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Quad City Killers
Quad City Killers
2021 | Exploration, Humor, Murder & Mystery, Party Game
So I am going to cut right to the chase here. I am from the Quad Cities, the area of Iowa and Illinois where the Mississippi River flows East-West instead of its normal North-South. Admittedly, the name given to the area is the Greater Quad City Area and includes around 18 actual towns and cities. I have a love for my hometown and defend it to all who think we are just cornfields and unexciting. That said, when I saw a game was being produced about serial killers roaming my own stomping grounds, I knew I had to preview it.

Quad City Killers (or QCK) is a competitive game of moving around a map and eliminating points of interest by using resources from hand. Or, in actual gamespeak, stalking the streets of the QC murdering prey by using weapons, modifiers, and scenario cards to adjust the winds of chance for success.

DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and I do not know for sure if the final components will be any different from these shown. Also, it is not my intention to detail every rule in the game, as there are just too many. You are invited to download the rulebook, back the game through the Kickstarter campaign ending March 5, 2021, or through any retailers stocking it after fulfillment. -T


To setup place the large map (an actual map that you would find in your grandparents’ Oldsmobile) on the table. Shuffle the Prey deck and the Resources deck separately and place them in their spots on the map. Place the Heat tokens on the lowest space in each city. Keep the three dice nearby for all players’ use. Each player will choose a serial killer profile mat, a color of skull mover token, and Dexterity token to track progress. Each player will also draw five Resource cards from the deck and one Prey card to place on the board in a city along with their skull mover token. The game may now begin!
The first thing each player will do on their turn is perform a Hunt action by drawing and placing on the map the top card of the Prey deck. Most Prey are color-coded to be placed in a matching city, but some are not and may be placed in any city on the map. Next, the player may perform any three actions from the following: Hunt, Travel, Attack, Scenario, Discard.

Hunt works the same as the action performed at the beginning of each turn: draw a Prey card and place it on the board. In order to Travel to a new city the player will roll the dice. For a value of 1+ the player may travel to any city within their current state. For a value of 2+ the player may cross the Old Man to the other side (preferably using the half-finished under-construction new I-74 bridge). A player may play a Scenario card from their hand, and if it shows the Action icon they will spend one of their three actions to play and resolve it. A player may also choose to Discard two cards from their hand and replace them with cards drawn from the Resource deck for an action.

The game would not be named Quad City Killers if killing was not involved somehow. As the final option of action to be taken on a turn a player may choose to Attack a Prey card in the same city in which the player’s token resides. To Attack, the player will consult the Prey card’s printed defense value for their target number. The player will then combine any Resource cards they may have in hand with their current Dexterity score (tracked on their player mat) and the roll of the three dice. If the end result matches or exceeds the Prey’s defense value the Prey is eliminated. The player collects the Prey card for a trophy and for its Notoriety value (victory points) at game end.

Resource cards come in different flavors: Weapons, Scenarios, Modifiers, and Ego. Weapon cards are just that: weapons. They may be used once for an attempted kill and then are discarded. Scenarios may mess with opponent tactics, allow players to move Prey cards to different cities, or other various activities. Modifiers may also adjust the current Advantage enjoyed by the player or be played on a Prey card to lower its defense value. Ego cards (and also some Weapon cards) will have an M.O. icon on them and may be placed directly on the player mat. These M.O. cards offer a once-per-turn advantage for the player and are very powerful.


The game continues in this fashion of taking turns moving around the map, hunting prey and killing them, and using Resources to adjust the difficulty of the murder. Once a player has increased their Dexterity token to the end of the track the game ends and the players count up Notoriety values (VP) of all slain Prey cards to arrive at the greatest serial killer the Quad Cities has ever seen (which, being from the QC would be saying something – I don’t remember ANY serial killers here).
Components. Okay, this was a super cool game to open up in the mail. Inside the mailer box was this strange Evidence bag. I have never seen an Evidence bag in my life so I wasn’t quite sure what was inside. But when I opened it and saw it was the components for the game I immediately smiled at how cool that was to include. It certainly made an impression. Now, please remember that this is a prototype copy of the game, and the finished version will have slightly different and improved components. That said, what we were provided is very close to final quality (and better than some games I have in my collection!). The cards are all fine, the dice are dice, and the tokens are well-designed and interesting. The best component, for me, is the excellent map of the QCA. It folds/unfolds like an old map would (prior to GPS) and has my hometown right on it! Luckily I live in a suburb(?) of the Metropolitan QCA so my house is nowhere to be found on the map, but it is very strange and exciting to play a game on a map of your home.

