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Amanda (96 KP) rated You in Books

Mar 11, 2019  
You
You
Caroline Kepnes | 2014 | Crime, Mystery
7
8.0 (27 Ratings)
Book Rating
I first learned about you, Joe, when I sat one Sunday morning on Netflix and I could not keep my eyes off of the promo for this show about you fixating on a blonde woman. Naturally, I was intrigued and I had to learn about you, Joe, and how exactly you could see stalking as a way of getting close to someone and love them. I do wish you hadn't been a manager at a bookstore, Joe. I'm a booknerd, it was difficult to not like you, most of the time.

I watched your story and then I listened to your story. Joe, there are quite a few differences between the BookJoe and the NetflixJoe. Either way, Joe, I judge you harshly at each passing moment when you follow this girl, Guinevere Beck (can we just laugh at the irony that her name is Guinevere? If you haven't read King Author, you should) or stalk her using her old phone that she believed lost.

Just a little nit pick on my part, Netflix, Android and Apple DO NOT use the same cloud! They are ENTIRELY different companies with entirely different hardware. There was no way, NetflixJoe, that you could have seen the woman's emails or texts from an Android phone when she got a new phone that is an Apple. Rant over, now back to you, Joe.

BookJoe is more wordy and more story telling. Perhaps your warped mind may have believed Guinevere (Beck in both stories) might have flirted with you. This begs the question, what made her stand out from any other WOMAN who doesn't wear a bra (and don't state that you can't tell because you point that out about Beck every chance you got)? It couldn't have been the books she purchased as how you mentally made fun of the fact that she bought a certain book because the author was a relative of a celebrity.

I'll give you credit, NetflixJoe, while NetflixBeck was still a bit off with her procrastination and her obsessiveness with a crack head and drinking, she still grew some character and made for someone with potential. BookBeck, on the other hand, BookJoe, you really could have picked a much better person to stalk.

BookBeck is highly ditzy, a pushover, loves to drink (a lot!), and prefers casual encounters (which you found that out by going through her email) with other men, except you! She claims she wants to write, yet spends little if any time doing it, and while you do somewhat encourage her, it doesn't work. She just wants to say she wants to write, but not do it. And when she does write, and BookJoe you have stated this a little annoyance before, it's pure pornography.

BookJoe, I often pitied you because you are highly intelligent yet so stupid. BookBeck was all wrong for you and you spent all this time trying to make her right and doing it all the wrong way. Oh, Joe, you just couldn't take it. And you couldn't see it. So stupid, Joe.

Okay, as fun as that was, here's the remainder of the review without me talking to Joe. The show on Netflix was so hard to turn off because it was that intense. No, I DO NOT ship Beck and Joe. HE IS STILL A STALKER!! The show really showed that even the people who seem all nice and laid back CAN BE THE PERSON THAT IS DANGEROUS! The book does the same thing as well.

In the book, it's all told in Joe's point of view, and he could very well be not a very reliable narrator. All of it is told from what he sees and sometimes what he wishes he could see. At least on Netflix, though Joe narrates mostly, you're able to see the evidence instead of going off by his word. He also gives off of how delusional he really is when it comes to Beck. He makes himself BELIEVE that Beck is just suffering from daddy issues with all these men and he can help her and make her only want him.

The story itself was really well put together. The book will definitely not give you the shipping feels like Netflix seems to do for some people. Most of the time, I do just say out loud how stupid Joe really is and how he maybe he should move on. I wasn't lying when I said BookBeck was all those things. She really was. I actually did not like her character at all. To me, there wasn't much growth except for small things here and there, but for the most part, she just remained this person who had daddy issues and tried to do everything she could to NOT write. I'll give her credit for finding out about Joe and trying to figure out how to get away, but that's about it.

The show is a great watch cause the story is pretty good. If you want to see everything and not go by Joe, watch the show first. If you are curious as to how BookJoe started and became NetflixJoe, read this book first. Do you think he's a reliable narrator?

I have to point out the similarities with these characters that of King Arthur, however. I mentioned that earlier because Beck's first name is Guinevere. Think about it (if you've read King Arthur when you were in school).

Joe is Arthur - he manages a bookstore and reads. He fixates himself on a woman who apparently is so enchanting that he must have her no matter what.

Benji in retrospect is Merlin - He may be hooked on drugs and a total douche, but he WARNS Joe about Beck and that she is indeed crazy and not faithful. Joe does NOT listen.

Dr. Nicky is Lancelot - he is a therapist to both Joe and Beck (separately and without the other knowing) and he tries to guide Joe through his therapy, but in the end, he falls for Beck and they have an affair.

Beck IS GUINEVERE - Not at all the person she appears to be for Joe and winds up being entirely unfaithful and suffers for it.

**I haven't figured out Peach, but she's just crazy**

It is a two part series - I need a break from Joe before I think about reading the second book.
  
Stranger Things: Suspicious Minds
Stranger Things: Suspicious Minds
Gwenda Bond | 2019 | Horror, Science Fiction/Fantasy
9
8.2 (5 Ratings)
Book Rating
Great Characters (0 more)
Questions left unanswered (0 more)
The first novel adapted from the Netflix series hit 'Stranger Things' is an astonishing work of art. Viewers of the show may be familiar with Eleven's mother, Terry Ives, which this book surrounds. Along for the ride are a few important characters that weren't mentioned in the series: Alice, Gloria and Ken - a self proclaimed psychic - all of which meet because they signed up for a human experiment at Hawkins National Laboratory, where each are given doses of LSD every week. This quickly tells readers that the book is not recommended for anyone under the age of 14.

Although the series has more than one book, and no end in sight, Bond was only chosen to do this novel. 'Suspicious Minds' is categorized under Young Adult books, but with the heavy Vietnam content, it's not considered that many young adults today can actually relate with this story or even understand the devastating effects of a looming draft hanging over the heads of young men throughout America in the 1960's. But Bond does a wonderful job in relating the emotional state of this era through our main character, Terry. Another subject that Bond does a fantastic job of explaining in 'Suspicious Minds' is the taboo of being a pregnant, unwed mother in this era, something that seems to be making headlines again in the States nearly 60 years later.

Bond shows us a young Dr. Martin Brenner, with neatly styled brown hair and an almost unlined face, as well as a more lively Terry Ives (which only season 2 has shown a very short flashback sequence of Terry being mobile before her dreaded consequence from being associated with the human experiments). We find out that the reason Terry volunteered for the experiment is due to her father's service in WWII, and wanting to make the world a better place. Bond brings in the other important characters, who also volunteered for the experiments, quickly bonding the four as friends for life.

