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Ali A (82 KP) rated The Poison Season in Books
Dec 8, 2022
If an outsider somehow makes it onto Endla they’re given a choice of death: the Forest or the lake.
Leelo was born and raised coexisting with the Wandering Forest located on the small island of Endla, and as much as she loves her community, she struggles with the fact that because her brother is an incanto, one without magic, he will be exiled by his next birthday.
When Leelo sees an outsider on the verge of drowning, she knows what she’s supposed to do - but in an instant, Leelo betrays everything she’s ever grown up. This leads to discoveries and consequences for both Leelo and the outsider, Jaren. But, as they grow closer, Leelo begins to question every fabric of her life.
I really enjoyed the premise of this novel - a creepy, evil forest that kills outsiders? Sign me up! Mara Rutherford did an amazing job at world building in this novel and establishing Leelo as a character. Because of how established she was, when Leelo begins to question her beliefs and lifestyle, it makes the book all the more interesting. It also gives you a bit of a chance to piece together your assumptions of the puzzle pieces Leelo is gathering and it was kind of fun to be able to say, “I knew it…”, when some of it came together.
The romance aspect of this novel is kind of what I would expect from a YA - not exactly instant love, but it was kind of close to it. But, Leelo and Jaren were sweet and I actually enjoyed their relationship and how they learned about each other and though it felt a little rushed, I still was rooting for them.
Overall, I think anyone who loves a good fantasy romance would greatly enjoy this book. And, even if you don’t like romance novels, I still think fantasy readers would enjoy the world building Rutherford has done.
*Thank you Inkyard Press for an advance copy of this book in exchange for an honest review
Leelo was born and raised coexisting with the Wandering Forest located on the small island of Endla, and as much as she loves her community, she struggles with the fact that because her brother is an incanto, one without magic, he will be exiled by his next birthday.
When Leelo sees an outsider on the verge of drowning, she knows what she’s supposed to do - but in an instant, Leelo betrays everything she’s ever grown up. This leads to discoveries and consequences for both Leelo and the outsider, Jaren. But, as they grow closer, Leelo begins to question every fabric of her life.
I really enjoyed the premise of this novel - a creepy, evil forest that kills outsiders? Sign me up! Mara Rutherford did an amazing job at world building in this novel and establishing Leelo as a character. Because of how established she was, when Leelo begins to question her beliefs and lifestyle, it makes the book all the more interesting. It also gives you a bit of a chance to piece together your assumptions of the puzzle pieces Leelo is gathering and it was kind of fun to be able to say, “I knew it…”, when some of it came together.
The romance aspect of this novel is kind of what I would expect from a YA - not exactly instant love, but it was kind of close to it. But, Leelo and Jaren were sweet and I actually enjoyed their relationship and how they learned about each other and though it felt a little rushed, I still was rooting for them.
Overall, I think anyone who loves a good fantasy romance would greatly enjoy this book. And, even if you don’t like romance novels, I still think fantasy readers would enjoy the world building Rutherford has done.
*Thank you Inkyard Press for an advance copy of this book in exchange for an honest review

Merissa (12404 KP) rated Intelligence Check (Dungeons and Dating #3) in Books
May 17, 2022 (Updated Jun 19, 2023)
INTELLIGENCE CHECK is the third book in the Dungeons and Dating series, and it's time for Mase and Hunter. I was 'slightly' excited at the thought of this book and, let me tell you, I was not disappointed.
Mase is a perfect little ray of sunshine... on the outside. Inside, he is dealing with the loss of his twin sister, all the feelings that encompasses, plus normal things like trying to finish school and pay all his bills. Hunter, on the other hand, keeps himself to himself. He doesn't ask much of anyone, knowing all too well the feeling of being let down.
These two! Oh, my days. I love them so much. Two perfect-for-each-other puzzle pieces that slot together with ease. Well, not too much ease, because there's the whole 'issues from the past' to contend with, but you get my meaning. They do have their issues to deal with but they do the mature thing, in that they give each other space when needed, no matter how painful it may be, and communicate with each other.
It's a slow-burn romance in that Hunter isn't prepared to take advantage of Mason when he's drunk. Mason thinks he's been rejected by Hunter, and then Hunter thinks the same when Mason doesn't mention it again. Remember I said they communicated? Yeah, well, maybe not so much to begin with! 😆
This was a fantastic addition to the series that also let me catch up with Roxie and Mel, plus Cal and Julian. Now, I just need to know what's going on with Kelly! A brilliant book that I have no hesitation in highly recommending!!!
** same worded review will appear elsewhere **
* A copy of this book was provided to me with no requirements for a review. I voluntarily read this book, and the comments here are my honest opinion. *
Merissa
Archaeolibrarian - I Dig Good Books!
May 12, 2022
Mase is a perfect little ray of sunshine... on the outside. Inside, he is dealing with the loss of his twin sister, all the feelings that encompasses, plus normal things like trying to finish school and pay all his bills. Hunter, on the other hand, keeps himself to himself. He doesn't ask much of anyone, knowing all too well the feeling of being let down.
