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Purple Phoenix Games (2266 KP) rated Millennial Manatees in Tabletop Games
Mar 11, 2021
I am totes Gen X. Tail end, mind you, but still not a Millennial. That said, I can still appreciate things I have missed out on due to age gaps and generational differences. I want to make so many jokes right now but I genuinely do not want to offend anyone, let alone an entire generation of people. So I won’t. Enjoy the review.
Millennial Manatees is a worker-placement(ish) card(ish) game for one to four players. In it players are assuming roles of manatees tasked with paying off their identical student loan debt: 20 coins. The first player to make wise venture investments and create the best ROI will be crowned the winner! Please keep reading. This game is not at all a powerhouse economic simulation. It’s a fun game with manatees, avocado toast, and IT COMES IN A FANNY PACK.
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 fanny pack. 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 directly from the publisher (or Amazon if you wish) or from your FLGS. -T
To setup carefully empty the contents of the fanny pack game box(?) and unfold the game board. Upon it will be placed separated (but shuffled) face-up decks for Basic, Salty, and Big Mood venture cards. Next to these shuffle the Volunteer cards and place the deck face-down. Shuffle the remaining Manatee cards and place somewhere around the game board. Each player chooses a color of manatee and takes all the components matching its shirt color. Unlike the photo below place all “fanatee pack” tokens with the 7 coins side face-up and each player will start the game with three coins. The players will set their debt trackers at the starting position of the debt track, and the first player receives the avocado toast token. Yes, the big one you see below.
Each round begins with the avocado toast holder and continues around the table. The first player will place their manateeple (ooh I like that one) on any card or printed space on the game board. Options include: Basic, Salty, or Big Mood venture cards, Volunteer cards, Boomer Handout board space, Take the Toast board space, and Pay Back Student Debt board space. Once the current toast holder has placed their manateeple the next player may place on any other non-occupied space or card available. Note: the Pay Back Student Debt space is always available for any number of manateeples.
For the cost in coins printed on the cards, the Basic, Salty, and Big Mood venture cards can be purchased and placed in the player’s tableau of cards. This represents the player investing in certain business ventures in the hopes of earning more coins in the long run. Once a player has a venture card in front of them the card will specify how it will be activated and the benefit therein. Many cards allow the player to collect coins, but sometimes cards allow for stealing of other players’ coins or other nefarious doings.
The volunteer cards are drawn face-down and once read by the drawing player are kept face-down in their tableau until the proper game phase activates it or the player plays it to the discard pile.
Once a player decides they want to pay down their debt they will visit the Pay Back Student Debt space on the board. When they do this they will immediately use ALL coins they have earned and apply it directly to their debt by moving their tracker down the line by the amount paid.
By placing the manateeple on the Take the Toast space, that player simply takes the toast token and becomes the first player of the next round. By placing the manateeple on the Boomer Handout space the player will gain one coin during the Manatee phase.
The Manatee phase consists of the first player flipping the top card of the Manatee deck. Most of the cards in this deck are art depictions of manatees in different attire and hairstyles. When a Manatee card is flipped during this phase, all players reference any venture cards in their tableau to see if the manatee will trigger their card. For example, a manatee may be dressed in an orange shirt, wearing sunglasses, and holding a yoga mat. For those players whose venture cards are triggered by any of these items, their cards will bestow their benefits. There are two other types of cards in this deck as well, but I will let you experience these when you play.
Turns continue in this fashion of placing manateeples in unique spaces or cards, resolving any immediate effects, playing volunteer cards, flipping and resolving Manatee cards, and paying down student debt until one player has paid off the entire sum and wins the game! Then the hardest part of the game will commence: attempting to put all the components back in the fanny pack so that they are not damaged. Good luck.
Components. This game has some pretty spectacular components coupled with some really great art. Obviously, having a game packaged in a fanny pack is just delightful, even though I typically despise non-boxed games. Secondly, all the wooden manateeples and avocado toast tokens are just amazing to behold and handle. The cards are good quality and the game features incredible art throughout. I am a big fan of this art style – it is very cartoony and very cool. This theme is just perfection and the game that lies beneath the theme is very surprising.
I say the game beneath the great art and theme is surprising because I was completely not expecting to like this one as much as I do. At its heart it is a very light worker-placement game with hints of take that and based on using currency as victory points. I like all of those mechanics quite a bit, so combining these with aforementioned art and theme works for me on another level.