The game as a whole is pretty good. Though the estimated time to finish the game is quoted at 90-180 minutes (and maybe with the full compliment of players), my plays with my wife were well under an hour each time. We both enjoyed the game quite a bit once we got over the whole premise of it. The theme is obviously dark and macabre, but in the end it is still just a game.

I felt very engaged for every second of the game as I watched my wife nail roll after roll during her Attack actions while I fail to manage even a roll of 2+. Yes, I am unable to roll 2+ on THREE DICE. My issues aside, the dice really do add a layer of chance (obv) that all the accounting and cardplay just will not cover. I like that. I like chance in my games, even when it goes against me. I also enjoyed having five actions from which to choose three on my turn, but I could also use the same action all three times if I wished. More options is usually good, and having more than one obvious route or strategy is a huge bonus for me.

All in all I really did enjoy this game quite a bit. Again, the theme may be off-putting for some, and I will not play this game with my children until they are probably older than the suggested 13+ but I can definitely see myself breaking this out with a group of adults who are itching for something completely different from what they are accustomed to playing. If you are like me and need something just absolutely jarring in your collection, I urge you to take a look at Quad City Killers, on Kickstarter now until March 5, 2021. Just stay out of Milan (pronounced MY-lin) and we will be fine.
  
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Taco Ninja Adventure
Taco Ninja Adventure
2017 | Card Game, Dice Game, Fighting
Hello, my name is Travis Lopez. I review board games. I am half Mexican and half European mutt. I like tacos. I like ninjas. I like adventures. That all said, I knew I had to try a game entitled Taco Ninja Adventure right away, just because I like all those things mentioned. Did this one bring the salsa, or did it leave me with a soggy bottom mess?

Taco Ninja Adventure is a card battling game for two to six players where each player will control at least one Taco Ninja. It’s a taco head with a bipedal humanoid body. And they know ninjutsu. These ninjas duke it out on the battlefield to display the greatest technical skills and the Taco Ninja team that can deliver the final bite to the opponents will be the winner.

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 each team (in my case I played two player so we each controlled two Taco Ninjas) will choose their Taco Ninjas in alternating fashion and begin the game in the Battlefield (near each other on the table). The Item and Attack card decks are to be shuffled and the first three Attack card revealed to create a market row. Each player draws two Item cards to be kept secret from the opposing team and a life tracker with the cube on 30 HP. The death battle may now begin!
On a turn the player will decide whether they would like to stay on the Battlefield to fight or retreat to the Dojo to retool. If they remain on the Battlefield the active Taco Ninja will choose an opponent also on the Battlefield to target. Three Yahtzee-style dice rolls later the attacking Taco Ninja will either deliver damage to the opponent, heal themselves, or draw an Item card to be used on a later turn. Each of these results are compared against a reference card that shows successful attacks for 3 of a Kind, 4 of a Kind, Full House, and 5 of a Kind for maximum damage. Rolling two pairs yields an Item card and either 4 or 5 in a row yields healing to the active Taco Ninja.

Should the Taco Ninja wish to retreat to the Dojo they may instead draw either an Item card, one of the face-up Attack cards, or an Attack card blindly from the top of the deck. Item cards can be played on the owner’s turn or out of turn in some cases. Attack cards usually will add damage to successful attacks if its specific dice roll requirement is met.

Once a Taco Ninja is knocked out from sustaining too much damage they are sent to the Afterlife. While a Taco Ninja exists in the Afterlife they will still take turns rolling. They can roll certain results to heal their teammate still on Earth or even reincarnate if the correct result is rolled.


When one team has sent both of their Taco Ninjas to the Afterlife they are finished and the winning team may devour their remains. If these are actually cannibalistic anthropomorphic tacos.
Components. This game is mostly cards with a few cubes, five dice, and a cloth drawstring bag. The cards are all fine, the cubes of normal quality and brown and orange in color, and the dice are the small dice (maybe 12mm?). The art style throughout is obviously cartoony tacos, so it invokes a feeling of silliness that I appreciate. I do not really know what the bag is for other than to protect the cubes and dice in the box? In the rules it mentions a first-player marker, which I found none of in the box, so I used the bag as that marker. It’s a nice bag. No problems with the components from me.

I do have a slight grumble with the name of the game, however. This is a head-to-head card and dice-based deathmatch. Unfortunately the Taco Ninjas do not actually go out adventuring, just battling and dying. So I think a more apropos title could have been Taco Ninja Crunchfest or On Eating Taco Ninjas. That’s ridiculous and I am sorry for making you read this paragraph.