As far as characters go, these four are written very well. Although Terry is the main character of 'Suspicious Minds,' we get to see from the viewpoints of all people, including Brenner. Bond gives the reader a short background on what LSD is and where it came from when the time comes for the experiments to begin. Brenner doesn't really explain why he gives LSD to the volunteers, but only that it is part of a secret experiment. Even when Terry is placed in a sensory deprivation tank, he doesn't reveal anything to her, and Bond does a great job of keeping the characters enough in the grey area of knowing that it's believable. Even at one point, when Terry begins to suspect something strange from the experiments, she keeps the belief that whatever is going on at Hawkins Laboratory must be important: " 'But you can't see it's important?' Terry leaned in close, and they kept their voices down as other students walked past. 'They just called up the school and told them to give me Thursdays off and I'm getting credit for it? They're tying our grades to doing this. And no one asked any questions. They just agreed. I have to keep going.' " Bond eloquently keeps the mystery going.

This mystery is even interesting to those who know what happens in the end. In 'Stranger Things,' Terry is introduced as a comatose woman in a rocking chair- who happens to be Eleven's mother. We have never met Gloria, Alice or Ken. The three become very close to Terry, and they all somehow escape from Brenner's grasp, but they also end up joining in Terry's pursuit of getting Eleven/Jane back to her mother. Fans of the show might be left asking what happened to these three enjoyable characters? I haven't seen any plans for a part two of this story, so we may be left not knowing what happened or if the three are even still alive today (in the Stranger Things' era). Even more enjoyable is the random use of J.R.R. Tolkien's 'The Lord of the Rings,' where in one scene, Alice and Terry decide to name their small group 'The Fellowship of the Lab.' Any veteran reader will be happy to see a classic brought up in a newer book of today.

And also of interest, fans will recognize a little girl who is frequent throughout the story: Eight a.k.a. Kali. We never get to see through Kali's perspective, but the reader does get to see the multitude of her abilities. For instance, Kali is able to scare personnel in the lab by causing the hallucination of tidal waves inside the building, only to stop when Brenner (or Papa to her) gives her her favorite sweet: Hostess cakes. Other than that, Kali is like any child; she throws tantrums and rebels from her Papa, sometimes to the laughter of the reader.

One point, Terry even meets with Kali in her LSD induced state: " Terry shook her head. 'There can be. He's just a man. He can't know everything.' She paused. 'Does he hurt you? Papa?' Kali frowned, but she didn't answer. 'If he does... I can help you.' Terry had to make her understand. The little girl shook her head. 'I don't think so. I might be able to help you, though.' A field of yellow sunflowers grew up around them. A rainbow arcing over the golden tops." Terry, understandably, begins to scheme about how they can help Kali to escape the lab.

Bond does a great job of transitioning between Terry's point of view to the other characters' viewpoints. We get a young woman named Gloria, who has a secret obsession with comic books (especially X-Men). A hippie-looking man named Ken, who claims he is psychic, but just happens to have a lot of hunches that come true. And last, but not least, another young woman named Alice, who shows up in grease covered overalls and curly black hair, explaining that she works for her uncle's garage and that she loves machines. These three are delightful to read about, and the story would be boring without them.

This book was the perfect novel to answer questions fans may have had about Eleven's mother. Bond writes smoothly and easily enough that you may find yourself wanting to read just one more page before setting the book down for the evening. She drags you into the world of the 1960's and helps young readers to feel the emotional time that it was for women like Terry. But with only a few inconsistencies here and there, 'Suspicious Minds' leaves us wanting more. If you are a fan of 'Stranger Things,' I say that this is a must-read! Highly recommend!
  
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Hadley (567 KP) rated The Institute in Books

Oct 24, 2019  
The Institute
The Institute
Stephen King | 2019 | Science Fiction/Fantasy, Thriller
7
7.8 (8 Ratings)
Book Rating
Likable characters (1 more)
Paranormal
Sexualizing children (1 more)
Not a regular King story
At around 95 novels, Stephen King, who is one of the most well-known authors of our time, debuts a possible new novel series about psychic children. 'The Institute' mostly takes place in a hidden facility located in a wooded area of Maine,where readers follow a kidnapped child prodigy named Luke Ellis, and the government experiments that are inflicted on him to heighten his psychic powers.

So why is the government kidnapping children to conduct psychic research on them? At first, it may seem just that: psychic research, because psychic powers seem to be more powerful in young children than adults, but nothing is what it seems. As the boss of this Institute says to the children: " ' There's a war going on, and you have been called upon to serve your country.' " A few sentences later, and she explains it a little more in depth for Ellis: " ' This is not an arms race but a mind race, and if we lose, the consequences would be more than dire; they would be unimaginable. You may only be twelve, but you are a soldier in an undeclared war. The same is true of Kalisha and the others. Do you like it? Of course not. Draftees never do, and draftees sometimes need to be taught that there are consequences for not following orders. I believe you've already had one lesson in that regard. If you're as bright as your records say you are, perhaps you won't need another. If you do, however, you'll get it. This is not your home. This is not your school. You will not simply be given an extra chore or sent to the principal's office or given detention; you will be punished. Clear? ' "

King writes in a third-person point-of-view, which makes it a little disturbing that when any female character he introduces (including girls as young as 11-years-old) are usually introduced by their breast size. It's not uncommon for male writers to introduce female characters this way, but when most of them are children, it can be very off putting for readers. One scene, King makes Ellis notice that Kalisha has 'her hands on her mostly nonexistent hips,' then writes about the character Helen in the same scene: " Another door opened and Helen Simms appeared, clad - - - sort of - - - in what Luke believed were called babydoll pajamas. She had hips, plus other interesting equipment. " Both of these characters are only twelve-years-old.

Aside from the children, King also introduces an important character named Tim Jamieson. This character starts the novel off before readers meet Ellis; we learn that he is a former cop who is traveling to New York while taking odd jobs on his way there, including a night knocker job in DuPray, South Carolina (which becomes very important later on in the story) .