I feel this game is something I can bring out with almost any crowd of adults and have a smashing great time. There are so many little jokes packed into this little game that make me giggle every time I see them. And come on, a first player token that is avocado toast? It’s too good! I love all the colors assaulting my eyes, and I love all the hate-placement that happens, and I didn’t know that I love manatees as much as I now do.
Look, I am usually pretty positive about the games I play. But I also play a lot of stinkers. This one, thankfully, delivers a super fun game experience in an hour or less, even though the theme is absolutely ridiculous. But I also find that so charming. If you are looking for that special WOW game that is relatively light but incredibly satisfying to play, I strongly recommend checking out Millennial Manatees. Purple Phoenix Games gives this one 10 / 12 soy super americanos (is that a thing?). Display the pink fanny pack with pride next to all your super-serious games and watch as your visitors flock to it and ask what it is. Then play it with them and watch them fall in love as we did. I am very happy to now have this one in my collection.
Millennial Manatees is a worker-placement(ish) card(ish) game for one to four players. In it players are assuming roles of manatees tasked with paying off their identical student loan debt: 20 coins. The first player to make wise venture investments and create the best ROI will be crowned the winner! Please keep reading. This game is not at all a powerhouse economic simulation. It’s a fun game with manatees, avocado toast, and IT COMES IN A FANNY PACK.
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 fanny pack. 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 directly from the publisher (or Amazon if you wish) or from your FLGS. -T
To setup carefully empty the contents of the fanny pack game box(?) and unfold the game board. Upon it will be placed separated (but shuffled) face-up decks for Basic, Salty, and Big Mood venture cards. Next to these shuffle the Volunteer cards and place the deck face-down. Shuffle the remaining Manatee cards and place somewhere around the game board. Each player chooses a color of manatee and takes all the components matching its shirt color. Unlike the photo below place all “fanatee pack” tokens with the 7 coins side face-up and each player will start the game with three coins. The players will set their debt trackers at the starting position of the debt track, and the first player receives the avocado toast token. Yes, the big one you see below.
Each round begins with the avocado toast holder and continues around the table. The first player will place their manateeple (ooh I like that one) on any card or printed space on the game board. Options include: Basic, Salty, or Big Mood venture cards, Volunteer cards, Boomer Handout board space, Take the Toast board space, and Pay Back Student Debt board space. Once the current toast holder has placed their manateeple the next player may place on any other non-occupied space or card available. Note: the Pay Back Student Debt space is always available for any number of manateeples.
For the cost in coins printed on the cards, the Basic, Salty, and Big Mood venture cards can be purchased and placed in the player’s tableau of cards. This represents the player investing in certain business ventures in the hopes of earning more coins in the long run. Once a player has a venture card in front of them the card will specify how it will be activated and the benefit therein. Many cards allow the player to collect coins, but sometimes cards allow for stealing of other players’ coins or other nefarious doings.
The volunteer cards are drawn face-down and once read by the drawing player are kept face-down in their tableau until the proper game phase activates it or the player plays it to the discard pile.
Once a player decides they want to pay down their debt they will visit the Pay Back Student Debt space on the board. When they do this they will immediately use ALL coins they have earned and apply it directly to their debt by moving their tracker down the line by the amount paid.
By placing the manateeple on the Take the Toast space, that player simply takes the toast token and becomes the first player of the next round. By placing the manateeple on the Boomer Handout space the player will gain one coin during the Manatee phase.
The Manatee phase consists of the first player flipping the top card of the Manatee deck. Most of the cards in this deck are art depictions of manatees in different attire and hairstyles. When a Manatee card is flipped during this phase, all players reference any venture cards in their tableau to see if the manatee will trigger their card. For example, a manatee may be dressed in an orange shirt, wearing sunglasses, and holding a yoga mat. For those players whose venture cards are triggered by any of these items, their cards will bestow their benefits. There are two other types of cards in this deck as well, but I will let you experience these when you play.
Turns continue in this fashion of placing manateeples in unique spaces or cards, resolving any immediate effects, playing volunteer cards, flipping and resolving Manatee cards, and paying down student debt until one player has paid off the entire sum and wins the game! Then the hardest part of the game will commence: attempting to put all the components back in the fanny pack so that they are not damaged. Good luck.
