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Sensitivemuse (246 KP) rated Radical in Books
Nov 5, 2018
Good plot, good character development but disappointing
This one was off to a slow start, and it was pretty much slow throughout. What compelled me to finish this book to the end was wondering whether this Clearview group was legit or if there was something more to them.
You also follow through Bex and her life at home, which doesn’t seem very pleasant to start with. Her mom tries to change her despite her orientation, there’s financial issues at the home, and her brother is, quite frankly, an ahole. You quickly figure out Bex is into guns, and survival training. There’s extensive description on how she takes care of the guns, how she loads them, fires them, and we can go on. It gets tedious and lets the plot slow to a crawl. If you want intrigue and surprises, this isn’t going to happen until much later. Much much later.
There’s also focus on Bex and Lucy. They both seem to compliment each other and there is slight chemistry between the two of them but it’s not a romantic type of love story that you get if that’s what you’re looking for. They’re polar opposites and compliment one another but you also get that feeling it’s nice while it lasts.
There isn’t much to the plot until the last third of the novel, which is disappointing. However it’s jarring to see how much of the concept of survivalism is drilled into Bex and pushes her to the edge to the point of becoming paranoid over every minute detail. It’s sad to see what her parents attempt to make her do, when it comes to the subject of her brother. It’s also disappointing to see hardly any mention of Clearview except for smidgens here and there and although it plays a part in the plot, it’s not what you think and you wish there was more to it. It would have made the book much more interesting.
It wasn’t the best, but not the worst either. I’d suggest to take this out from the library instead of a purchase.
You also follow through Bex and her life at home, which doesn’t seem very pleasant to start with. Her mom tries to change her despite her orientation, there’s financial issues at the home, and her brother is, quite frankly, an ahole. You quickly figure out Bex is into guns, and survival training. There’s extensive description on how she takes care of the guns, how she loads them, fires them, and we can go on. It gets tedious and lets the plot slow to a crawl. If you want intrigue and surprises, this isn’t going to happen until much later. Much much later.
There’s also focus on Bex and Lucy. They both seem to compliment each other and there is slight chemistry between the two of them but it’s not a romantic type of love story that you get if that’s what you’re looking for. They’re polar opposites and compliment one another but you also get that feeling it’s nice while it lasts.
There isn’t much to the plot until the last third of the novel, which is disappointing. However it’s jarring to see how much of the concept of survivalism is drilled into Bex and pushes her to the edge to the point of becoming paranoid over every minute detail. It’s sad to see what her parents attempt to make her do, when it comes to the subject of her brother. It’s also disappointing to see hardly any mention of Clearview except for smidgens here and there and although it plays a part in the plot, it’s not what you think and you wish there was more to it. It would have made the book much more interesting.
It wasn’t the best, but not the worst either. I’d suggest to take this out from the library instead of a purchase.
The Woman Who Stole My Life
Book
Ever wish you could trade your life in for a better one? The Woman Who Stole My Life is a story full...
LeftSideCut (3776 KP) rated Titans - Season 1 in TV
Sep 26, 2019 (Updated Jan 7, 2020)
A silly good surprise
Contains spoilers, click to show
In a world awash with CW shows based on DC comics (don't get me wrong, I have a small space in my heart for the 'Arrowverse'), who would have thought that a live action series based on Teen Titans would absolutely smash it out of the park!?
When the trailers dropped for Titans, I was intrigued, slightly worried that it would be linked to the sub par DCEU - it's not by the way, and it's also seperate from CW universe, allowing Titans to do its own thing, and do it well.
Titans is both gritty and colourful, both humourous and emotional, and hugely enjoyable.
The main cast are introduced slowly, but it doesn't take long for the group to matter to you.
Brenton Thwaites (Robin), Teegan Croft (Raven), Anna Diop (Starfire), and Ryan Potter (Beast Boy) form the core team and are all extremely likable.
Alan Ritchson and Minka Kelly (Hawk and Dove respectively) drop in from time to time to flesh out the team, and provide some of the series more emotional moments. In fact, one episode is dedicated entirely to their origins and how they met, and it's one of the seasons strong points.
Another great episode early on introduced us to the Doom Patrol (who includes bloody Brendan Fraser!) providing the jump off episode for the Doom Patrol spin off show. This episode is probably the funniest episode in the series.
