. That being said, the holographic finish makes the cards stick together a little more – not a huge detriment, but something to be aware of and careful with when drawing or playing cards! The game box is a cute little box with a magnet closure that is perfect for easy transportation.
Overall, I would say that I love Tail Story. It’s fun, fast-paced, strategic, and exciting. Being able to choose from 3 Character types (Canine, Feline, Rodent & Friends) gives you the opportunity to play a different game, with a different strategy, every time. With more plays, the special text of cards is engrained in your head, which means that it can play even faster and with no interruptions to check rules. It’s definitely a memorable game, and one that I can see myself pulling out often on game nights. I am excited to see this campaign launch, and for the sake of all animal dreams out there, you should check it out!
Disclaimer: We were provided with a preview copy of Tail Story for the purposes of this review. Some of the components pictured are not final, and will be addressed in production. Also, I do not intend to rehash the entire rulebook, but rather provide an overview of the rules and game flow. -L
Tail Story is a competitive card game in which players are racing to become the most memorable pet in history! How? By partaking in various events and gathering a total of 4 Achievements. Here’s how it works. To setup, each player takes a player mat, and randomly draws a Queue Card. Players then get to choose a Character card – a pet from either the Canine, Feline, or Rodent & Friends type. Shuffle the Event cards, deal 15 to each player, everyone draws 5 cards to their hand, and the game is ready to begin! The player who drew Queue Card 1 is the first player, and play continues in numerical order.
Each turn consists of 5 steps: Draw, Play, Bonus, Deck Check, and End of Turn. The first step is always to Draw 1 card from your deck. In the Play Step, you choose one action to perform. Each player has 2 Action Points (AP) per turn, and those are spent here in the Play Step. All Event cards require either 1 or 2 AP to play, and the other standard actions in the Play Step require either 0 or 1 AP to perform (Check out the Reference Cards pictured below to see the possible actions). After performing 1 action, you move to the Bonus Step, where a player may choose to activate a Bonus ability. The Deck Check step is next. All players count how many cards remain in their Draw piles. If all decks still have at least 1 card, you jump back to the Play Step and perform another action. If any deck is out of cards, that player reshuffles their discard pile, and places a card from their hand face-down on their player mat to signify that they have collected an Achievement. Even if another player collects an Achievement on your turn, play then returns to you, and you jump back to the Play Step again. The last step is the End of Turn – a player decides to be done and ends their turn, discarding their hand down to 5 cards. The game ends when a player has collected their 4th Achievement.
Here’s a neat twist though – whenever you play a card, any opponent can choose to play a Stop card to prevent you from performing that action! And then, if you have a Stop card too, you could play it to cancel out their Stop card. This twist adds a strategic and competitive element to the game that elevates it to the next level. There’s a fun little element of role-play too that encourages you to get into your animal character – I’ll leave that for you to discover on your own!
I know that seems like quite a lot, but once you get into the swing of things, Tail Story plays pretty quickly. One thing I particularly like about this game is that it requires a decent amount of strategy. Everyone is racing to get through their Draw decks and collect Achievements, while at the same time hindering the progress of their opponents. Are you willing to risk a valuable Stop card to cancel the action of an opponent and hope that they don’t play a Stop card back to you? Should you play a card that could activate your Bonus ability now or wait for your next action to pull a fast one over on your opponents? Your strategy has to be adjustable on the fly depending on what cards your opponents are playing. There is no single right strategy to win, and the riskiness makes the game more exciting and engaging.
Another thing I really like about Tail Story is that there are really only 4 different Event cards that can be played. Yes, the artwork may vary, but ultimately the actions are the same. They rely on key text and color coding to communicate their uses, and after a few rounds, recognizing those effects is easy. One thing I wish is that the reference cards had these effect explanation instead of only being listed in the rulebook. Just for a quick glance if you need a reminder instead of having to look back in the rules for the full text. The reference cards do have the Turn Steps and possible Actions on them, which are helpful – don’t get me wrong!
I would recommend Tail Story at the higher player counts for maximum enjoyment. With only 2 players, it feels like it drags on a bit because it is only a back-and-forth game. With 3-4 players, you have more opponents with which to interact, and playing cards against others doesn’t feel as targeted and keeps the game play more light-hearted than cut-throat.
Let’s talk about components. As I mentioned earlier, this is only a preview copy of the game, so some elements are still not finalized. The player mats are only paper right now, but I anticipate that they will be sturdier in final production. That being said, the information on the player mats is awesome. They provide enough information to understand where everything goes, while not being so wordy that they are confusing. I am excited to see what kind of color scheme they come up with for the player mats, to match the artwork of the cards. On to the cards – they are amazing. For starters, the cards are nice, sturdy, and thick. Definitely a game that will not easily succumb to bent corners or torn cards. The actual artwork of the cards is perfect. Each card is detailed, colorful, and appropriate for their respective card names. Probably the coolest part of the cards is that they all have a holographic finish on them. This really makes the artwork pop and makes you admire every card instead of just reading the text. That being said, the holographic finish makes the cards stick together a little more – not a huge detriment, but something to be aware of and careful with when drawing or playing cards! The game box is a cute little box with a magnet closure that is perfect for easy transportation.
Overall, I would say that I love Tail Story. It’s fun, fast-paced, strategic, and exciting. Being able to choose from 3 Character types (Canine, Feline, Rodent & Friends) gives you the opportunity to play a different game, with a different strategy, every time. With more plays, the special text of cards is engrained in your head, which means that it can play even faster and with no interruptions to check rules. It’s definitely a memorable game, and one that I can see myself pulling out often on game nights. I am excited to see this campaign launch, and for the sake of all animal dreams out there, you should check it out!