Components. This game has some pretty spectacular components coupled with some really great art. Obviously, having a game packaged in a fanny pack is just delightful, even though I typically despise non-boxed games. Secondly, all the wooden manateeples and avocado toast tokens are just amazing to behold and handle. The cards are good quality and the game features incredible art throughout. I am a big fan of this art style – it is very cartoony and very cool. This theme is just perfection and the game that lies beneath the theme is very surprising.
I say the game beneath the great art and theme is surprising because I was completely not expecting to like this one as much as I do. At its heart it is a very light worker-placement game with hints of take that and based on using currency as victory points. I like all of those mechanics quite a bit, so combining these with aforementioned art and theme works for me on another level.
I feel this game is something I can bring out with almost any crowd of adults and have a smashing great time. There are so many little jokes packed into this little game that make me giggle every time I see them. And come on, a first player token that is avocado toast? It’s too good! I love all the colors assaulting my eyes, and I love all the hate-placement that happens, and I didn’t know that I love manatees as much as I now do.
Look, I am usually pretty positive about the games I play. But I also play a lot of stinkers. This one, thankfully, delivers a super fun game experience in an hour or less, even though the theme is absolutely ridiculous. But I also find that so charming. If you are looking for that special WOW game that is relatively light but incredibly satisfying to play, I strongly recommend checking out Millennial Manatees. Purple Phoenix Games gives this one 10 / 12 soy super americanos (is that a thing?). Display the pink fanny pack with pride next to all your super-serious games and watch as your visitors flock to it and ask what it is. Then play it with them and watch them fall in love as we did. I am very happy to now have this one in my collection.

LilyLovesIndie (123 KP) rated Honour in Books
Nov 5, 2018
This review was originally carried out as part of a blog tour on Lily Loves Indie and can be seen here http://lilylovesindie.co.uk/?p=209
This stunning collection of short stories has got to be one of my favourite items on my kindle. When I read these I experienced such a depth of emotion and they moved me so much that I had to keep putting it down to get tissues and mop up the mess that I became. This, by far, is Feeney's greatest work to date. She elicits such a wonderful amount of emotion from you, and this is all the more remarkable when you consider that some of the stories are just a few thousand words long. In order to do each story the justice they truly deserve, I am going to briefly review each book before summing up my main ideas. So if you're sitting comfortably, I'll begin....
Honour
A young woman at a graveside, the rain falling down, already the emotions are running high, and this is just the first paragraph of the story, yet I'm hooked. Throughout the whole of this story Feeney leads you in a direction, letting your imagination fill the gaps, but then at the last minute she deals her hand and tells you exactly what is going on, and boy did it knock me for six! I was most definitely not expecting that turn of events, but strangely, it totally fitted. Apologies for the vagueness, but I don't want to spoil it for you as this is one of the key features of this story.
Deserter
Just as the title suggests, this story deals with a deserter, the officer who tries to cover it up and his family dealing with his actions at home. I know what you're thinking, there's enough material there to write a whole book! But Feeney writes this superbly, capturing the emotions of all the key characters in just a few short chapters. Jack's dilemma, and the reasoning behind his desertion, are both incredibly touching and very sensitively written. As someone who can't even begin to comprehend what horrors soldiers must see every day, I really feel like Feeney gave us a glimpse into a tortured mind, a soul that was broken and in need of so much healing that just simply wasn't available. She also deals fantastically with the stigma attached to deserting in a very delicate and sensitive manner, highlighting the other side of the story incredibly well.
Silence is Deafening
I've read and re-read this story so many times, but it still kills me every time! It's so emotionally written, charged with sadness and a sense of duty, a sense of honour. Strangely, I engaged more with Evelyn as I found myself imagining what her emotions would be when she wakes up and reads Joseph's letter. I could feel the ties that bound them together being strained and pulled, the pain they must have felt. It was just so well written the intensity of their love was completely real, it charged the room around my and stole my breath. But what I loved most about this story is that there was hope at the end. He might have survived, he might have come back. The tiniest glimmer was there, and it captured my imagination and sent seeds of thought rooting deep in my head. It's not a story you'll forget in a hurry, but in the best possible way!