These two! Oh, my days. I love them so much. Two perfect-for-each-other puzzle pieces that slot together with ease. Well, not too much ease, because there's the whole 'issues from the past' to contend with, but you get my meaning. They do have their issues to deal with but they do the mature thing, in that they give each other space when needed, no matter how painful it may be, and communicate with each other.
It's a slow-burn romance in that Hunter isn't prepared to take advantage of Mason when he's drunk. Mason thinks he's been rejected by Hunter, and then Hunter thinks the same when Mason doesn't mention it again. Remember I said they communicated? Yeah, well, maybe not so much to begin with! 😆
This was a fantastic addition to the series that also let me catch up with Roxie and Mel, plus Cal and Julian. Now, I just need to know what's going on with Kelly! A brilliant book that I have no hesitation in highly recommending!!!
** same worded review will appear elsewhere **
* A copy of this book was provided to me with no requirements for a review. I voluntarily read this book, and the comments here are my honest opinion. *
Merissa
Archaeolibrarian - I Dig Good Books!
May 12, 2022

Purple Phoenix Games (2266 KP) rated ROVE in Tabletop Games
Nov 20, 2021
A few months back, I had the opportunity to sit down with Jason Tagmire (founder of ButtonShy Games) and talk about the company and the gaming industry. In that interview, Jason had hinted at a cute little solo game that was in the works. And guess what… IT’S HERE! Read on to find out more about ROVE: Results-Oriented Versatile Explorer, hitting the ButtonShy webstore on November 26, 2021!
Disclaimer: We were provided with a copy of this game for the purposes of this preview. This is a final production copy, so what you see pictured is what you would receive in a retail copy. -L
ROVE: Results-Oriented Versatile Explorer (referred to as just ROVE from hereon out) is a solo spatial puzzle game. In the game, you are a ROVE who has crash-landed on a foreign planet. You need to get all your Modules in order to accomplish various Missions, thus performing your programmed duties, before you run out of power! To setup for a game, shuffle the 6 Module cards and place them randomly in a 2×3 grid, ability-side up. Shuffle the remaining double-sided cards Mission-side up to form the Mission deck. Take the top card of the Mission deck and place it to the side to serve as the first Mission of the game. Draw a hand of 5 cards (Movement-side facing you), and the game is ready to begin! Pictured below is the setup for a normal game.
Since this is a solo game, there aren’t really ‘turns,’ but rather you are playing cards, moving Modules, matching patterns, and attempting to complete 7 Missions. At the beginning of the game, the 6 different Modules are setup in a 2×3 grid. Each Mission card has a pattern listed on the right-hand side: with one specific Module highlighted, and remaining locations where any other Modules may be placed. To complete a Mission, you are going to attempt to arrange the Modules in the specified pattern on the current Mission card. Easy, right? Well, yes. Except moving a Module costs Movement Points (MP), and the different Modules have restrictions/rules as to how they can move. For example, the Brain Module can only move orthogonally, while the Laser Module can move in any direction, orthogonally or diagonally. Pictured below are some of the game components for clarity of understanding.
After taking a look at the current Mission, you will begin this spatial puzzle. The cards in your hand will provide a number of MP. Each card offers 2 different amount of MP. The number on the upper half is the base MP for the card, the middle of the card shows an arrangement of Modules, and the lower half of the card also shows a number of MP. If your Modules match the pattern on the card when you play it, you gain the lower number of MP, which is usually substantially larger than the upper number. Select a card from your hand to play, and then move the Modules using the provided MP following their movement restrictions. When you have used all the MP of a card, check to see if the Mission has been completed. If it has been, then great! You now take the top card of the Mission deck and add it to the current Mission card, covering the completed pattern. The new card shows a pattern that is your new Mission goal. Draw a card from the deck to add to your hand, and start working towards the new pattern. If you did not yet complete the Mission, play another card from your hand for MP and continue attempting to complete the Mission pattern.
One unique twist to this game is that, along with specific movement restrictions, each Module provides a powerful one-time ability to be used in the game. These abilities vary from allowing you to draw cards, to even swapping two different Modules. Time their use wisely, because once it’s been used, it’s gone for the rest of the game. The game continues in this fashion, of playing cards, moving Modules, and arranging them in specific patterns, until you have successfully completed 7 Missions. When you do so, you win the game! If, however, you run out of MP, cards in hand, or Module abilities before completing your 7th Mission, the game is lost and your ROVE is stuck on this lost planet FOREVER.
If you’ve ready any of my (p)reviews of ButtonShy Games before, you will know that I’m a big fan. Not all of them are complete winners in my eyes, but ROVE is one that exceeded my expectations. When Jason teased this little solo game, I was intrigued. I was expecting just a light little filler-type game with cute artwork. After having played it now, I can assure you that it is so much more. First, let’s talk gameplay. Yes, it’s a solo game, but it is quite challenging for consisting of only 18 cards. This game is a spatial puzzle, and that is the perfect way to describe it. You are trying to visualize your movements, seeing how you can best use your MP to complete the Mission, while not making unnecessary moves. Each Module moves in specific ways, and although a move may seem like the right choice at first, it might not pay off in the long run. You’ve got to be able to think ‘turns’ in advance with placements, and decide which Module to move when and where.