Avery, my personal favorite character in the book, is a ten-year-old who acts like a five-year-old, " The screamer was a little boy in Star Wars pajamas, hammering on doors with small fists that went up and down like pistons. Ten? Avery Dixon looked six, seven at most. The crotch and one leg of his pajama pants were wet and sticking to him. " Dixon and Kalisha are both in the Institute for telepathy. " 'You know so,' Kalisha said, and began to stroke the little boy's [Dixon] hair again. Like had a sense - - - maybe bullshit, maybe not - - - that a lot was going on between them. Inside traffic. " And quickly, the group of children become protective of Dixon, " 'But you need to take care of this one for as long as you can. When I think of Tony or Zeke or that bitch Winona hitting Avery, it makes me want to cry. ' " Kalisha confides in Ellis.

Kalisha, one of the other children that has been kidnapped, is another very likable character that seems to keep all of the other kids' spirits up by either keeping them out of trouble with advice or stopping small fights between them. Another kid named Nicky, the troublemaker of the group, is the stereo-typical bad boy. He gets involved in fistfights with the orderlies that work at the Institute, taking quite a bit of abuse in return. But eventually, the rebelliousness catches up with him, leading him to be moved from Front Half to the dreaded Back Half.

Readers later learn that Back Half is worse than Front Half. Most questions we may have about why the Institute is abusing these children are all answered when readers get to see into Back Half from Kalisha's point-of-view. But what is left unanswered is exactly how many children have been through the Institute? From the amount of children seen just in this story, the numbers could be in the hundreds of thousands!

But, as expected, the children come up with a plan to escape - - - with giving as little detail as possible, an orderlie at the Institute is helped by one of the children with a personal problem, and in return, this orderlie decides to help one of them escape and reveal everything that is the Institute. The instance the escape starts being discussed is when the book really picks up.

King's writing of the abuse our characters sustain is very real (" When Stevie Whipple asked where he'd been and what was wrong, Luke just shook his head. He didn't want to talk about the tank. Not now, not ever. He supposed it was like being in a war. You got drafted, you went, but you didn't want to talk about what you'd seen, or what had happened to you there." ) The scene in which Ellis refuses to speak of is where the orderlie Zeke is trying to make Ellis confess that he is not only telekinesis, but also telepathic: "Zeke hauled him up by the hair. His white tunic was soaked. He looked fixedly at Luke. 'I'm going to put you down again, Luke. Again and again and again. I'll put you down until you drown and then we'll resuscitate you and drown you again and resuscitate you again. Last chance: what number am I thinking of?' "

King brings up a fictional belief that strikes fear in parents everywhere: children being kidnapped for government experiments. Readers witness Ellis' parents being killed, Kalisha being a surrogate mother to kids she barely knows, Nicky being beaten by adults when he refuses to get 'shots for dots,' night terrors, suicide, zap sticks and murder.

This book doesn't read like a regular King book; even with the paranormal aspects occurring in it, it doesn't add up to much. The horror aspect is more in the form of child abuse then paranormal moments. I would only recommend this book to fans of Netflix's 'Stranger Things' and Patterson's 'Maximum Ride.' I don't think I would read this again.
  
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Becs (244 KP) rated Monster Catchers in Books

Jul 6, 2019  
Monster Catchers
Monster Catchers
George Brewington | 2019 | Children, Science Fiction/Fantasy, Young Adult (YA)
10
10.0 (1 Ratings)
Book Rating
Captivating middle grade novel!
You can also find this review on my blog: bookingwayreads.wordpress.com
Thank you to Smith Publicity and the author, George Brewington, for allowing me the wonderful opportunity to be a part of the Monster Catchers blog tour and for sending me a copy to read and review.

TRIGGER WARNINGS: death, kidnapping

"We can't always think of ourselves. There are so many creatures in the world that need love."

Main Characters:
Bailey Buckleby - the main character and co-owner of Buckleby and Sons. He's a monster catcher like his father, but questions how his father goes about the business. Very compassionate and has a good Frisbee throwing arm.
Dougie Buckleby - Bailey's father and the owner of Buckleby and Sons. He has taught Bailey everything he knows about being a monster catcher. A bit selfish by not really listening to Bailey, even though he always ends up being right.
Savannah - schoolmate of Bailey's turned friend. A part of the Bullhead Brigade, which Nikos is also a part of.
Henry - baby Swiss troll that is taken in by Dougie. But is he?
Candycane Boom - a loan shark that ends up teaming up with Axel Pazuzu. Later become an alley to Bailey, Savannah, and Nikos.
Nikos - a Minotaur that is hired to take down Bailey and his father but after being beaten, he joins forces.
Axel Pazuzu - a cynocephaly (part human, part dog that is a god). Known for scamming people worse than Candycane Boom. Ends up causing a lot of problems for Bailey, Savannah, and Dougie.

"Sometimes passion makes one do really, really stupid things. You mustn't beat yourself up about it."

Review:
**Possible spoilers ahead**

Monster Catchers is a middle grade novel about friendship, adventure, sacrifices, saving the ones you love, with a hint of romance and drama. It starts with Bailey sitting at the register in the family shop, rereading In the Shadows of Monsters by his favorite monster catcher. Some teenage boys come in looking for trouble, but Bailey scares them off by showing them the monitor that shows the back room. This very back room is where the real business of Buckleby and Sons take place: monster catching.

Soon after the group of teenage boys leave, a customer comes in needing to have a 'pest' taken care of. Once the Buckleby's are hired, Candycane Boom comes in looking for another fairy friend for his current fairy. He picks on out while Bailey walks Henry on Whalefat Beach. This is where the two meet Axel Pazuzu a cynocephaly, which is a half human, half dog god creature. Axel tries buying Henry from Bailey, but he refuses because he doesn't want to loose this best friend. Bailey quickly heads home with Henry before Axel tries stealing Henry away.

That night, Dougie and Bailey head out to the customer's home to catch the little rascal that has been stealing all of the lights. Well, things don't go according to plane and instead of catching just one little goblin, they catch two and encounter about ten others. This doesn't turn out for Dougie as one of the goblins bites his finger off!

After they returned home, Bailey fell asleep. The next morning, he headed to school to give the report that was due but that he wasn't ready for. So he improvised and told about one of the real stories from In the Shadow of Monsters. Now, the thing with people within Monster Catchers, is that they don't believe that the monsters are real. They are in a constant denial, even when they've seen the monsters themselves. This sparks some major debate in Bailey's class.

Savannah ends up following Bailey back to the store where she is introduced to all the monsters in the back room and even eventually meets Axel Pazuzu when they head to the beach to walk Henry. Axel hires Candycane to get Henry from the Buckleby's. Well, this causes a bunch of different action packed scenes that will leave you turning the pages until the ending.