Letters to No One
This is perhaps my favourite military based story I've ever written, but for me it is head and shoulders above the others in this collection. I could talk for hours about why I loved this story so much, but I'll try and summarise it and not spoil anything. The strongest feature of this particular story is it's wonderful believability and 'normal' way of approaching what is, to non-military families at least, a very abnormal situation. The letters are funny, yet very much full of a sadness at the separation and need to see each other one more time. Jonno is a great character, and although he doesn't feature much directly, it's the indirect references to him in his families letters which really bring him to life. Little Michael is totally adorable, and his letter is perhaps my favourite purely for the innocence only a child can have. The whole story touched me more than any other in this collection, eliciting full on body shaking sobs and I can only conclude that it is because it is a. wonderfully written and b. incredibly realistic. As much as I hate to admit it, this has probably happened to countless families out there, and that immense sadness just crushed me and opened my eyes to a whole new way of looking at things.
Night Terrors
Initially, I found this quite difficult to get into, it's the one story in the collection I wasn't over keen on as I read through. However, it's a bit of a 'grower' and, like 'Silence is Deafening', it planted hundreds of little seeds of thought in my brain and when given time to develop they just grew and grew until they were out of control. Dealing with what is essentially PTSD, and how it affects not only the sufferer but also their family, 'Night Terrors' has so much it can teach the reader. We all think nothing of our 'normal' lives, but this was another story that really opened my eyes to the troubles being in the military can cause. Carl's dad clearly struggled for years, never feeling he could discuss him experiences and so they literally terrorised his dreams. It's incredibly sensitive in how the story deals with what is a very current and prevalent issue and Feeney deserves a great deal of credit for not only having the balls to deal with this subject matter, but also for doing it so brilliantly. Again, this is another emotionally charged piece of writing, but Feeney really does develop the plot so well and so subtly that it sucks you in without you noticing.
Welcome Home
The final story in the collection is as wonderful as the others. A happy ending, a reunion, a feeling of hope to carry forward. This is the ending we all want for all our soldiers, and Feeney cleverly reminds us that no matter how many may perish, and however sad that may be, we must always keep looking for that glimmer of hope, and take the opportunities of happiness that are offered to us when they are there, because we never know when they will be snatched away.
One of the key features in all of these stories is how engaging they are, despite what is, at times, very upsetting subject matter. The characters pull you in, the circumstances, although fictional, are tinged with a reality that brings you crashing down to ground when you think about them after (and believe me, you will) and you realise, 'that could have actually happened to someone'. It's a humbling thought, and one that really makes you think, but in a good way. Reading this book made me so much more thankful for the sacrifices servicemen and woman make, and the pain their families must experience, but mostly it made me grateful for my own life.
Something else that shines through is how real everything feels in these stories. I know Feeney did a large amount of research into military procedures and that is evident with the protocols, the addresses, the description, just everything really! It's clear that this writing means a lot to the author, and that passion for respect and honour of our armed forces just oozes from every page and fills you with a great sense of pride and patriotism. It's strange to feel proud of something when you're reading (unless it's something you've written), but Feeney manages to elicit that, as well as many other emotions as you're reading and it just builds to a huge crescendo.
Another key feature is the description, and this is a theme that is evident throughout the whole collection. Feeney puts so much into her writing. You can clearly see in your mind the characters, you can feel the emotions, you hurt when they hurt, smile when they smile. It's her attention to the small detail in this story that really gives this story that extra something. Even though you don't know all the specifics like names and ages, we know plenty to cry for their loss and smile with them in their joy. You hurt when they hurt. It's very rare I find a story that moves me in such a way, especially one that is just pages long, but that is exactly what this story does.
In conclusion, this book is truly phenomenal, one of the best pieces of literature I have read so far this year. It's engaging, thought provoking, realistic, easy to read, but above all, it's just, well, words fail me. Honestly, I cannot recommend this highly enough. Five stars is not enough for this book, and it truly deserves the highest accolades possible. Seriously, go one-click! It's now available on Amazon UK and Amazon US, but heed my warning, you want a lot of tissues near you when you read this, tear-jerker doesn't quite cover it!
* * * * * *
I am SO excited about reviewing this and interviewing the author over on Lily Loves Indie and Ramble Media on 1st November as part of the Blog Tour! Watch this space for updates and snippets of my review.