Along with the strategy for completing Missions, your cards in hand can provide bonus MP if your Modules match the printed pattern. So not only are you wanting to match the Mission cards with your Module placements, but you want to also maximize your number of MP by matching Modules to your cards. And let’s touch on the variability of gameplay. With the Modules randomly setup every game, and the deck of Mission cards shuffled, you’re sure to get a different game with every play. You are working towards the active Mission, but you can also see what Mission comes next. Can you complete one while also setting up some placements for the next? Maybe the luck of the shuffle is against you, putting 2 completely opposite Missions back-to-back. Or maybe the cosmos are with you, allowing you to chain together several Missions in a row with minimal movement. There is not a second that you will be disengaged in this game, and it truly is a testament to its design. Along with my copy, I also received a copy of the Fascinating Flora expansion – which adds new Missions and card abilities to the gameplay. No spoilers on that here, but just trust me that the strategic elements are elevated even more.
Components. Obviously, this is a game of 18 cards in one of the famous ButtonShy wallets. Quality of production is excellent, as to be expected from ButtonShy. The layout of the cards is pretty interesting and thematic. When you complete a Mission, the completed pattern is covered by the next Mission card. As the game progresses, this creates a cute little scene of your ROVE traversing the planet while completing its tasks. And on the movement cards themselves, the layout is logical and clear. The artwork is adorable, and I honestly just like looking at the scenes themselves sometimes. All in all, excellent components.
ROVE is quickly climbing the ranks towards being my favorite ButtonShy game. The gameplay is so seemingly simple, yet extremely strategic. That being said, the game plays in about 15 minutes, so it’s not going to take up your night of solo gaming. I guess I would consider this a filler-type game, but don’t let that categorization fool you. There is way more to this game than meets the eye. Also, the theming and artwork are unique and cute – think Wall-E as a solo card game! One of the best parts of this game? It’s coming straight to retail – no waiting for a Kickstarter! Check out the ButtonShy store to grab a copy for yourself. Are you up to the puzzle-y challenge that is ROVE? Try it to find out. I cannot rave about this game enough. (See what I did there?)
Disclaimer: We were provided with a copy of this game for the purposes of this preview. This is a final production copy, so what you see pictured is what you would receive in a retail copy. -L
ROVE: Results-Oriented Versatile Explorer (referred to as just ROVE from hereon out) is a solo spatial puzzle game. In the game, you are a ROVE who has crash-landed on a foreign planet. You need to get all your Modules in order to accomplish various Missions, thus performing your programmed duties, before you run out of power! To setup for a game, shuffle the 6 Module cards and place them randomly in a 2×3 grid, ability-side up. Shuffle the remaining double-sided cards Mission-side up to form the Mission deck. Take the top card of the Mission deck and place it to the side to serve as the first Mission of the game. Draw a hand of 5 cards (Movement-side facing you), and the game is ready to begin! Pictured below is the setup for a normal game.
Since this is a solo game, there aren’t really ‘turns,’ but rather you are playing cards, moving Modules, matching patterns, and attempting to complete 7 Missions. At the beginning of the game, the 6 different Modules are setup in a 2×3 grid. Each Mission card has a pattern listed on the right-hand side: with one specific Module highlighted, and remaining locations where any other Modules may be placed. To complete a Mission, you are going to attempt to arrange the Modules in the specified pattern on the current Mission card. Easy, right? Well, yes. Except moving a Module costs Movement Points (MP), and the different Modules have restrictions/rules as to how they can move. For example, the Brain Module can only move orthogonally, while the Laser Module can move in any direction, orthogonally or diagonally. Pictured below are some of the game components for clarity of understanding.
After taking a look at the current Mission, you will begin this spatial puzzle. The cards in your hand will provide a number of MP. Each card offers 2 different amount of MP. The number on the upper half is the base MP for the card, the middle of the card shows an arrangement of Modules, and the lower half of the card also shows a number of MP. If your Modules match the pattern on the card when you play it, you gain the lower number of MP, which is usually substantially larger than the upper number. Select a card from your hand to play, and then move the Modules using the provided MP following their movement restrictions. When you have used all the MP of a card, check to see if the Mission has been completed. If it has been, then great! You now take the top card of the Mission deck and add it to the current Mission card, covering the completed pattern. The new card shows a pattern that is your new Mission goal. Draw a card from the deck to add to your hand, and start working towards the new pattern. If you did not yet complete the Mission, play another card from your hand for MP and continue attempting to complete the Mission pattern.
One unique twist to this game is that, along with specific movement restrictions, each Module provides a powerful one-time ability to be used in the game. These abilities vary from allowing you to draw cards, to even swapping two different Modules. Time their use wisely, because once it’s been used, it’s gone for the rest of the game. The game continues in this fashion, of playing cards, moving Modules, and arranging them in specific patterns, until you have successfully completed 7 Missions. When you do so, you win the game! If, however, you run out of MP, cards in hand, or Module abilities before completing your 7th Mission, the game is lost and your ROVE is stuck on this lost planet FOREVER.