When you think monsters, you don't think of a father-son duo saving California. But that's just what Dougie and Bailey Buckleby do. For the right price, they will capture anything from goblins and trolls to harpies and fairies. If it's a monster of any sort, the Buckleby's are the one's to call. But, Bailey soon finds out that his father has been lying to him all of his life and it must be he who saves the people of the world. Monster Catcher is a fast-paced, action-packed adventure that will capture young hearts everywhere.

Character/ Story background and development -
I was generally surprised at how much development was within this little novel. Especially for it being book one in a series and a debut! Bailey's and his fathers development were some of the best. The two go from best buds to Bailey questioning everything about him to having to sacrifice him for the sake of the world. It just blew me away the relationship that the duo had as they were massively different, but brought very similar aspects to the relationship.

Plot -
George Brewington weaves lessons of friendship, morals, and action into this fantasy filled debut. Bailey's interest in monsters is heartwarming, especially when he finds out that monsters have feelings and all aren't bad like they are perceived to be.

Spelling/ Grammatical errors -
I honestly didn't seem to find any spelling or grammatical errors that popped out or took away from the overall story. Monster Catchers is a very well-written novel.

Enjoyment -
I really enjoyed going on an adventure with Bailey and all the lovable monsters. I will most defiantly be rereading this. One thing I rather enjoyed, that I have to point out, is how George Brewington mixed extremely important world issues like: environmental issues, understanding differences, and sacrifices along with adding that fantasy aspect that is common among middle-grade novels.

Overall -
With the interwoven lessons and morals, the fun and quirky lines, the cliff hangers, discovering oneself, understanding differences, Monster Catchers encourages the reader to think beyond the words that are written.

Do I recommend? -
Yes! I highly recommend The Monster Catchers by George Brewington. It was such a cute little novel and I need more!!

"We either try or die, Bailey Boy."
  
Horrified: Universal Monsters Strategy Board Game
Horrified: Universal Monsters Strategy Board Game
2019 | Horror, Murder & Mystery
I was a child a long time ago. Okay, not THAT long ago, but I remember being frightened of a great many thing on TV: Michael Jackson’s “Thriller” music video, the TV show “V,” and so many others. I still to this day have not watched an entire old school Universal Studios Monster movie. However, I used to live in California for part of my childhood and my family had season passes to Universal Studios and we would go quite a lot, so I have always been familiar with the monsters. So when I saw a game was being crafted featuring these lovable, but in a nostalgic way, creatures I knew I just had to have it.


Horrified is a pickup and deliver, action points, cooperative game with dice and miniatures utilizing a variable setup. In it players take on the role of a hero in a monster movie – but not just A monster movie, but SEVERAL monsters will be haunting the town! It is the heroes’ goal to defeat the monsters before the Terror Marker reaches maximum or the heroes run out of time and the monsters take over the town.
To setup, place the board on the table and draw 12 Item tokens from the bag. Place these Items on the board in the specified location printed on the Item. Depending on how many players (for this review I will be using the Solo rules in the rule book) place the Terror Marker appropriately on the board – the photo above was taken before I realized that it starts on three in the Solo game. Choose the monsters to be faced and place their mats near the board. The rulebook states where the monster minis will start the game. Place the Frenzy token on the lowest Frenzy-numbered monster. Shuffle the Monster and Perk decks of cards separately and deal each player one Perk card. Each player chooses or is randomly dealt a character badge and places the standee in the appropriate location on the board. The game may now begin!

Players will be taking turns traveling the town, picking up Items, attempting to defeat the monsters per their defeat instructions on their mats, delivering villagers that randomly appear to their safe locations, and keeping the Terror Marker in the acceptable range. Each character has a certain number of actions that can be taken on their turns, but any Perk cards used are spent as a bonus action on the hero’s turn. The hero actions are: Move (one space along the lit pathways, even with a villager in tow), Guide (a villager one space away from the hero), Pick Up (Items from locations), Share (Items from player to player – not needed in a Solo game), Special Action (if the character being played has one on their badge), Advance (complete a task on the Monster mat to move one step closer to defeat), and Defeat (once all the tasks are complete and the player has enough Items to defeat the Monster at the same location). Once a hero has used up all their Action Points per their badge, it will be the Monster phase.


Monster phases begin with a draw from the Monster deck. Upon the card will be a number printed on the top which instructs players as to how many Items to draw and place from the bag. Next, players will read the text on the card and complete any instructions. Finally, the Monsters will strike. At the bottom of the card will be printed several icons pertaining to Monsters individually and also the Monster who happens to currently be Frenzied. These icons instruct players to move certain Monsters and if they share a space with a hero or villager, to roll the attack dice. One hit from a Monster defeats either a villager or hero (unless the hero discards any Item to block the attack). If a hero or villager is defeated, the Terror Marker moves up a space toward ultimate doom. Play then is passed to the players again. The game continues in this fashion until one of the game end conditions is met and the heroe(s) win or the Monsters succeed in their hostile haunted takeover.
Components. I’d like to start with the art. I love it. The art has a very 1930s Hollywood style and is simply beautiful. The colors are vibrant, where color is used, and the board is stunning. All of the cardboard components are top notch quality, and the Monster minis are fab. Obviously it would be great for all the heroes and villagers to have minis as well, but there is text printed on those standees that just can’t translate to a miniature. All in all, the components here are wonderful and high quality.

The gameplay is also wonderful and high quality. The solo game from which these photos are taken I randomly drew the Mayor character and decided to hit the town with Dracula, The Creature from the Black Lagoon, and The Invisible Man. That’s a Standard game in the rules. The Mayor is great because she is able to take five actions on her turn (plus Perks), but she has no special abilities. That is both a blessing and a curse and wonderfully balanced. I would say I finished the game needing just one or two more Monster cards to draw before all three baddies were defeated. But, that’s the difficulty of having three Monsters showing. With just two Monsters I would have won handily, but maybe would not have enjoyed it as much and written it off as too easy. Luckily I always learn games on normal standard difficulty first.

Traipsing around town picking up Items and ushering villagers to their safe spaces sounds relaxing, but when the Monsters are on your trail and ready to Strike it adds a layer of anxiety that is just delicious. I admit I probably spent too much time trying to save every villager and that’s partly why I failed at this one game. Also I miscalculated how many extra Items to have on hand when attempting to Advance the Monster tasks. Couple those with my strategy to concentrate on defeating one Monster at a time and, well, that’s a losing strategy it seems.