This stunning collection of short stories has got to be one of my favourite items on my kindle. When I read these I experienced such a depth of emotion and they moved me so much that I had to keep putting it down to get tissues and mop up the mess that I became. This, by far, is Feeney's greatest work to date. She elicits such a wonderful amount of emotion from you, and this is all the more remarkable when you consider that some of the stories are just a few thousand words long. In order to do each story the justice they truly deserve, I am going to briefly review each book before summing up my main ideas. So if you're sitting comfortably, I'll begin....
Honour
A young woman at a graveside, the rain falling down, already the emotions are running high, and this is just the first paragraph of the story, yet I'm hooked. Throughout the whole of this story Feeney leads you in a direction, letting your imagination fill the gaps, but then at the last minute she deals her hand and tells you exactly what is going on, and boy did it knock me for six! I was most definitely not expecting that turn of events, but strangely, it totally fitted. Apologies for the vagueness, but I don't want to spoil it for you as this is one of the key features of this story.
Deserter
Just as the title suggests, this story deals with a deserter, the officer who tries to cover it up and his family dealing with his actions at home. I know what you're thinking, there's enough material there to write a whole book! But Feeney writes this superbly, capturing the emotions of all the key characters in just a few short chapters. Jack's dilemma, and the reasoning behind his desertion, are both incredibly touching and very sensitively written. As someone who can't even begin to comprehend what horrors soldiers must see every day, I really feel like Feeney gave us a glimpse into a tortured mind, a soul that was broken and in need of so much healing that just simply wasn't available. She also deals fantastically with the stigma attached to deserting in a very delicate and sensitive manner, highlighting the other side of the story incredibly well.
Silence is Deafening
I've read and re-read this story so many times, but it still kills me every time! It's so emotionally written, charged with sadness and a sense of duty, a sense of honour. Strangely, I engaged more with Evelyn as I found myself imagining what her emotions would be when she wakes up and reads Joseph's letter. I could feel the ties that bound them together being strained and pulled, the pain they must have felt. It was just so well written the intensity of their love was completely real, it charged the room around my and stole my breath. But what I loved most about this story is that there was hope at the end. He might have survived, he might have come back. The tiniest glimmer was there, and it captured my imagination and sent seeds of thought rooting deep in my head. It's not a story you'll forget in a hurry, but in the best possible way!
Letters to No One
This is perhaps my favourite military based story I've ever written, but for me it is head and shoulders above the others in this collection. I could talk for hours about why I loved this story so much, but I'll try and summarise it and not spoil anything. The strongest feature of this particular story is it's wonderful believability and 'normal' way of approaching what is, to non-military families at least, a very abnormal situation. The letters are funny, yet very much full of a sadness at the separation and need to see each other one more time. Jonno is a great character, and although he doesn't feature much directly, it's the indirect references to him in his families letters which really bring him to life. Little Michael is totally adorable, and his letter is perhaps my favourite purely for the innocence only a child can have. The whole story touched me more than any other in this collection, eliciting full on body shaking sobs and I can only conclude that it is because it is a. wonderfully written and b. incredibly realistic. As much as I hate to admit it, this has probably happened to countless families out there, and that immense sadness just crushed me and opened my eyes to a whole new way of looking at things.
Night Terrors
Initially, I found this quite difficult to get into, it's the one story in the collection I wasn't over keen on as I read through. However, it's a bit of a 'grower' and, like 'Silence is Deafening', it planted hundreds of little seeds of thought in my brain and when given time to develop they just grew and grew until they were out of control. Dealing with what is essentially PTSD, and how it affects not only the sufferer but also their family, 'Night Terrors' has so much it can teach the reader. We all think nothing of our 'normal' lives, but this was another story that really opened my eyes to the troubles being in the military can cause. Carl's dad clearly struggled for years, never feeling he could discuss him experiences and so they literally terrorised his dreams. It's incredibly sensitive in how the story deals with what is a very current and prevalent issue and Feeney deserves a great deal of credit for not only having the balls to deal with this subject matter, but also for doing it so brilliantly. Again, this is another emotionally charged piece of writing, but Feeney really does develop the plot so well and so subtly that it sucks you in without you noticing.
Welcome Home
The final story in the collection is as wonderful as the others. A happy ending, a reunion, a feeling of hope to carry forward. This is the ending we all want for all our soldiers, and Feeney cleverly reminds us that no matter how many may perish, and however sad that may be, we must always keep looking for that glimmer of hope, and take the opportunities of happiness that are offered to us when they are there, because we never know when they will be snatched away.