If you’ve ready any of my (p)reviews of ButtonShy Games before, you will know that I’m a big fan. Not all of them are complete winners in my eyes, but ROVE is one that exceeded my expectations. When Jason teased this little solo game, I was intrigued. I was expecting just a light little filler-type game with cute artwork. After having played it now, I can assure you that it is so much more. First, let’s talk gameplay. Yes, it’s a solo game, but it is quite challenging for consisting of only 18 cards. This game is a spatial puzzle, and that is the perfect way to describe it. You are trying to visualize your movements, seeing how you can best use your MP to complete the Mission, while not making unnecessary moves. Each Module moves in specific ways, and although a move may seem like the right choice at first, it might not pay off in the long run. You’ve got to be able to think ‘turns’ in advance with placements, and decide which Module to move when and where.
Along with the strategy for completing Missions, your cards in hand can provide bonus MP if your Modules match the printed pattern. So not only are you wanting to match the Mission cards with your Module placements, but you want to also maximize your number of MP by matching Modules to your cards. And let’s touch on the variability of gameplay. With the Modules randomly setup every game, and the deck of Mission cards shuffled, you’re sure to get a different game with every play. You are working towards the active Mission, but you can also see what Mission comes next. Can you complete one while also setting up some placements for the next? Maybe the luck of the shuffle is against you, putting 2 completely opposite Missions back-to-back. Or maybe the cosmos are with you, allowing you to chain together several Missions in a row with minimal movement. There is not a second that you will be disengaged in this game, and it truly is a testament to its design. Along with my copy, I also received a copy of the Fascinating Flora expansion – which adds new Missions and card abilities to the gameplay. No spoilers on that here, but just trust me that the strategic elements are elevated even more.
Components. Obviously, this is a game of 18 cards in one of the famous ButtonShy wallets. Quality of production is excellent, as to be expected from ButtonShy. The layout of the cards is pretty interesting and thematic. When you complete a Mission, the completed pattern is covered by the next Mission card. As the game progresses, this creates a cute little scene of your ROVE traversing the planet while completing its tasks. And on the movement cards themselves, the layout is logical and clear. The artwork is adorable, and I honestly just like looking at the scenes themselves sometimes. All in all, excellent components.
ROVE is quickly climbing the ranks towards being my favorite ButtonShy game. The gameplay is so seemingly simple, yet extremely strategic. That being said, the game plays in about 15 minutes, so it’s not going to take up your night of solo gaming. I guess I would consider this a filler-type game, but don’t let that categorization fool you. There is way more to this game than meets the eye. Also, the theming and artwork are unique and cute – think Wall-E as a solo card game! One of the best parts of this game? It’s coming straight to retail – no waiting for a Kickstarter! Check out the ButtonShy store to grab a copy for yourself. Are you up to the puzzle-y challenge that is ROVE? Try it to find out. I cannot rave about this game enough. (See what I did there?)

Purple Phoenix Games (2266 KP) rated Deckscape: Crew vs Crew - The Pirate's Island in Tabletop Games
May 20, 2021
Who out there has ever gone to an escape room and not enjoyed themselves? I know nobody (though if that’s you, it’s okay). I have only been to one in my life (eek!) and I absolutely loved it! I have watched videos of celebrities tackling escape rooms and have been riveted. I like the shows you can now find streaming of similar type activities and am always glued to the screen. Heck, I have played the EXIT and Unlock systems of board games and enjoyed them as well. So having the experience I have and having played two other Deckscape games, how did this one fare for me? Much better. Read on.
These one-shot escape room style games are difficult to explain without major spoilers, so I will try to explain what I can as best I can. Please don’t flame me for being vague. I am protecting you.
DISCLAIMER: We were provided a copy of this game for the purposes of this review. This is a retail copy of the game, so what you see in these photos is exactly what would be received in your box. I will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more info, you may purchase a copy online or from your FLGS. -T
To setup, open the box and take out the cards. Done. Read Card 1.
This one is quite a bit different from previous Deckscape games I have played in several ways. First, this is a head-to-head game where two players (or teams of players) will be taking sides of two pirate captains and attempting to figure out the answers to puzzles offered on cards in the game. Each side will have equal time and opportunity to solve the puzzles, but the first side to claim that they have solved it will be able to flip over the puzzle card to check for accurate answers. If they have succeeded, they earn the booty. If they fail, the other team has a chance to complete the puzzle successfully.
Play continues through the deck of cards with each side engaging in battles of wits until the end of the game draws near. The side with the most booty earned will be the winner and the game can then be passed along to another group of players to enjoy.
Components. This is a box of cards. The cards are all bigger than normal playing cards and feature pretty great art and vivid colors. I totally dig the pirate theme, so I was already destined to enjoy to aesthetic, but I do believe this is the better-looking game of the ones I have tried in its family.
Gameplay is also so different from the other two games in the Deckscape system and that’s a great thing. Having this head-to-head style really suited my situation when I played it: my 10-year-old niece was bored while her twin brother was at baseball practice, so I invited her to play this with me. Long story short, she ended up beating me by one point in the end, so that made her incredibly happy. I also highly enjoyed my playthrough of it, even in defeat.