All in all the game is actually quite a good time. It is very light and simple to learn, but strategizing attacks and when to retreat to grab more Item and Attack cards is great. Yes, at the end of the day all turns are decided by dice rolls, so no amount of strategy should logically work fully, but it is still fun to just roll dice and demolish some tacos in the process. Please do not expect anything more than a nice little filler game here. A game night probably will not revolve around Taco Ninja Adventure, but perhaps several games using different characters or a round-robin tournament could be enjoyable.

That said, Purple Phoenix Games gives this one a delicious 8 / 12. It is highly portable, very light, appetizingly fun, and has a unique theme. If you are looking for a good solid filler game that is a bit different in style and theme than most, I would have you take a look at Taco Ninja Adventure. It might just be the cardboard antipasto you have been seeking.
  
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Emma @ The Movies (1786 KP) rated Avengers: Endgame (2019) in Movies

Jun 22, 2019 (Updated Sep 25, 2019)  
Avengers: Endgame (2019)
Avengers: Endgame (2019)
2019 | Sci-Fi, Thriller
Contains spoilers, click to show
I'm not really sure where to start with this so settle in for a ride. I've tried to avoid major spoilers but some of the things I've written might give away or hint at events in Endgame so please don't read this until you've seen it at the cinema.

We were left forlorn in the wilds of Wakanda after Thanos' snap in Infinity War. 50% of every living creatures on the planet, on every planet, wiped out of existence. Thanos has set off in his retirement while our heroes are reassembling. What's left of the team is trying to get back to a normal life, saving the world, saving each other. Some are moving on, some are stuck on the past, all are lost.

I wrote more notes for this than I've written for any other movie. It was so much of a problem that I condensed the original and then recondensed them into collected topics. I'm vaguely going to go in chronological order, let's do it!

We open with Hawkeye. The scene was simple and effective to help line up the change in him, but it wasn't the tone I expected for the beginning of the film. You have to start it somehow, and I don't know how I thought they would but tonally it didn't say "Marvel" to me. In the trailers we see his darker side coming through, after seeing the film I can't help but wonder if they needed to do this to him. It felt a little like they were just doing it to use for one scene. Clint is a stand-up guy, he would have been there for them regardless in this situation.

As we recap on what's happening in the wake of the snap we find Nebula and Tony attempting to return from Titan on the Guardian's ship. For me, Nebula was the best bit of the whole film. The scenes with Tony are wonderful and touching, she's able to make a connection that she's never really had before and her transformation through the film is a delight.

Something at this point that I feel I should bring up is the partnership that we witness. Tony and Nebula, Nebula and War Machine, Rocket and Thor. We're given lots of different Marvel Mash-ups with great results. Nebula, in particular, shone through in these. Watch out for her with Rhodey.

Steve, Cap, is very much in control throughout this movie, in leadership as well as of his emotions. He still has his positive outlook on life but even when it wanes he's determined. Visually they've left you no room to wonder on whether he is the first Avenger, he leads into a room and he gets a lot of shots that frame him perfectly. But he has changed... on more than one occasion I found myself going "Language, Steve!" I was unsure about his support group in the trailer and after the full scene it felt like it was just there to set up occurrences towards the end of the film. You'd be forgiven for thinking this was actually a Captain America film, it felt much more like one than Civil War did.

Before coming to Endgame one of the things I had been thinking about was how Scott was going to return from the quantum realm. What happens kind of feels like they had no idea how they were going to do it, and it was frustrating and leaves you with questions about what happened in the five years since the snap. There's also a potential horror movie spin-off teased in Scott's walk through San Francisco, he encounters a kid on a bike... classic horror movie moment in that scene.

Nat gets to flex her leadership muscles in the post-snap world trying to keep a new band of Avengers together. Still based in the Avengers complex she's coordinating with members around the world and out in space. We finally see some genuine raw emotion from her as they search for Hawkeye as he's off on his... well what is it? Redirected revenge? She's always had a trusted position with Fury and it seems like his dusting has pushed her to step up.

Carol is back after her recent debut... I still don't think we can call her Captain Marvel when no one else does. I still don't like her, I can't help it. She's cocky and she doesn't seem to have any desire to actually work with the team. If there's anything that I got from this film it's that Black Widow should have had her own film already rather than introducing Carol at the last minute. She's not really a massive feature of the film and her inclusion feels almost like they needed to a solution to a problem and she was the quickest way to fix it.