The gameplay is so much fun, and the components are so wonderful to play with, it’s really no surprise I enjoy this game as much as I do. I have purposely left out some rules for readers to enjoy discovering themselves, but this is a tight game with pressure from different fronts to complete objectives. It’s the kind of game where even with a loss you find yourself wanting to try again right away. And that’s a sing of an excellent game. Purple Phoenix Games gives this very high ratings, even as a solo experience. If you need more horror-style adventure games in your collection, please check out Horrified. It’s not really that scary to play, but you will certainly be haunted by your choices you make throughout the game.
  
Crazier Eights: Camelot
Crazier Eights: Camelot
2017 | Card Game, Fantasy
DISCLAIMER: We have previously reviewed Crazier Eights: Olympus and Crazier Eights: Pantheon, and this preview has much of the same verbiage as the family of games share most things. Near the end of the preview are my thoughts about the differences in Camelot vs Olympus and Pantheon.

War. Old Maid. Go Fish. Crazy Eights. These are classic card games we probably all grew up playing. There have been many re-themes and new difficulty layers spread upon them to make them even more interesting. While UNO certainly has cornered the market on the Crazy Eights base, we have a new contender: Crazier Eights. Recoculous has published several versions of this card game with different themes: Avalon, One Thousand & One Nights, Olympus, and Shahrzad. Today we are taking a preview of Crazier Eights: Camelot.

You HAVE played Crazy Eights right? The card game where you attempt to be the first to exhaust your hand of cards, but you can only play down if you can match the suit or number on top of the discard pile? And if you can’t, you throw down an 8 as a wild and call the color to be played next? Well there you have the easy rules. Crazier Eights: Camelot (which I will from here call C8C) holds basically the same rule-set with a few new mechanics and a theme. The win condition is still the same: be the first to exhaust your hand of cards, but to win you will need to play your hand strategically against your opponents.

DISCLAIMER: We were provided a copy of this game for the purposes of this review. This is a retail copy of the game, so what you see in these photos is exactly what would be received in your box. I do not intend to cover every single rule included in the rulebook, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy online or from your FLGS. -T


To setup, shuffle the large deck of cards and place the deck in the middle of the table. Flip the top card to begin the discard pile and dictate the first card play. Deal each player seven cards and you are ready to begin!
The turn structure is familiar: check for any “start of turn” effects and apply them, draw a card, play and/or discard a card, then resolve any “end of turn” effects. The deck is comprised of Events and Assets in different colors (suits) and numbers like in a typical deck of playing cards. After checking and resolving start of turn effects on Asset cards in your personal tableau, you must draw a card from the deck. This is where C8C strays from OG Crazy Eights a bit. You may play a card from your hand (Assets and Events) and discard a card to the discard pile (matching the suit/number/or an Eight), or simply play a card from your hand without discarding. Cards played from your hand can be Event cards that are played, resolved, and then discarded to the bottom of the discard pile, or an Asset card that is played to your tableau that cause chain reactions or other abilities on future turns. Next, resolve any end of turn effects from Assets in your tableau before the next player begins their turn.


Play continues in this fashion until one player has rid themselves of their hand and is crowned the Master of the Camelot! Or at least, the winner of the game.
Components. This game is a box full of cards. The cards are good. The layout makes sense, and the art on the faces of the cards remind me of very classic art depicting ancient Arthurian scenes. I am no art historian, so I do not know if they are existing art pieces or new ones crafted for this game, but either way, they are a joy to behold… if you can spend the time appreciating the art instead of tracking what cards you need to play and what effects you can chain together (that was me). Extra points to the Recoculous team for associating symbols with the different suit colors for our colorblind friends. This is something that unfortunately goes unaddressed far too often.

This implementation is the third Crazier Eights we have had the chance to try, and I can say that we really enjoyed our plays of it (we played Olympus first and recently also reviewed Pantheon). The game comes with many interesting and varied effects to craft an ingenious strategy, and the art is stellar. Beware of playing with AP-prone gamers, as there is a lot going on and it is more than just a skinned Crazy Eights.

This Camelot set is slightly different than our previous experiences with both Olympus and Pantheon in a few ways. Firstly, it is more of a base game deck like Olympus instead of a standalone/expansion like Pantheon. Secondly, this set seems to use more cards that affect the assets of other players, specifically in destroying them. Additionally, I have noticed a few cards in the deck that specifically say if certain criteria are met one player automatically wins or loses the game. That’s it. Done-zo. Maybe I missed these cards in the other sets, but I do not remember them ever surfacing. Having each set focus on different aspects of the game and the manipulation of the rules ever so slightly to affect a player’s strategy from one set to the next is quite enchanting to me. Could you put all the sets together to make a massive meta-deck a la Munchkin with all the sets and expansions? Probably, but like Munchkin, I probably would rather keep them separate.

Now having played this family of games several times, I can say that it is my favorite Crazy Eights derivative and certainly worthy of a look. If your game collection is sorely lacking in Arthurian-themed card games, or if you want a hybrid game of old school rules with interesting twists, then do consider purchasing this or one of its predecessors.

PS – Don’t worry if, while you are playing, you have all your Assets stolen or destroyed. I have won the game with zero Assets in front of me while opponents have had eight, ironically. Assets are great, but you still need to shed your hand.
  
Dungeon Academy
Dungeon Academy
2019 | Dice Game, Fantasy
Roll-and-write style games have come a really long way over the past couple years. In the olden days we had Yahtzee, and that satisfied us. But then designers began dusting off that olde mechanic and breathing new life into it. While roll-and-write may never become my favorite mechanic, I am starting to appreciate the good ones more and more each time I play them. Dungeon Academy is one of these good games.

In Dungeon Academy players are taking the roles of students attempting their finals to become graduated warriors and mages in the land. They must pass their tests though, and that entails surviving through the dreaded Dungeon four times and surpassing all opponents to receive their degree.