I wish I could speak more on the specifics why I liked this, but again, as River Song would say, “Spoilers.” Do know that of the three Deckscape games I have played, I believe this is the best of the group. The puzzles are all fantastic, and I feel like I had a good handle on the solutions, but my niece obviously beat me to them more often than I would have liked to have admitted. That said, I can recommend this one to anyone interested in the Deckscape system with one caveat: this is head-to-head instead of the typical cooperative experience in the series. So you have been warned. It’s very good, though, so do check it out. Purple Phoenix Games (with guest score from my niece Keira) gives this one a puzzly 10 / 12, If you are wanting a little different flavor in your bottle of rum, grab a copy of this and enjoy. Just play it with someone your own age, or prepare to BE owned.
These one-shot escape room style games are difficult to explain without major spoilers, so I will try to explain what I can as best I can. Please don’t flame me for being vague. I am protecting you.
DISCLAIMER: We were provided a copy of this game for the purposes of this review. This is a retail copy of the game, so what you see in these photos is exactly what would be received in your box. I will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more info, you may purchase a copy online or from your FLGS. -T
To setup, open the box and take out the cards. Done. Read Card 1.
This one is quite a bit different from previous Deckscape games I have played in several ways. First, this is a head-to-head game where two players (or teams of players) will be taking sides of two pirate captains and attempting to figure out the answers to puzzles offered on cards in the game. Each side will have equal time and opportunity to solve the puzzles, but the first side to claim that they have solved it will be able to flip over the puzzle card to check for accurate answers. If they have succeeded, they earn the booty. If they fail, the other team has a chance to complete the puzzle successfully.
Play continues through the deck of cards with each side engaging in battles of wits until the end of the game draws near. The side with the most booty earned will be the winner and the game can then be passed along to another group of players to enjoy.
Components. This is a box of cards. The cards are all bigger than normal playing cards and feature pretty great art and vivid colors. I totally dig the pirate theme, so I was already destined to enjoy to aesthetic, but I do believe this is the better-looking game of the ones I have tried in its family.
Gameplay is also so different from the other two games in the Deckscape system and that’s a great thing. Having this head-to-head style really suited my situation when I played it: my 10-year-old niece was bored while her twin brother was at baseball practice, so I invited her to play this with me. Long story short, she ended up beating me by one point in the end, so that made her incredibly happy. I also highly enjoyed my playthrough of it, even in defeat.
I wish I could speak more on the specifics why I liked this, but again, as River Song would say, “Spoilers.” Do know that of the three Deckscape games I have played, I believe this is the best of the group. The puzzles are all fantastic, and I feel like I had a good handle on the solutions, but my niece obviously beat me to them more often than I would have liked to have admitted. That said, I can recommend this one to anyone interested in the Deckscape system with one caveat: this is head-to-head instead of the typical cooperative experience in the series. So you have been warned. It’s very good, though, so do check it out. Purple Phoenix Games (with guest score from my niece Keira) gives this one a puzzly 10 / 12, If you are wanting a little different flavor in your bottle of rum, grab a copy of this and enjoy. Just play it with someone your own age, or prepare to BE owned.

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Purple Phoenix Games (2266 KP) rated Deckscape: The Mystery of Eldorado in Tabletop Games
Mar 12, 2021
Who out there has ever gone to an escape room and not enjoyed themselves? I know nobody (though if that’s you, it’s okay). I have only been to one in my life (eek!) and I absolutely loved it! I have watched videos of celebrities tackling escape rooms and have been riveted. I like the shows you can now find streaming of similar type activities and am always glued to the screen. Heck, I have played the EXIT and Unlock systems of board games and enjoyed them as well. So having the experience I have and never having played the Deckscape system, how did it fare for me? Decent. Read on.
Imagine yourself trapped on a jungle island after your plane crashes. Or being locked within a pyramid whilst visiting Egypt. These are the settings for the pair of games we reviewed and I really cannot and will not be going further into a lot of detail so as to avoid any spoilers as best I can.
DISCLAIMER: We were provided a copy of both The Curse of the Sphinx and The Mystery of Eldorado for the purposes of this review. These are retail copies of the games, so what you see in these photos is exactly what would be received in your boxes. I will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more info, you may purchase a copy online or from your FLGS. -T
To setup a game of Deckscape, open the box and take out the cards. You are now ready to play. Seriously. No rules to read. Nothing to teach others. Just read the top card and do as it says. You have now begun your adventure!
Playing the games involves players (or a solo player) encountering cards in the 60-card deck in order to solve puzzles and use items found to best finish the scenario. There are no turns in these games, and players are encouraged to discuss possibilities before committing to answers to the puzzles. Randy from Dora and the Lost City of Gold would be so happy to be figuring out “Jungle Puzzles” and “Pyramid Puzzles.”
Each card is either a puzzle or an item and each card will more than likely be encountered throughout the game. Players are trying to figure out the puzzle clues and best solve them. Incorrect guesses will result in costly errors that affect endgame scoring. Sometimes correct guesses will allow the players to erase errors or give other positive clues.
Once the players have made their way through the game solving puzzles and riddles they will consult the table at the end to see how well they scored. Usually time is of the essence, and finishing the games sooner is better than later. Once the game is over and the score tallied the game owner may gift the game away as the final result is known and replaying is kinda cheating.
Components. Okay, these games are small boxes full of large cards. There are 60 cards in each game and the cards are beautifully illustrated and laid out well. We had no problems reading anything or deciphering any part of the games, so thumbs up on components from us.