One of the key features in all of these stories is how engaging they are, despite what is, at times, very upsetting subject matter. The characters pull you in, the circumstances, although fictional, are tinged with a reality that brings you crashing down to ground when you think about them after (and believe me, you will) and you realise, 'that could have actually happened to someone'. It's a humbling thought, and one that really makes you think, but in a good way. Reading this book made me so much more thankful for the sacrifices servicemen and woman make, and the pain their families must experience, but mostly it made me grateful for my own life.
Something else that shines through is how real everything feels in these stories. I know Feeney did a large amount of research into military procedures and that is evident with the protocols, the addresses, the description, just everything really! It's clear that this writing means a lot to the author, and that passion for respect and honour of our armed forces just oozes from every page and fills you with a great sense of pride and patriotism. It's strange to feel proud of something when you're reading (unless it's something you've written), but Feeney manages to elicit that, as well as many other emotions as you're reading and it just builds to a huge crescendo.
Another key feature is the description, and this is a theme that is evident throughout the whole collection. Feeney puts so much into her writing. You can clearly see in your mind the characters, you can feel the emotions, you hurt when they hurt, smile when they smile. It's her attention to the small detail in this story that really gives this story that extra something. Even though you don't know all the specifics like names and ages, we know plenty to cry for their loss and smile with them in their joy. You hurt when they hurt. It's very rare I find a story that moves me in such a way, especially one that is just pages long, but that is exactly what this story does.
In conclusion, this book is truly phenomenal, one of the best pieces of literature I have read so far this year. It's engaging, thought provoking, realistic, easy to read, but above all, it's just, well, words fail me. Honestly, I cannot recommend this highly enough. Five stars is not enough for this book, and it truly deserves the highest accolades possible. Seriously, go one-click! It's now available on Amazon UK and Amazon US, but heed my warning, you want a lot of tissues near you when you read this, tear-jerker doesn't quite cover it!
* * * * * *
I am SO excited about reviewing this and interviewing the author over on Lily Loves Indie and Ramble Media on 1st November as part of the Blog Tour! Watch this space for updates and snippets of my review.

Purple Phoenix Games (2266 KP) rated Prowler's Passage in Tabletop Games
May 19, 2021
Night in the city – guards patrol the streets, protecting the extraordinary wealth found across all the city districts. Your goal? To infiltrate the districts and steal the valuable items for yourself. But with the heightened security measures, you’ve got to find an alternate route for entry… tunnels! Burrow underneath the city in a network of passages and grab all the valuable goods you want! Better move fast, though, because your thieving rival has had the same idea and is already on the prowl to steal the wealth for himself.
Prowler’s Passage is a 2-player game of area majority, route building, and set collection in which players are trying to plunder the city and amass more wealth than their rival thief. Played over a series of rounds, players take turns building a passage, collecting items, and gaining influence over certain city districts. To setup the game, place the control track between the 2 players, and randomly select and place 6 board hexes as described in the rulebook. Place 3 random Achievement cards face-up next to the control board. Place the Statues and Control markers in their corresponding starting spaces, populate the board with item tiles, and each player receives 13 passage sections in their chosen color. The game is ready to begin!
On your turn, you will perform 3 actions, beginning with placing a passage. Take a passage section from your supply and place it on any pathway on the board that has an item tile on it. It is important to note that you can place your passages anywhere on the board, as long as there is an item tile in that space – your passages are not required to create a continuous, unbroken pathway. After placing your passage, collect the item tile from the pathway where you just placed your passage. Finally, each pathway is adjacent to 2 city districts. Move the Control markers for the corresponding adjacent city districts one space toward your side of the control track. Play moves on to your opponent, and the game continues as such. There are 2 scoring phases, one in the middle of the game, and the other at the game’s end. You score points for continuous passages, statues collected, sets of items gathered, city districts (if you have majority control), and fulfillment of achievement cards. All scoring items are worth different point values, so check the rulebook for the specifics of how everything is scored. At the end of the game, total up points from both scoring phases, and the player with the most points is the winner!