Now we get to the point where I had some major upset. In my opinion, Marvel have done wrong by Bruce/Hulk and Thor. I saw a spoiler on Twitter for Bruce that I hoped was fan-inspired, but when we get to him in the film I sat in annoyed silence as those around me murmured with excitement. As far as Thor goes, I can see why they made the choices they did with him but it felt like they just turned him into a joke, and that didn't sit right with me at all. Just one small step back from what they did and they would have nailed it, but it felt like they just went for the cheap laugh at his expense.

So it's time to talk about time travel, I think we all knew that we could expect to see it in some way or another in Endgame. Tony and Bruce obvious have a big hand in this one, and it was nice to see them acknowledging the "normal" person discussion of time travel with film references. Outside of that though they threw a lot of complicated script at it, it felt like a very random step away from how they usually deal with technical things in the universe.

From the one hour point of the movie(ish) everything starts to pick up, up until then I wasn't loving the film, and that was upsetting to me. What follows from the quantum suit walk is a lot of fun. There are a lot of nostalgic moments that brought humour and a fun layer to the older films and we get what is probably the most satisfying moment of the entire MCU.

Visually this is one of the better films in the sequence. Shots weren't overly cluttered and so busy that you couldn't see what was happening, and there were a lot more poignant visuals. There are however a few that make me think they had to be reshot because you get very specific angles that give you the back of someone's head and the audio sounds slightly off to the rest of the scene.

Two things left to specifically mention...

The women of Marvel. For so many films we had very few female heroes, certainly none that got their fair share of coverage until The Wasp, Captain Marvel and an excellent female ensemble in Black Panther. I'm all for more female characters but I think Endgame went too far. There is one scene near the end that felt more like they were worried they hadn't had enough women on screen and they really packed them in, it felt awkward rather than awesome.

Stan Lee's cameo. It wasn't the usual fun we're used to. Fleeting and forgettable. Stan deserved better, this just didn't feel right. I even briefly wondered if it was actually him.

For me, Endgame wasn't the finale that we deserved. It wasn't better than Infinity War but I don't think that it could have been because of how much it had to bring to the table. I went and saw it twice because I like to see the 3D and 2D when they come out, it was actually one of the better 3D films I've seen on a regular screen.

I probably would have given this 3 stars, while I had fun watching it I came out both times feeling kind of "meh" about it. Nebula, America's ass and the epic moment in the finale, as well as a few other amusing moments, bumped it up slightly. I sadly found that first hour rather challenging and couldn't get on board with some of the character choices that were made.

What you should do

Let's face it, you're going to watch it if you've invested time in watching all the Marvel movies and I'm sure you'll enjoy it. I'm aware I'm in a minority with my feelings about this, but not everyone can feel the same way about everything. What a world it would be if we could.

Movie thing you wish you could take home

I'd still like an infinity stone... but I don't know which one.
  
SM
Sing Me to Sleep
6
6.0 (1 Ratings)
Book Rating
My Summary: Beth is a ridiculously tall, horribly ugly girl suffering though high school. Her nickname is “the Beast.” She is bullied by everyone. Her face is scared and pimply and messed up, she was born that way and nothing works to get rid of it. The only people in the world that she has are her mother—who loves her fiercely—and her best friend since pre-school, Scott.

But then through the course of several unexpected events, Beth ends up with the solo in her choir. She goes from ugly and in the back rows to re-made, re-styled, and re-“faced” after laser surgery. Her choir gets a chance to go to a competition in Switzerland.

And she meets Derek. Derek is on one of the other teams, the biggest, best, most famous choir. He’s the hottest guy she’s ever met. And he’s in love with her.

But there’s something wrong with Derek. He won’t tell her what it is, and she’s scared to ask because every time she brings it up, he runs away.

And the fact that Scott has admitted that he’s in love with her—and she’s pretty sure she loves him too—isn’t making anything less complicated…

Review:
I enjoyed Sing Me To Sleep. Please realize and remember that. It kept me reading, it moved quickly. But there were a few things that drove me crazy while I read this and took away from the overall enjoyment.

The first was the writing. There’s a difference between a writing style, and writing crappy. 75% of the “sentences” in this book were fragments. No, I did not count the sentences and take a literal percentage, but that’s what it felt like. There were a lot of two or three word phrases stacked next to each other. That does not count as a writing style, it’s poor grammar. It was so distracting that I found myself annoyed and wanting to put it down.

The second was the romance. In the beginning, the romance between Derek and Beth was just too rushed. There were no meaningful conversations, there wasn’t much plot, there wasn’t much talking. There was a lot of “I love you’s” and a lot of tension and a lot of kissing (hot kissing, but just kissing none the less). Beth was convinced she was in love with him—and he with her—but their relationship was so shallow, that I expected him to dump her any minute (or vice versa). It didn’t feel real.