Elsewhere we are introduced to other DC characters such as Jason Todd, Wonder Girl, Trigon, Superboy, and the Nuclear Family, and it shows that Titans has been able to establish a far reaching universe in the space of 11 episodes.
The season finale is a real treat, which is sort of based in Gotham. We are treated to Batman references galore, given glimpses of his rogues gallery, and absolutely crazy climatic action scene involving the Bat himself.
Titans is drenched in bad language, and moments of nasty violence, flexing itself as an adult show from the get go, and it's a huge strength.
I can't wait to see where it goes in the future!
When the trailers dropped for Titans, I was intrigued, slightly worried that it would be linked to the sub par DCEU - it's not by the way, and it's also seperate from CW universe, allowing Titans to do its own thing, and do it well.
Titans is both gritty and colourful, both humourous and emotional, and hugely enjoyable.
The main cast are introduced slowly, but it doesn't take long for the group to matter to you.
Brenton Thwaites (Robin), Teegan Croft (Raven), Anna Diop (Starfire), and Ryan Potter (Beast Boy) form the core team and are all extremely likable.
Alan Ritchson and Minka Kelly (Hawk and Dove respectively) drop in from time to time to flesh out the team, and provide some of the series more emotional moments. In fact, one episode is dedicated entirely to their origins and how they met, and it's one of the seasons strong points.
Another great episode early on introduced us to the Doom Patrol (who includes bloody Brendan Fraser!) providing the jump off episode for the Doom Patrol spin off show. This episode is probably the funniest episode in the series.
Elsewhere we are introduced to other DC characters such as Jason Todd, Wonder Girl, Trigon, Superboy, and the Nuclear Family, and it shows that Titans has been able to establish a far reaching universe in the space of 11 episodes.
The season finale is a real treat, which is sort of based in Gotham. We are treated to Batman references galore, given glimpses of his rogues gallery, and absolutely crazy climatic action scene involving the Bat himself.
Titans is drenched in bad language, and moments of nasty violence, flexing itself as an adult show from the get go, and it's a huge strength.
I can't wait to see where it goes in the future!
Becs (244 KP) rated 1984 Nineteen Eighty-Four in Books
Oct 2, 2019
1984 by George Orwell, one of my favorite literary classic novels to this date! This was a monster to get through but once I finished, I was able to take the novel as a whole and learn from it. And man, what a loaded punch it throws at you. George Orwell is a favorite of mine and his writing style is just exactly what I expect from an author from his era.
1984 is about a government that controls everything a citizen of Oceania does, says, etc. If you rebel, you get kidnapped, tortured and then broken down to the point where they are able to rebuild you into the ideal citizen. That’s pretty much exactly what happens in this 328-page novel. But trust me when I say, this is worth a read through!
Genre: Sci-Fi, Dystopian, Literary Classic
Reading Level: High School +
Interests: Dystopian worlds, politics, science fiction, totalitarian systems.
Difficulty Reading: Like putting butter on a soft piece of bread. Not kidding, 1984 was difficult to read but the meaning behind it is what counts.
Promise: Dystopian, Sci-Fi world with a totalitarian system that runs your life until you are no longer a rebellious individual and instead under their complete control. A bit like being a slave.
Favorite Quotes: “Perhaps one did not want to be loved so much as to be understood.”
“Who controls the past controls the future. Who controls the present controls the past.”
“If you want a picture of the future, imagine a boot stamping on a human face—for ever.”
What Will You Gain: Knowledge on what the world could turn into when the government decides to rule over all a certain way. Where everything you do is controlled and if you do anything differently or that goes against what the government says, you end up dead.
Aesthetics: The entirety of the novel. The cover. How Orwell pretty much has the real world mixed in with a fantasy world. I mean, you just have to read it to know.
“The best books… are those that tell you what you know already.”
1984 is about a government that controls everything a citizen of Oceania does, says, etc. If you rebel, you get kidnapped, tortured and then broken down to the point where they are able to rebuild you into the ideal citizen. That’s pretty much exactly what happens in this 328-page novel. But trust me when I say, this is worth a read through!
Genre: Sci-Fi, Dystopian, Literary Classic
Reading Level: High School +
Interests: Dystopian worlds, politics, science fiction, totalitarian systems.
Difficulty Reading: Like putting butter on a soft piece of bread. Not kidding, 1984 was difficult to read but the meaning behind it is what counts.