Gameplay is a little polarizing, we found. I like the flow of the game and puzzles within. My wife, however, couldn’t stand them. But she later admitted to now understanding that she just does not enjoy escape room styled board and card games. That said, these games play more like Choose Your Own Adventure games than the typical EXIT/Unlock style games, as most (if not all) cards in Deckscape require players to complete them before moving to the next card in numerical order with either a success or penalty. This can rub players the wrong way if they are used to the other style of escape room games. It was no problem for me, and I enjoyed my plays.
What I liked most about these games is that the story is easy to follow and the puzzles mostly make logical sense. A few of them stumped me, but luckily players may find helper cards to give clues to puzzles in the game. We relied on these helpers a few times, but I did not feel like we were consulting them for every puzzle. So that’s a definite positive. I also liked the thematic immersion. For a card game I felt drawn into the stories and wanted to complete them as well as I could.
What I disliked most about these games is the fact that you end up encountering every card or nearly every card. The intrigue of other escape room games I have played is wondering what was on some of those other cards. Or what did I miss on a card that I should have noticed? While you get SOME of that here, I found Deckscape to be more entry-level in difficulty. That is certainly not a bad thing for most gamers. We were expecting something different than what we played, and I think that unfortunately immediately put us off at first.
However, I played the second game solo and I liked it quite a bit. I think I mostly liked it because I didn’t have my wife around to figure out the puzzles with me and I was truly all alone. This added to my anxiety to finish well, or finish at all! I definitely cannot see myself playing these games with the full compliment of six players as I feel I would be too overwhelmed with people shouting out their guesses and trying to parse everything. But that’s just me. I prefer these with low player counts.
All in all these games are pretty good, and a decent something different from the other games in the same style. If you have yet to try Deckscape and like escape room games in general, I reccomend you give them a try. They are quick (and even quicker as your goal is finish in a short amount of time for the best scores), easy to play with zero teaching and setup time, and gives a great amount of puzzles to decipher. Purple Phoenix Games gives the Deckscape system of games an unsure-but-you-seem-confident-about-your-answer-so-let’s-just-go-with-yours 6 / 12. If you see them on the shelves pick one up and try it out. Add these to your growing collection of escape room games for show, or play them and pass them along, as I intend to do.
(Note: I usually add a messy components photo at the end of my reviews, but I don’t want to spoil anything, so I’ll just throw some cards down that won’t really ruin anything at all.)
Imagine yourself trapped on a jungle island after your plane crashes. Or being locked within a pyramid whilst visiting Egypt. These are the settings for the pair of games we reviewed and I really cannot and will not be going further into a lot of detail so as to avoid any spoilers as best I can.
DISCLAIMER: We were provided a copy of both The Curse of the Sphinx and The Mystery of Eldorado for the purposes of this review. These are retail copies of the games, so what you see in these photos is exactly what would be received in your boxes. I will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more info, you may purchase a copy online or from your FLGS. -T
To setup a game of Deckscape, open the box and take out the cards. You are now ready to play. Seriously. No rules to read. Nothing to teach others. Just read the top card and do as it says. You have now begun your adventure!
Playing the games involves players (or a solo player) encountering cards in the 60-card deck in order to solve puzzles and use items found to best finish the scenario. There are no turns in these games, and players are encouraged to discuss possibilities before committing to answers to the puzzles. Randy from Dora and the Lost City of Gold would be so happy to be figuring out “Jungle Puzzles” and “Pyramid Puzzles.”
Each card is either a puzzle or an item and each card will more than likely be encountered throughout the game. Players are trying to figure out the puzzle clues and best solve them. Incorrect guesses will result in costly errors that affect endgame scoring. Sometimes correct guesses will allow the players to erase errors or give other positive clues.
Once the players have made their way through the game solving puzzles and riddles they will consult the table at the end to see how well they scored. Usually time is of the essence, and finishing the games sooner is better than later. Once the game is over and the score tallied the game owner may gift the game away as the final result is known and replaying is kinda cheating.
Components. Okay, these games are small boxes full of large cards. There are 60 cards in each game and the cards are beautifully illustrated and laid out well. We had no problems reading anything or deciphering any part of the games, so thumbs up on components from us.
Gameplay is a little polarizing, we found. I like the flow of the game and puzzles within. My wife, however, couldn’t stand them. But she later admitted to now understanding that she just does not enjoy escape room styled board and card games. That said, these games play more like Choose Your Own Adventure games than the typical EXIT/Unlock style games, as most (if not all) cards in Deckscape require players to complete them before moving to the next card in numerical order with either a success or penalty. This can rub players the wrong way if they are used to the other style of escape room games. It was no problem for me, and I enjoyed my plays.
What I liked most about these games is that the story is easy to follow and the puzzles mostly make logical sense. A few of them stumped me, but luckily players may find helper cards to give clues to puzzles in the game. We relied on these helpers a few times, but I did not feel like we were consulting them for every puzzle. So that’s a definite positive. I also liked the thematic immersion. For a card game I felt drawn into the stories and wanted to complete them as well as I could.