DISCLAIMER: We were provided a copy of this game for the purposes of this review. This is a retail copy of the game, so what you see in these photos is exactly what would be received in your box. I do not intend to cover every single rule included in the rulebook, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy online or from your FLGS. -T


To setup a solo game of Dungeon Academy, assemble the Dungeon component per the instructions. The player is dealt a character card with a special ability and markers to track Health and Mana throughout the game. Pile the Health and Mana tokens on the table, shuffle the Loot cards into a deck, and place the Teacher pawn nearby. Grab the pad of paper and pen and you are ready to begin.
Each attempt in the Dungeon will require the 16 Base Dice to be rolled and set inside the Dungeon. It is then flipped upside down when the timer begins and the mad dash to the Exit commences. As the player marks a line through every “room” (each die is considered a “room” in the Dungeon) they create a path to be checked at the end of the round. Once the player has made it through the Dungeon satisfactorily the Teacher will check the path.

The Teacher pawn is now used to track movement in the Dungeon. As the player tracks the path they drew on the paper, the Teacher is moved through the rooms. In each room (each die face) will be one of these possible encounters: a Mana potion to refill an empty Mana space on the character card, a Health potion, a small red Blob, a small blue Ghost, a large red Colossus, or a large blue Reaper. Each small foe encountered will be overtaken by spending one Health or Mana token from the character card. Each potion will restore spent Health or Mana. Each large foe encountered will require two Health or Mana to be spent. As the Teacher follows the path set by the player, Health and Mana will be spent and replenished on the character card, and foes defeated tracked on the sheet.

Once complete, the player will add up all the points from defeated foes (1VP per foe) and any VP from special character abilities or Loot cards. Additionally, the player will choose one of the four Quests at the bottom of the sheet to score each round for extra VP. They write these numbers on the sheet and prepare for the next level. After four total levels the game ends and the total is compared to a scale in the rulebook.


Multiplayer Dungeon Academy works the exact same way except once a player exits the Dungeon, they must grab the lowest-numbered Exit card as representation of the place finished in the Dungeon (so the first one out grabs the 1 card, etc.). The other difference from solo play is that players all compare total VP at the game end to determine the winner.
Components. This game has a large scorepad of 150 double-sided sheets, a bunch of cards for Hero characters, Loot, and Exits, as well as 18 total dice, about a trillion double-sided Health/Mana tokens and an impressive cardboard Dungeon. Everything is of wonderful Matagot quality… except for the Duneon. In my copy the Dungeon does not stay together very well. I may attempt some glue to keep the parts down that need to stay down, but it is still functional and a great design. The art style across the game is cute and fun, and I like the muted bright color scheme. That feels so weird to say/type, but the colors are vibrant hues, but muted so they stay out of the way. It’s strange and I love it.

Speaking of I love it, I love this game! It is quickly becoming one of my favorite roll-and-write games, and I can play it solo. In about 15 minutes. These are all positives, and I haven’t even really touched on the gameplay. Being able to get through a light solo game in 15 minutes while having a great time throughout is an achievement, and one I would like to applaud here. I wasn’t really sure going into this if I was going to enjoy it, but it has blown me away. Trying to evaluate the best path through the Dungeon while keeping track of how the Health and Mana is always in flux gives my brain a welcomed workout that is just a breath of fresh air for me. I love the art style and the theme, and the simple but easy to understand iconography on the dice is much appreciated.

I think that if you are looking for or lacking a similar type game in your collection you should do yourself a favor and check out Dungeon Academy. It is super quick, easy to grasp and play, requires little table space, and is simply a great time alone or with your gamer friends and family. I know I am going to be tracking lots of plays with this one. I am going to have to find a place on my shelves at eye-level because I don’t want it to be overshadowed down at foot-level.

If you already enjoy roll-and-write games and want something a little different with a great theme, or you don’t have any roll-and-writes and want to check one out for the first time, or you simply cannot get enough games featuring great art about wizards in school check this one out. I recommend it.
  
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5 Minute Movie Guy (379 KP) rated The Fault In Our Stars (2014) in Movies

Jun 26, 2019 (Updated Jun 26, 2019)  
The Fault In Our Stars (2014)
The Fault In Our Stars (2014)
2014 | Comedy, Drama
Undoubtedly one of the great love stories of our time. (3 more)
Shailene Woodley and Ansel Elgort are a perfect match.
John Green's novel is brilliantly adapted to the silver screen.
This is a movie that will stay with you long after it's over.
You'd better bring some tissues! (0 more)
On the surface, it's easy to dismiss The Fault in Our Stars as being a sappy teenage love affair, but I can fortunately say that this is one of the great love stories of our time.
Based on John Green’s popular young adult novel, The Fault in Our Stars is a film that is profoundly beautiful, eloquent and heartfelt. It tells of an extraordinary love between two unforgettable characters who are brought together by similarly ill-fated circumstances. Hazel Grace Lancaster and Augustus Waters are both victims of cancer. Although they do their best to hide it, these two young adults are each afraid of their ominous and unstable futures. They’re just trying to live purposeful lives and experience life like normal teenagers, but the looming threat of an untimely death impedes that desire. However, for a film filled with so much uncertainty, I can fortunately say that there is little doubt that The Fault in Our Stars is one of the great love stories of our time.

On the surface, it’s easy to dismiss The Fault in Our Stars as being a sappy teenage love affair. I’ll confess that I went into the theater expecting to be fully surrounded by crying teenage girls, while I would be quietly laughing to myself at their heartache. What I surely didn’t anticipate, however, was to be so deeply drawn into the film. Even more surprising is the fact that The Fault in Our Stars has actually turned out to be my favorite movie of the year so far. This is a film that is sincerely heartfelt and unflinchingly genuine. It brings truth to the romantic fantasies we have, and teaches us that we can’t let the fear of possible heartache hold us back from the endless potential of love.

Make no mistake about it, The Fault in Our Stars is a tear-jerker. It’s difficult to watch these lovable characters endure such unjustifiable hardship. Hazel and Augustus are each forced to face a formidable fate that they shouldn’t have to. I really felt a strong attachment to both of them, and found them to be remarkably identifiable. This connection makes it all the more unsettling when their situations turn dire. The reason that The Fault in Our Stars manages to be so effective is because of its authenticity and accessibility. The characters are not only admirable, but relatable. They’re not simply reduced to being unfortunate young cancer patients that we’re meant to feel sorry for. While of course we can sympathize with their condition, it is their compassion and the content of their characters that make them so compelling.