Near the end, it became a little more real after Derek’s secret came out and Beth began to feel a little different about him. For the sake of keeping this review spoiler-free, I won’t say much more than that. However because their “love” was built on such shaky ground in the first place, most of the end didn’t feel very real either. Beth didn’t know what love really meant until the very end of the book. Poor girl.

The third… sadly, the characters. I didn’t feel much of a connection to them. Believe it or not, the one character I related to most was Scott. He wasn’t even in most of the book—most of it was Beth and Derek—but Scott was the most realistic character (and I’m totally in love with him) and the character that I could understand the best. But Beth and Derek both… I just didn’t connect.

I feel really bad that I’ve complained so much. I also feel really sad that I didn’t love this one. But as a reviewer I promise to be honest, and this is how I feel. Again, as I said at the top, I enjoyed the book, it kept me reading though it wasn’t a sit-on-the-edge-of-your-seat kind of page-turner. But it was a bit of a let-down after all the 5-star or A+ reviews I’ve read for it. Don’t listen to just one opinion. Check out some other reviews for this one before you decide to believe me.
  
The You I've Never Known
The You I've Never Known
Ellen Hopkins | 2017 | Fiction & Poetry, LGBTQ+, Young Adult (YA)
6
8.0 (4 Ratings)
Book Rating
Ariel has spent her entire life drifting from place to place with her Dad, Mark. Abandoned by her Mom as a baby, Ariel and her father move often, leaving Ariel unable to form relationships and always feeling as if the latest place they touch down is just the next in a series of temporary stops. They've been living in Sonora long enough for Ariel to finish an entire year of school, and she's finally formed a few friendships. One of them is to her closest friend, Monica, to whom Ariel feels a deep friendship-- and attraction. Their friendship and potential relationship is complicated somewhat when Ariel meets Gabe, the nephew of her father's girlfriend, Zelda. Ariel is attracted to Gabe, too, and she isn't sure exactly what that means.

Meanwhile, Maya is trying to escape her hateful mother, and the only out she can see is Jason Ritter, an older man in the military. But now Maya is pregnant, and married life with Jason is turning out to be scary and lonely.

Told in both prose and verse, there's no doubt that Hopkins' story is often beautifully done. My biggest issue with the novel wasn't the book itself, but that the plot description reveals, in my opinion, a major spoiler that doesn't actually occur until past page 350. If you ask me, that's far too deep within the tale to reveal in the description, and I would have enjoyed figuring that twist out myself and getting there on my own. The story itself, as I mentioned, is told in various ways, and you need to be prepared for the verse, as it does take some getting used to. I haven't read many of Hopkins' books (in fact, Goodreads tells me I've just read [b:Tilt|11133791|Tilt|Ellen Hopkins|https://images.gr-assets.com/books/1346263814s/11133791.jpg|16057047], which I'll confess I don't recall at all), and I probably had to go at least 75 pages until I was sort of in the swing of the verse "thing." The book is told from both Ariel and Maya's point of view (though mostly Ariel) and most of Ariel's pieces are in verse.

So, combine the verse/prose aspect and the fact that I was constantly waiting for this plot twist to happen while reading, and it took a bit to get into the book. There's definitely a lot going on this novel, but it was nice that at least Ariel's sexuality wasn't always the main focus. It was also refreshing to find a bisexual teen heroine. Overall, the book seemed to handle it fairly well, too, without so much of the usual stereotyping you can find in other novels and/or the media. I think a teen struggling with similar issues could find some comfort in this book, and that's important. For me, I wasn't completely sure that all the threads of the book were truly fully formed. I'm not completely sure how to explain that fully; it's not that I expected resolution to everything, but there were some serious topics dealt with in in the novel (beyond Ariel's sexuality) and it sometimes felt like they all got glossed over or moved past rather quickly. Bisexuality, rape, abuse... those are serious topics, and I'm not sure they got the ultimate focus they always needed.

So, in the end, I find myself a bit stumped by THE YOU I'VE NEVER KNOWN. I was certainly intrigued by the book and enjoyed it. As a bisexual female, I greatly enjoyed the character of Ariel and welcomed finding her in literature. While parts of the book went on a bit for me (though perhaps that was the verse format, I'm not sure, or waiting for the aforementioned spoiler), I found it interesting. Still, in the end, something felt a tad off for me. However, much of the writing was lovely, and the storyline different and often engaging. Overall, I'd probably give this one 3.5 stars.

I received a copy of this novel from the publisher and Edelweiss (thank you) in return for an unbiased review; it is available everywhere as of 01/24/2017.
  