What I disliked most about these games is the fact that you end up encountering every card or nearly every card. The intrigue of other escape room games I have played is wondering what was on some of those other cards. Or what did I miss on a card that I should have noticed? While you get SOME of that here, I found Deckscape to be more entry-level in difficulty. That is certainly not a bad thing for most gamers. We were expecting something different than what we played, and I think that unfortunately immediately put us off at first.
However, I played the second game solo and I liked it quite a bit. I think I mostly liked it because I didn’t have my wife around to figure out the puzzles with me and I was truly all alone. This added to my anxiety to finish well, or finish at all! I definitely cannot see myself playing these games with the full compliment of six players as I feel I would be too overwhelmed with people shouting out their guesses and trying to parse everything. But that’s just me. I prefer these with low player counts.
All in all these games are pretty good, and a decent something different from the other games in the same style. If you have yet to try Deckscape and like escape room games in general, I reccomend you give them a try. They are quick (and even quicker as your goal is finish in a short amount of time for the best scores), easy to play with zero teaching and setup time, and gives a great amount of puzzles to decipher. Purple Phoenix Games gives the Deckscape system of games an unsure-but-you-seem-confident-about-your-answer-so-let’s-just-go-with-yours 6 / 12. If you see them on the shelves pick one up and try it out. Add these to your growing collection of escape room games for show, or play them and pass them along, as I intend to do.
(Note: I usually add a messy components photo at the end of my reviews, but I don’t want to spoil anything, so I’ll just throw some cards down that won’t really ruin anything at all.)

Phillip McSween (751 KP) rated Okja (2017) in Movies
Jan 10, 2018
Solid Film
In their efforts to be cost efficient and profitable, the Mirando Corporation creates a breed of "super pigs" that will be able to feed more homes per pig. One pig in particular, Okja, is being raised by little Mija (Seo-hyeon Ahn) in the mountains of South Korea. When the Mirando Corporation come to claim what is theirs, Mija will stop at nothing to get her best friend back.
There is a lot to like about this film, but one primary thing bothered me overall. At one point, Okja takes an extremely dark turn that I was neither ready for nor did I think was absolutely necessary. People that have seen the film probably know exactly which part I'm referring to. It was merely a piece of an overall delightful puzzle that just didn't match.
Solid acting performances abound in the film and it's not just the big names carrying their weight. Tilda Swinton and Jake Gyllenhaal (almost spelled his name right on the first try!) were really in tune with their respective zany characters. As a viewer the two show you that they are more than mere cardboard antagonists, but rather there were layers and levels to their characters that left you with insight. Of course that can't be pulled off without a solid actor/actress behind the helm. Ahn's performance as Mija was stellar. To be able to exemplify such strength and weakness in the same role takes real talent. My personal favorite of them all was Kim's role played by Choi Woo-Shik. His humor is subtle yet sidesplitting. He accomplishes a lot in the small amount of time he's on screen.
This films captures your attention both in its originality and a consistently entertaining pace. Even during the scenes with heavy dialogue, the film managed to hold on to its unique feel that captured my attention in the first place. Prepare to run the gauntlet of emotions as it goes from funny to heartbreaking to heartwarming to just plain sad at times. So glad I saw what I think has the potential to become a cult classic. I give it an 84.
There is a lot to like about this film, but one primary thing bothered me overall. At one point, Okja takes an extremely dark turn that I was neither ready for nor did I think was absolutely necessary. People that have seen the film probably know exactly which part I'm referring to. It was merely a piece of an overall delightful puzzle that just didn't match.
Solid acting performances abound in the film and it's not just the big names carrying their weight. Tilda Swinton and Jake Gyllenhaal (almost spelled his name right on the first try!) were really in tune with their respective zany characters. As a viewer the two show you that they are more than mere cardboard antagonists, but rather there were layers and levels to their characters that left you with insight. Of course that can't be pulled off without a solid actor/actress behind the helm. Ahn's performance as Mija was stellar. To be able to exemplify such strength and weakness in the same role takes real talent. My personal favorite of them all was Kim's role played by Choi Woo-Shik. His humor is subtle yet sidesplitting. He accomplishes a lot in the small amount of time he's on screen.
This films captures your attention both in its originality and a consistently entertaining pace. Even during the scenes with heavy dialogue, the film managed to hold on to its unique feel that captured my attention in the first place. Prepare to run the gauntlet of emotions as it goes from funny to heartbreaking to heartwarming to just plain sad at times. So glad I saw what I think has the potential to become a cult classic. I give it an 84.

Fred (860 KP) rated Tomb Raider (2018) in Movies
Jul 10, 2018
The acting is top notch (2 more)
Lots of action
Very loyal to the game series
The Story of Lara Croft is an interesting one
Watched this last night. As usual, I try not to see any reviews until I see it, so I'm not swayed by other's opinions. And so, not knowing if the movie was liked or disliked, I was able to watch it & make my own opinion.
I am a fan of the game series & love the new entries. I'm very glad they decided to follow the new games for this film & I found Lara's "origin" to be real interesting. I was not a fan of the Angelina Jolie movies. I found her too snooty & arrogant to like the character. But Alicia Vikander plays the characters perfectly. She plays a young Lara, who's tough, but has some vulnerability to her. She's an underdog we can root for, but she can hold her own too. A perfect balance.