For a small, 2-player only game, Prowler’s Passage packs quite the punch. It is essentially a tug-of-war between players as they try to gain control of the 5 city districts and amass the most wealth. But instead of using brute strength to pull the districts in your favor, you use strategy. Every passage you put into play moves the adjacent 2 city district Control markers one space in your favor. So you have to strategize what passage placements are the most beneficial for your overall scoring, and most detrimental to your opponent. And since passages do not need to be played in a continuous line, your strategy can be more open-ended instead of limiting you to only certain future placements. Aside from gaining control of the city districts, you also receive points for collecting sets of item tokens. That’s just another layer of strategy added that takes this game to the next level. Not only do you have to decide what passage placements are best for you, you need to figure out what item tokens you want and if you are willing to risk letting go of certain district influence in order to complete an item set.
One thing that I love about Prowler’s Passage is that it is a game of open information. There are no hidden objectives, secret powers, or unknowns overall. Everything is laid out and plainly visible to both players. You can see exactly what your opponent is doing, and they can see what you are doing. So your strategy must be two-fold – putting yourself in a good position, while also attempting to stifle the progress of your opponent. Can you anticipate the strategy of your opponent, or will they be able to keep you off their trail? And as the game progresses and passage placement options dwindle, you really have to kick your strategy into overdrive to squeeze out as many points as you can before the end of the game!
The biggest drawback for me regarding this game is the actual scoring. Each city district is scored in a unique way unlike any of the other districts. So when I play, I find myself referring back to the rulebook during both mid-game and end-game scoring to check how to score everything. It’s not as intuitive as I would like, and it just slows the game down when tallying up scores. The other thing that can be a drawback is that since there are so many strategic options, it could lead to some serious AP in players. Every move affects several other factors, so you really have to be thinking deeply and in advance for each of your turns. Which is cool – I love trying to figure out the best strategy for success. But at the same time, it could bring the game to a screeching halt as one player must decide between so many options. It’s supposed to be a quick game, but overthinking is definitely a possibility.
The components of the game are nice and sturdy overall. The colors of some components don’t match perfectly, and that can lead to some confusion. The Purple city district has a nice Purple meeple, but the corresponding tile sections look more Pink to me. The Brown meeple is fine, but the city tiles have some pinkish hues. Just a little mismatching, but nothing that an edited printing can’t fix!
Overall, I would have to say that I really like Prowler’s Passage. There are many strategic options and ways to score points, and you must be able to adjust your strategy on the fly to answer back to your opponent. There is no single right strategy, and discovering different options is fun for me. Aside from the color matching in the components, and the possibilities for serious AP, this game is a great one. Enough strategy, scoring options, and player interaction to keep both players engaged, but not so difficult that you have to devote an entire game night to play one single game. I’m glad that I was able to get Prowler’s Passage in my collection, and it is high on my 2-player-only games list. Purple Phoenix Games gives it a sneaking 9/12.
Prowler’s Passage is a 2-player game of area majority, route building, and set collection in which players are trying to plunder the city and amass more wealth than their rival thief. Played over a series of rounds, players take turns building a passage, collecting items, and gaining influence over certain city districts. To setup the game, place the control track between the 2 players, and randomly select and place 6 board hexes as described in the rulebook. Place 3 random Achievement cards face-up next to the control board. Place the Statues and Control markers in their corresponding starting spaces, populate the board with item tiles, and each player receives 13 passage sections in their chosen color. The game is ready to begin!
On your turn, you will perform 3 actions, beginning with placing a passage. Take a passage section from your supply and place it on any pathway on the board that has an item tile on it. It is important to note that you can place your passages anywhere on the board, as long as there is an item tile in that space – your passages are not required to create a continuous, unbroken pathway. After placing your passage, collect the item tile from the pathway where you just placed your passage. Finally, each pathway is adjacent to 2 city districts. Move the Control markers for the corresponding adjacent city districts one space toward your side of the control track. Play moves on to your opponent, and the game continues as such. There are 2 scoring phases, one in the middle of the game, and the other at the game’s end. You score points for continuous passages, statues collected, sets of items gathered, city districts (if you have majority control), and fulfillment of achievement cards. All scoring items are worth different point values, so check the rulebook for the specifics of how everything is scored. At the end of the game, total up points from both scoring phases, and the player with the most points is the winner!