While the film features its fair share of tragedy, I should make it clear that it’s not heart-wrenchingly malicious in the way it deals with its ensuing sadness. This is not a film that is deliberately trying to make anyone feel bad. It is merely being honest in its depiction of the unfairness that often exists in life. While you very well might cry when watching the film, it’s not entirely depressing and hopeless. In fact, I would argue that The Fault in Our Stars is more pleasant than painful. The sadness it makes you feel ends up all being worthwhile because of the joyous, unforgettable memories the movie creates along the way. This is a film that will stay with you long after seeing it. To answer the question you’re all wondering: no, the movie didn’t make me cry. Though my lack of tears is not a particularly good indicator of the emotional quality of the film. I don’t really allow myself to cry during movies, but I certainly came close, and it undeniably left me deeply touched and forever grateful that I watched it.

Being that this is a romance, I must warn you that this isn’t a movie for everyone. Truth be told, I’m a sucker for a good romance, but I’m aware not everyone has the patience for these kind of movies. The Fault in Our Stars is a slow-burning journey that takes its time to relish in the moments. It does this skillfully, maintaining a steady, balanced pace while building up to a powerful climax. Some may find the film to be a little too cutesy, but I think anyone who approaches it with an open-mind will find that it’s legitimately a really great film. My only real criticism of the movie involves the awkward return of a particular character towards the end of the movie. It makes for a rather unwelcome and perplexing intrusion, although it does at least help to set up the film’s wonderful ending.

John Green’s story is refreshing, witty, and modern. It is not only insightful in its depiction of love and life, but also offers an amazing attention to detail. It nails the feelings of love, and perfectly captures the life of being a teenager. The characters created by Green truly come to life in this film. Divergent star Shailene Woodley shines as Hazel, a young woman suffering from terminal thyroid cancer. Additionally, Ansel Elgort is incredibly charming as Augustus, a high school basketball star whose career ended short when cancer turned him into an amputee. The two of them are a perfect complementary match. Laura Dern also puts in a commendable performance as Hazel’s mom, a selfless, loving parent and companion. The film’s soundtrack is sensational. It’s appropriately fitting and delightful, featuring great work by artists such as Ed Sheeran, Birdy, and Ray LaMontagne. Every aspect of the movie comes together to produce a thoroughly poignant and relevant package.

The Fault in Our Stars is a film that speaks to our generation. It stares boldly into our fears of the eminent death that haunts us all, and makes no attempt to glamorize it. Even though it’s about a pair of teenagers, it’s not afraid to deal with mature content. It’s actually all the more engrossing and troubling because these two characters are young. They’re already facing a pivotal time in their lives and are learning to experience the world on their own accord, and yet their journeys are plagued by the callous complications of cancer. Their age gives the film a stronger emotional impact, emphasizing the preciousness of life and the importance of living it to the fullest. The Fault in Our Stars is a smart and stimulating movie, and just like its star characters, it is wholly worthy of remembrance.

(This review was originally posted at 5mmg.com on 7.12.14.)
  
Genre: Contemporary, Inspirational

Page Count: 324 pages (of nauseation)

Average Goodreads Rating: 3/5 stars (why, Goodreads? You’re usually so tough on books)

My Rating: 1.5/ 5 stars

Truthfully, this is actually a great story. Yeah. So great. It’s the perfect backstory for its horror sequel: The Martins Trump Manson on Body Count.

As a romance it fucking sucks.

I don’t even know where to begin. This book is so full of sugary sap that it makes pasta covered in maple and chocolate syrup and marshmallows look appetizing.


original
Still not as sweet as The Air We Breathe
Here’s the thing: I’m not actually a bitter and cynical person. I like sap and fluff. I smile and giggle during romance scenes, I’ve obsessively written cute and romantic fanfiction and my boyfriend and I were arguably the most nauseatingly cute couple to ever walk the halls of John Bapst Memorial High School.

But I gagged reading this book for the amount of love-doveyness.

Marguerite is on holiday in London, recovering from the sudden deaths of her parents which liberated her from 27 years of being suffocated and controlled by them. While there, she has a random chance encounter with Chase Martin, a depressed rock star exhausted from touring with his band. Chase and Marguerite are drawn together by a strange unknown force. They don’t know why they have such a strong connection to each other, but they do know that life without the other would not be living at all.

I actually really liked the beginning and thought that it would shape up to be an interesting and sweet romance. We see them before they meet in the coffee shop, miserable and depressed, and then while sipping her drink and reading her book, Marguerite feels Chase’s anxiety. So she buys him a decaf drink and gives it to him, saying she could feel his anxiety from across the shop. That’s great.

The two of them realize they’re drawn together and can find each other happiness and Marguerite ends up spending the night at Chase’s house just so they can find comfort in having another human being near them. That’s great, too.

The beginning is by far my favorite part because it has promise for a good story and has more vivid scenes than any other part of the book.

But then it moves too quickly from there.

From that moment on, the two of them are so deep in love they make Romeo and Juliet look reserved and cautious. They are constantly “blown away” by each other and moved to tears every minute by each other. They “get a kick out of” every little joke they make to each other, and they start living together immediately after they meet. After a week (that’s right, a flipping week), Chase proposes to her.

And if I had a pin for every time one of those quoted phrases appeared in this novel, I could pulverize a voodoo doll. The repeated phrases and excessive emotion of the characters is definitely the worst part.

I’m still not that aggravated with this book, yet. Yeah, the insta love irks me, but I figure there will be a great plot with lots of trouble between the two of them after they marry. After all, they barely know each other and they need to figure out what this psychic connection means. Maybe they’re the incarnated souls of Hawkgirl and Hawkman and they’re about to get killed by an immortal psychopath (did I mention I’m a huge nerd?).

Nope. The two of them agree on everything, right down to how to decorate the house and the new rule that shoes are off upon entering. And things continue to be hunky dory for practically forever. All of Chase’s friends, and their girlfriends, love Marguerite and nobody questions their whirlwind romance. Yeah, because a severely depressed person getting engaged after a week of dating isn’t a cry for help or anything.

And there is so much to dislike about Chase’s and Marguerite’s decisions. Marguerite is forced to quit her job so she can move to London to be with Chase.

Never mind that she liked her job in Pennsylvania and didn’t express any wish to be a housewife. Never mind that Chase was getting tired of touring and thinking about quitting the band anyway. It’s her life that gets turned upside down.

Also, so much for her newfound freedom following her parents’ deaths! Now she’s shadowed by a bodyguard wherever she goes, needs to sneak into the backs of restaurant when she wants to eat out, and can’t even walk to the store for fear of being accosted by her husbands’ fans.