Daniel Wu & Dominic West play their parts well. Although I would have liked to have seen Wu pull off some martial arts moves, like his character on "Into the Badlands", but I'm also glad they didn't fall for the stereotypical Asian.
But. a movie is only as good as it's main villain. And this movie has a great one. Played by Walton Goggins, who doesn't get the credit he deserves. This guy is great. He can make you love him & he can make you hate him too. I've never seen him in a bad role.
There's really not much to say about the story, as it's practically a live-action remake of the last 2 video games stories mashed together. You know what to expect, lots of action, lots of raiding of tombs. I kind of wish there would have been more puzzle solving in it. Some of the puzzles were solved without even showing them. Lara just solves them. I kind of wish I could have figured them out. But I guess I'm just used to playing the game & doing everything myself.
Anyway, the bottom line, it's a fun film, well worth watching.
I am a fan of the game series & love the new entries. I'm very glad they decided to follow the new games for this film & I found Lara's "origin" to be real interesting. I was not a fan of the Angelina Jolie movies. I found her too snooty & arrogant to like the character. But Alicia Vikander plays the characters perfectly. She plays a young Lara, who's tough, but has some vulnerability to her. She's an underdog we can root for, but she can hold her own too. A perfect balance.
Daniel Wu & Dominic West play their parts well. Although I would have liked to have seen Wu pull off some martial arts moves, like his character on "Into the Badlands", but I'm also glad they didn't fall for the stereotypical Asian.
But. a movie is only as good as it's main villain. And this movie has a great one. Played by Walton Goggins, who doesn't get the credit he deserves. This guy is great. He can make you love him & he can make you hate him too. I've never seen him in a bad role.
There's really not much to say about the story, as it's practically a live-action remake of the last 2 video games stories mashed together. You know what to expect, lots of action, lots of raiding of tombs. I kind of wish there would have been more puzzle solving in it. Some of the puzzles were solved without even showing them. Lara just solves them. I kind of wish I could have figured them out. But I guess I'm just used to playing the game & doing everything myself.
Anyway, the bottom line, it's a fun film, well worth watching.

Hazel (1853 KP) rated All Fall Down (Embassy Row, #1) in Books
Dec 14, 2018
<i>I received this book for free through a Books With Bite giveaway.</i>
Ally Carter has become well known for her <i>Gallagher Girls</i> series, which was followed by <i>Heist Society</i>. Now she is back with a brand new young adult series: <i>Embassy Row</i>. After witnessing the death of her mother three years earlier, sixteen year old Grace is shipped off to Adria to live with her ambassador grandfather at the United States embassy. Well known for her dare devil, rebellious history, she is now expected to settle down, become more ladylike and attend international balls. Grace, however, has other plans.
Grace is convinced her mother was murdered and that she knows whom the murderer was. The only problem is no one believes her; not her grandfather, not the many psychiatrists; and even her friends have their doubts. So, Grace does what any “self-respecting mentally unbalanced teenager” would do and takes matters into her own hands.
It is exciting to read about Grace putting pieces of the puzzle together by investigating underground tunnels, tailing a scarred man around the city and, all in all, behaving rather like James Bond. As the plot begins to climax it is difficult not to rush through the novel to discover how it ends, where the reader is left with another mystery.
As well as the mystery storyline, Ally Carter also explores the theme of mental health. Naturally Grace has had issues since the death of her mother and finds herself, time and again, trying to convince people she is not crazy. Readers who have experienced mental health problems may relate to not being taken seriously and understand Grace’s frustration.
Overall, <i>All Fall Down</i> is a fantastic and exciting story to read. The air of mystery and feeling of suspense keeps the reader on their toes as they race through the book. It is also refreshing to read a young adult novel that does not focus on a teenage love story. The only problem is the wait for the second book to be published!
Ally Carter has become well known for her <i>Gallagher Girls</i> series, which was followed by <i>Heist Society</i>. Now she is back with a brand new young adult series: <i>Embassy Row</i>. After witnessing the death of her mother three years earlier, sixteen year old Grace is shipped off to Adria to live with her ambassador grandfather at the United States embassy. Well known for her dare devil, rebellious history, she is now expected to settle down, become more ladylike and attend international balls. Grace, however, has other plans.
Grace is convinced her mother was murdered and that she knows whom the murderer was. The only problem is no one believes her; not her grandfather, not the many psychiatrists; and even her friends have their doubts. So, Grace does what any “self-respecting mentally unbalanced teenager” would do and takes matters into her own hands.
It is exciting to read about Grace putting pieces of the puzzle together by investigating underground tunnels, tailing a scarred man around the city and, all in all, behaving rather like James Bond. As the plot begins to climax it is difficult not to rush through the novel to discover how it ends, where the reader is left with another mystery.
As well as the mystery storyline, Ally Carter also explores the theme of mental health. Naturally Grace has had issues since the death of her mother and finds herself, time and again, trying to convince people she is not crazy. Readers who have experienced mental health problems may relate to not being taken seriously and understand Grace’s frustration.
Overall, <i>All Fall Down</i> is a fantastic and exciting story to read. The air of mystery and feeling of suspense keeps the reader on their toes as they race through the book. It is also refreshing to read a young adult novel that does not focus on a teenage love story. The only problem is the wait for the second book to be published!