Mistletoe Miracles (Ransom Canyon #7)
Mistletoe Miracles (Ransom Canyon #7)
Jodi Thomas | 2018 | Contemporary, Romance
10
9.5 (2 Ratings)
Book Rating
Lovable Characters (3 more)
Interesting Plot
Great Worldbuilding
Good Pacing
A Clean, Sweet Read
I'm not usually a romance person, but the synopsis for Mistletoe Miracles by Jodi Thomas caught my attention. I'm really glad I read Mistletoe Miracles because I absolutely adored this book. In fact, Mistletoe Miracles may have converted me to be a romance reader. It has definitely made me a Jodi Thomas fan for sure.

The pacing for Mistletoe Miracles was spot on. It wasn't a fast paced book, but it wasn't slow paced either. It moved at a nice relaxing pace, and I found myself loving it.

The plot for Mistletoe Miracles is a sweet one. It was interesting to see each couple's relationship blossom. Mallory is on the run from her abusive ex-boyfriend. She ends up in a car crash. Her dog is also injured in the crash. Little does Jax know he has her dog, but once he figures it out, it's the start of something sweet. Griffin needs a rich bride in order to save his working ranch that's been in the family for generations. Sunlan, a ranch girl herself, is just the right woman to fill that position. She's also looking for someone to take her away from her overbearing father. Wyatt is a soldier just looking for a place to rest while on leave. With everyone assuming he's Jamie's husband, he is taken to Jamie's house after he falls asleep and has a small crash. Jamie has been out of town, but when she returns, she's gets the biggest surprise of her life. However, she's been telling everyone she's married even though she's not. Wyatt may just be the (pretend) husband she needs. The reader has the pleasure of reading about each immersive relationship and how each one blossoms in its own way. There are no major plot twists, but Mistletoe Miracles is a book that doesn't need plot twists to be enjoyable. All loose ends are also tied up by the end of the book which I was happy about. I also liked that Mistletoe Miracles can be read as a standalone.

I felt that the world building in Mistletoe Miracles was done very well. Jodi Thomas makes it so easy to feel as if you are one of the characters in her book. She puts you right in the midst of everything that is happening, and it is so easy to lose yourself within each page of the story. Mistletoe Miracles takes place in Texas which made me enjoy the book even more! The world building is so realistic in this novel that I would lose track of time whenever I was reading it.

I loved every character in Mistletoe Miracles. I felt each character was fleshed out substantially, and every character felt like they were an actual real person instead of a character in a book. My favorite characters in this book were Sunlan and Griffin. I loved how they started out a bit distant towards each other, but eventually, they warmed up to one another and came out of their shell, especially Sunlan. Don't get me wrong, I loved the other characters too, but it was Sunlan's and Griffin's relationship that I loved the most. I did enjoy reading about all the other character's relationships as well, and I found them to be very interesting. Each character had something to bring to the table to make Mistletoe Miracles the great read it is.

There aren't many trigger warnings for Mistletoe Miracles. I would classify it was a clean romance. There's no swearing and no steamy scenes. There is some violence although it is not graphic. There is some drinking of alcohol as well as kissing. There's also talk about making love but everything is implied and not described in graphic detail.

Overall, Mistletoe Miracles is a very sweet and refreshing read that will warm even the most hardened hearts. It's got very likable and realistic characters characters, an interesting plot, and fantastic world building. I would definitely recommend Mistletoe Miracles by Jodi Thomas to everyone aged 16+ whether they like romance or not. This is one of those books that everyone should read even if romance isn't their preferred genre.

(Thank you to Netgalley for providing me with a copy of this title in exchange for an honest and unbiased review.)
  
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Heather Cranmer (2721 KP) rated Hello Again in Books

Dec 26, 2018 (Updated Dec 26, 2018)  
Hello Again
Hello Again
Stan Schatt | 2018 | Mystery, Paranormal, Thriller
4
4.0 (1 Ratings)
Book Rating
Held my Interest (1 more)
Interesting Premise
Not enough character backstory (2 more)
Pacing all over the place
Not very paranormal
Not Very Paranormal
I love the premise of Hello Again by Stan Schatt. I'm very much into ghosts, so I knew I had to read this book. When it came up for review, I knew I had to read it. Unfortunately, this book was just okay, nothing special.