Yes, Chase’s life gets changed too. He now has a wife that cooks meals for him, cleans for him, furnishes and decorates his house for him, and hands him a cold towel when he walks off stage. He made some real damn sacrifices when he married Marguerite.

bitch_please_by_teslapunk-d32znko

But life goes on. With a lot of summary and over thirty years, it goes on.

Aside from dialogues and scenes peppered here and there, the book is mostly sweet and sappy summary of their lives. Dark things happen now and then but they’re glossed over and smothered in fluff.

If this storyline was done by a competent writer, this actually could have been an entertaining series about the Martin family. There is actually plenty of material between the psychic connection, Marguerite’s tragic background, a miscarriage, a huge celebrity drugging conspiracy, two sets of twins, a near death experience, and a baby on the doorstep.

But somehow it becomes boring and plotless when it’s all crammed into one book that seems to drag on forever. During all of this my main concern, the psychic connection, was never explained. It’s just a gift from God. One that turns their “perfect” (as in creepily well behaved and mature) children into kids from The Shining. Because they also have a psychic connection. They can “feel” each other and their parents. Oh, and talk to their dead sister, apparently, when their dead sister wants to tell them about babies being left on their doorstep.

“This is Baby Sarah,” Matt said.

“Baby Sarah?” Marguerite asked.

(Both sets of twins) said “Yes. We knew she was coming.”

Chase asked, “How did you know?”

“Baby Margaret told us,” Mark said.

Also, when Chase and Marguerite choose Sarah’s full name, all four children, in a different room, wake up from a dead sleep, sit up in unison, and announce that the baby is named.

May I present the newest additions to the Martin family?
If you want to read a rockstar romance, I recommend Love’s Rhythm by Lexxie Couper, which isn’t perfectly crafted, but leagues beyond The Band 4: The Air We Breathe.
  
Posthuman
Posthuman
2015 | Adventure, Dice Game, Exploration, Fighting, Science Fiction
So many storytellers have attempted to predict, or at least depict, the future of humanity. Many assert that a cataclysmic event will trigger some dark post-apocalyptic culture of humanity’s last breath on Earth. Others would have us fleeing to the stars to colonize and begin our species anew. But what if the former was correct and instead of becoming X-Men humans would rapidly mutate and become… something else entirely?

Posthuman is set in that dark post-apocalyptic horrorscape and is an exploration adventure game with character upgrading and dice-driven combat. The twist here is that humans are trying to escape the mutant creatures to The Fortress, a safe haven for all, but once infected may turn mutant and also turn on the party to prevent that glorious end. In this review, however, I will be playing through the solo rules, and they do not have players turning into mutants during the game. Bummer, eh?

DISCLAIMER: We are using the Kickstarter Deluxe version of the game. We do have the Defiant expansion from the KS campaign, but will not be using it for this review (I don’t think). Also, we do not intend to cover every single rule included in the rule book, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy from the publisher directly or from your FLGS. -T


To setup consult the rulebook, as there are so many decks of cards and character setup steps that need to happen that I just cannot detail here. Once setup your play area will look something like the photo below. Once setup is complete you are ready to begin your journey to The Fortress.
Posthuman is played over a series of rounds until the player wins or loses. The only way to win is to enter The Fortress before the Event deck runs out, and obviously the only way to lose is to run the Event deck out of cards or become a mutant by suffering five scars.

A round consists of several phases. The first phase is Event Resolution. The player will flip the top Event card and resolve its text. These Events could be a one-shot bad (or good) thing for the player, or may be an ongoing Seasonal Event that will stay in play until another Seasonal Event is drawn.

After the Events, characters will need to Eat to survive. Characters will be able to forage for food in a subsequent phase, but know that food is very important and if characters go too long without eating they will be suffering penalties of their Health and Morale.

Once fed (or starved, I suppose), the player will Declare an Action from the following: Camp, Forage, Scout, or Move (in multiplayer there is an additional action as well). To Camp players will forego any other action to heal their character. When a character Forages they will flip the current tile’s marker to show it may no longer be foraged and draw a Supplies card to see what supplies they will be able to gather. These could be more food tokens, ammo, equipment or weapons. To Scout a character will draw terrain tiles equal to the number of exits shown on their current terrain tile. The player will place the tiles however they want and this will provide insight into future locations and what they may hold. Lastly a player may Move into a connected terrain tile and begin having encounters upon it.

Most of the action in Posthuman comes as a result of having encounters on terrain tiles. Depending on where the character meeple is located on the Central Board track encounters will be drawn from the level one, two, or three decks and encountered immediately. Most of the encounters are combats, and I could write another whole post on combat, but I will spare you the details and merely say that combat is very involved and encompasses many steps to resolve. At the end of the combat a character may receive the encountered creature card as a VP trophy to be spent later on upgrades. The VP card may also instruct the player to move the meeple one space closer to The Fortress on the Central Board track. The other type of encounter card presents choices for the player to make or stat tests to overcome via die rolls.


Play continues in this fashion until the player wins by reaching The Fortress, or by losing to the forces set against them.
Components. This box is chock FULL of components and they are all super high-quality and enjoyable to play with. I do have a couple issues with some bits. Firstly, the player boards are quite small, and the tracking cubes are not meant for big meaty paws at all. Similarly, the tracking chits to be used for stats on the player board are flimsy and don’t really stay in place too well. Also the game comes with two different shades of gray player meeple colors and NOT a purple option. Shame! Shame! Shame!

When all is said and done Posthuman delivers an exciting experience on the table for a solo player and indulges the player’s need to roll dice on the regular. Just me? Didn’t think so. The combat is great, but I found myself discarding more enemies than defeating in some games and that is quite annoying. One game I refused to Scout at all and that totally bit me in the booty. So Scout, y’all.

Just know that playing this solo is NOT a cakewalk at all. I watched a playthrough video where the host won the game but nearly every roll of the die was favorable and every combat successful. Even still, she nearly ran out of time and lost the game. So games really can come down to the wire. Now, I haven’t really gotten very close to winning yet, but my day is coming!


I like this one a lot, and will certainly be going back to it for my solo plays. I have been playing some really great solo games lately, and I am very thankful for that. Posthuman, however, I don’t think will get much multiplayer action at my house. The rules are plentiful and the people I normally game with do not enjoy rules-heavy games. Similarly, I don’t think the theme is for everyone. I dig it, but different strokes and all. If you are in the market for a new (to you) game that can be played solo or multiplayer with an interesting theme and is pretty difficult, look up Posthuman. Just stay away from the mutants. These do NOT want to recruit you to their school for gifted people.