Promise: Dystopian, Sci-Fi world with a totalitarian system that runs your life until you are no longer a rebellious individual and instead under their complete control. A bit like being a slave.
Favorite Quotes: “Perhaps one did not want to be loved so much as to be understood.”
“Who controls the past controls the future. Who controls the present controls the past.”
“If you want a picture of the future, imagine a boot stamping on a human face—for ever.”
What Will You Gain: Knowledge on what the world could turn into when the government decides to rule over all a certain way. Where everything you do is controlled and if you do anything differently or that goes against what the government says, you end up dead.
Aesthetics: The entirety of the novel. The cover. How Orwell pretty much has the real world mixed in with a fantasy world. I mean, you just have to read it to know.
“The best books… are those that tell you what you know already.”
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Lyndsey Gollogly (2893 KP) rated The Weight of Him in Books
Mar 6, 2022
40 of 230
Book
The Weight of Him
By Ethel Rohan
⭐️⭐️⭐️⭐️⭐️
In The Weight of Him Billy Brennan undergoes an unforgettable journey in a starting attempt to resurrect his family and reignite hearts, his own most of all.
At four hundred pounds, Billy can always count on food. From his earliest memories, he has loved food's colors, textures and tastes. The way flavors go off in his mouth. How food keeps his mind still and his bad feelings quiet. Food has always made everything better, until the day Billy's beloved son Michael takes his own life.
Billy determines to make a difference in Michael's memory and undertakes a public weight-loss campaign, to raise money for suicide prevention--his first step in an ambitious plan to save himself, and to save others. However, Billy's dramatic crusade appalls his family, who want to simply try to go on, quietly, privately.
Despite his crushing detractors, Billy gains welcome allies: his community-at-large; a co-worker who lost his father to suicide; a filmmaker with his own dubious agenda; and a secret, miniature kingdom that Billy populates with the sub-quality dolls and soldiers he saves from disposal at the toy factory where he works. But it is only if Billy can confront the truth of the suffering and brokenness within and around him that he and others will be able to realize the recovery they need.
Told against the backdrop of rural, contemporary Ireland, The Weight of Him is a big-hearted novel about loss and reliance that moves from tragedy to recrimination to what can be achieved when we take the stand of our lives.
This was not a book I’d normally pick up and it came to me in a box subscription. I’m so glad it did it was so beautifully written and dealt with a some important issues suicide, grief , depression, weight loss and lots more. I loved it I didn’t put it down it had such a sad underlying story. Definitely glad it landed on my tbr.
Book
The Weight of Him
By Ethel Rohan
⭐️⭐️⭐️⭐️⭐️
In The Weight of Him Billy Brennan undergoes an unforgettable journey in a starting attempt to resurrect his family and reignite hearts, his own most of all.
At four hundred pounds, Billy can always count on food. From his earliest memories, he has loved food's colors, textures and tastes. The way flavors go off in his mouth. How food keeps his mind still and his bad feelings quiet. Food has always made everything better, until the day Billy's beloved son Michael takes his own life.
Billy determines to make a difference in Michael's memory and undertakes a public weight-loss campaign, to raise money for suicide prevention--his first step in an ambitious plan to save himself, and to save others. However, Billy's dramatic crusade appalls his family, who want to simply try to go on, quietly, privately.
Despite his crushing detractors, Billy gains welcome allies: his community-at-large; a co-worker who lost his father to suicide; a filmmaker with his own dubious agenda; and a secret, miniature kingdom that Billy populates with the sub-quality dolls and soldiers he saves from disposal at the toy factory where he works. But it is only if Billy can confront the truth of the suffering and brokenness within and around him that he and others will be able to realize the recovery they need.
Told against the backdrop of rural, contemporary Ireland, The Weight of Him is a big-hearted novel about loss and reliance that moves from tragedy to recrimination to what can be achieved when we take the stand of our lives.
This was not a book I’d normally pick up and it came to me in a box subscription. I’m so glad it did it was so beautifully written and dealt with a some important issues suicide, grief , depression, weight loss and lots more. I loved it I didn’t put it down it had such a sad underlying story. Definitely glad it landed on my tbr.
Purple Phoenix Games (2266 KP) rated Quad City Killers in Tabletop Games
Jan 30, 2021
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.
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.
Purple Phoenix Games (2266 KP) rated Taco Ninja Adventure in Tabletop Games
Feb 15, 2021
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.
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.