The plot for Hello Again sounded interesting enough. I loved the idea of a guy getting texts from his dead girlfriend. However, there just wasn't enough of the paranormal aspect for me which was disappointing. Personally, I wouldn't really label Hello Again as a paranormal read at all. It was fun to read about though. I kept trying to figure out who was sending the texts from Amber's phone after she died especially since they were coming from her apartment. I also found it interesting to read about Bill's cafe and how he was struggling to get the money to renew the lease. Anyway, the story did take awhile to get going before he meets his girlfriend, Amber Love, at a speed dating event. Amber is very mysterious and doesn't reveal too much of herself to Ben. I found their relationship to be a bit forced and stagnant myself. They hadn't even been on very many dates before she is blown up by a car bomb. What I found weird was that Ben never even googled Amber's name when he found out she had given him a false last name. If it were me, this day in age, I would have been googling her as soon as I had free time. I also felt like we need more information about how Ben found out about Amber's funeral. I will say that by the time this book ended, all of my questions were answered. There are no cliff hangers, and I felt like what was supposed to be the plot twist was too predictable.

I never really connected to any of the characters in Hello Again, and as much as I tried, I never really found myself caring for any of them. I would have liked a bit more backstory into Ben and Amber. I would have liked it if Ben and Amber's relationship had a chance to flourish instead of them just going on about 3 or 4 dates. I would have even liked more backstory for Josh, the psychic. It was hard to connect to these characters when I didn't know much about them. Oh, one of the characters is described as looking like a terrorist and of Middle Eastern descent. I found this to be stereotypical and thought that some readers may find this offensive.

The pacing for Hello Again starts out slow. About halfway through, the pacing does pick up, but I feel it does go too fast in many places which left scratching my head wondering what had happened. Sometimes, I had to go back to see if I missed anything which I didn't. The pacing just didn't flow very well in the second half. However, this book did hold my attention until the very end though, but I wasn't in a rush to finish it. Luckily, it's a short read.

Trigger warnings for Hello Again include some profanity, a couple of sex scenes although they aren't graphic, violence, murder, and alcoholic drinking.

All in all, Hello Again was an okay albeit disappointing read for me. I had been expecting more of a paranormal read which this really wasn't. I could never connect to the characters which left me feeling empty. However, I did find that this book held my attention on the plus side. Because it held my attention and was a short read, I would recommend Hello Again by Stan Schatt for those aged 18+ who are looking for a short read.
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(A special thank you to Xpresso Book Tours for providing me with an eBook of Hello Again in exchange for an honest and unbiased review.)
  
Disney Villainous
Disney Villainous
2018 | Entertainment
I am a sucker for a great theme. Or themes that turn the game around. Such is the case with Disney Villainous. Not often does a game allow you to play AS the bad guys against the good guys. That premise is interesting to me, and as I saw this release last year, I just knew I had to have it. Now that I have played it several times, with and without the first expansion, what do I have to say about it? Read on.

Disney Villainous (“Villainous” from here on) is a card game that pits players against each other in a race to complete individualized objectives to win the game. Players are in direct competition with each other and have devices to employ to spoil the plans of their competitors. Can Maleficent place out curses on all the lands in her realm before Hades can have three Titans storm on Mount Olympus? Can Prince John attain 20 power before either of them win the game? Such is Villainous.

DISCLAIMER: This game has a few standalone expansions now, with more on the way I’m sure. We are using components from the base game as well as the first expansion, “Wicked to the Core,” for this review. Should we decide to review the expansions as standalone games, we will link to the new material here. Furthermore, I 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, each player will choose a big bad to play. Each character comes equipped with a colored pawn, a realm board with four locations, a deck of cards with matching pawn colored backs, a Fate deck with white back, and a playbook with tips on how to play that character. Also give every player a reference card that details the actions available. Shuffle each deck separately, give the starting player zero power from the cauldron, the second player one power, the third player two power, etc. Each player draws a hand of four colored back cards. Begin the game with the pawns on the leftmost location on the realm board and you are now ready to play.

Play works thusly: move your pawn to any unlocked location, complete any or all actions available at the location, draw your hand back up to four, next player. You MUST move on your turn, unless a card allows you to stay at your current location on your next turn. Once moved, the location will either show two or four options for actions. These could include play a card, activate a card, discard a card, gain power tokens, move an item or ally, move a Hero card, vanquish a Hero, or play cards from an opponent’s Fate deck. Some actions are self-explanatory (gain power tokens, et al), but some require further explanation.

Some cards will have an activation symbol displayed on them. This means that a pawn has to have been moved to a location with an activate card symbol, and the player must pay to activate the card for its special abilities. Easy. Moving an item, ally, or Hero typically means physically moving the cards from one location to another adjacent location. This is important for some villains’ objectives: cards need to enter play in one location but travel to another as part of the win condition. When a villain moves to a location with the Fate symbol, they will choose an opponent, look at the top two cards of their Fate deck, and choose one card to play and one card to discard. These are especially devious and can greatly hinder the player’s progress. In addition, when a Fate card resides on a realm board it covers the top symbols of a location, thus nullifying the player’s ability to use these symbols on future turns. Using the vanquish symbol requires a Hero to have been played on your board, and having enough strength in allies and items to meet or overcome the Hero’s strength. Heroes and any allies/items used in the fight are then all discarded to the appropriate discard piles.

Play continues in this manner until one player has achieved their victory condition.

Components. I have good and bad news. Good news first. The components are absolutely fabulous! Those pawns. SOOOO good. Each is a somewhat abstracted figure of the villain, but with some concrete callbacks and recognizable features. They are just so dang fun to handle and play with. I think the cards are good quality, but I forgot what they feel like outside of the sleeves I put mine in. The board components are great, the cauldron is flimsy, unnecessary, and unwieldy when putting back in the box, especially if you have one or more expansions. I have not found a decent way to put everything back in one box, so I am resigned to having both boxes with me every time I want to play. That’s the bad. I also have put all my sleeved cards into plastic deck boxes in the main game box along with the cauldron. Everything else gets put in the expansion box. I hope a better storage solution is on the horizon along with future expansions…

So as you can see from our rating graphic on top that we are spread out on this one. I love it, but I don’t see it ever breaching my Top 10 list. It does have a tendency to overstay its welcome with all the Fate cards making it more and more difficult to win the game. Once a player seems to be near winning every other player gangs up, or seems to when I have played. I get that it may come off as a negative, and the play length as well, but it’s all part of villains out-villaining each other. While Josh rated it as a three and may not ever willingly ask to play it, I have it at a five because I think it’s a great game with a wonderful theme, amazing components, and tons of expandability. With that, we at Purple Phoenix Games give Disney Villainous a boding 16 / 24. If you are a big Disney fan, can live with the Take That, and want something that looks incredible on the table, pick it up.
  
Beats (2019)
Beats (2019)
2019 | Drama
When this came up as an Unlimited Screening I shrugged my shoulders and booked my ticket. I didn't know anything about it and the very brief synopsis I read didn't really change that.

Johnno and Spanner are life long friends. Johnno is sensible and has a relatively stable family life while Spanner is suffering from living in his brother's criminal shadow.

When Spanner finds out that Johnno's mum is moving them up in the world to a new house with her policeman boyfriend he's devastated and steals money from his brother to fuel one last great night out for them both.

Firstly, I can't for the life of me work out why this was filmed in black and white, from personal recollections 1994 was pretty colourful, even in Scotland. The only reason I can conclude, as a viewer, is so that they could add a tie-dye electric nightmare at the rave to illustrate the drug-fuelled euphoria in a rather predictable visual way. Neither particularly added anything to the proceedings.

The highlight when it came to the acting in Beats was Lorn Macdonald as Spanner. The different sides of his character were shown so well. We get a peek at the person Johnno knows him to be and not the person he's perceived to be. Macdonald managed to bring a vulnerability to Spanner and reminded us that friends are the family you choose.

Johnno as a character confused me a bit, he was all over the place. Quiet and shy for the most part with the odd outburst that didn't feel like they fit the situation. Cristian Ortega wasn't bad in this part but the muddled character traits throughout left me cold to Johnno.

Beats obviously contains a lot of music and I was pleased that it wasn't always played a full volume. We open with the pair dancing to music and you expect it to be excessively loud. They kept it at a relatively low level but managed to give you the impression it was louder by the way everyone reacted to it. I can't work out whether that was a good or a bad way to start because I keep pondering on that point, being loud would have been accurate but I probably would have been grumbling about that fact right now.

The rave itself felt very accurate but it was tremendously difficult to watch. It really gave you the impression that you were in it, the only trouble with that is that when you are actually in it you're not trying to watch what's happening. Perhaps we could have cranked it up and had audience participation.

Beats is a story of friendship that happens to coincide with a time of change for the music scene in Scotland. There are touching moments in it, mainly around Spanner, but the rest of the film felt like it was trying to be too artistic. There's probably a very niche audience of music lovers out there for this but there were just too many moments that made me frown to give this a higher rating.

On the topic of ratings, as a final point... Beats was rated 18 and I would assume that this was for the drug use and domestic violence. This is me being numb to all things offensive I guess but it really didn't feel like it needed an 18.

What you should do

If you were/are partial to a rave then give this a go, but it's not something I'd generally recommend.

Movie thing you wish you could take home

I'd love the energy to party like that... what a distant memory.