For a small, 2-player only game, Prowler’s Passage packs quite the punch. It is essentially a tug-of-war between players as they try to gain control of the 5 city districts and amass the most wealth. But instead of using brute strength to pull the districts in your favor, you use strategy. Every passage you put into play moves the adjacent 2 city district Control markers one space in your favor. So you have to strategize what passage placements are the most beneficial for your overall scoring, and most detrimental to your opponent. And since passages do not need to be played in a continuous line, your strategy can be more open-ended instead of limiting you to only certain future placements. Aside from gaining control of the city districts, you also receive points for collecting sets of item tokens. That’s just another layer of strategy added that takes this game to the next level. Not only do you have to decide what passage placements are best for you, you need to figure out what item tokens you want and if you are willing to risk letting go of certain district influence in order to complete an item set.
One thing that I love about Prowler’s Passage is that it is a game of open information. There are no hidden objectives, secret powers, or unknowns overall. Everything is laid out and plainly visible to both players. You can see exactly what your opponent is doing, and they can see what you are doing. So your strategy must be two-fold – putting yourself in a good position, while also attempting to stifle the progress of your opponent. Can you anticipate the strategy of your opponent, or will they be able to keep you off their trail? And as the game progresses and passage placement options dwindle, you really have to kick your strategy into overdrive to squeeze out as many points as you can before the end of the game!
The biggest drawback for me regarding this game is the actual scoring. Each city district is scored in a unique way unlike any of the other districts. So when I play, I find myself referring back to the rulebook during both mid-game and end-game scoring to check how to score everything. It’s not as intuitive as I would like, and it just slows the game down when tallying up scores. The other thing that can be a drawback is that since there are so many strategic options, it could lead to some serious AP in players. Every move affects several other factors, so you really have to be thinking deeply and in advance for each of your turns. Which is cool – I love trying to figure out the best strategy for success. But at the same time, it could bring the game to a screeching halt as one player must decide between so many options. It’s supposed to be a quick game, but overthinking is definitely a possibility.
The components of the game are nice and sturdy overall. The colors of some components don’t match perfectly, and that can lead to some confusion. The Purple city district has a nice Purple meeple, but the corresponding tile sections look more Pink to me. The Brown meeple is fine, but the city tiles have some pinkish hues. Just a little mismatching, but nothing that an edited printing can’t fix!
Overall, I would have to say that I really like Prowler’s Passage. There are many strategic options and ways to score points, and you must be able to adjust your strategy on the fly to answer back to your opponent. There is no single right strategy, and discovering different options is fun for me. Aside from the color matching in the components, and the possibilities for serious AP, this game is a great one. Enough strategy, scoring options, and player interaction to keep both players engaged, but not so difficult that you have to devote an entire game night to play one single game. I’m glad that I was able to get Prowler’s Passage in my collection, and it is high on my 2-player-only games list. Purple Phoenix Games gives it a sneaking 9/12.

Purple Phoenix Games (2266 KP) rated Zombie Kidz Evolution in Tabletop Games
Nov 9, 2021
You know how you are just browsing BGG and come across some surprising statistics? For example, if you click on a ranking number on a game’s profile page, it will take you to the entire list of games including that search term. I do not believe I had checked on “Children’s Game” ranks for quite some time, so I was taken aback when I noticed that Zombie Kidz Evolution ranks #1 overall, per BGG users. Well, heck. I have children. They like games. I should probably check this out, right? Absolutely!
Zombie Kidz Evolution is a cooperative, horror/zombies, dice rolliling, variable player powers, LEGACY game… for children?? Those mechanics do not scream “children” to me at all! What gives here? In this one, players take on the role of children protecting their schoolhouse from infiltrating zombies, and all players win or lose together. Through multiple plays, however, the game evolves and the way in which the game is played also evolves. Oh, and there’s also stickers, which ALL children love.
To setup, determine play count and which side of the board to play. Each player chooses a standee to represent them, place out one zombie tile in each area with a fence gate, and the other zombies randomly in a line near the board. The lock tokens should be placed nearby and the die is given to the starting player (in our house, my son, as he will cry if we didn’t). The player standees, “kids” from here out, are placed in the central room of the schoolhouse and the game is ready to begin!
Zombie Kidz Evolution is played over several turns, and each turn consists of three or four actions. First, the active player rolls the die. The die face determines in which school zone a zombie tile will spawn. There are five colored spaces relating to five of the six die faces, with one die face being blank – no zombies spawn on that roll. After placing the zombie tile in the appropriate zone, the player may move their kid to an adjacent zone or leave them where they are. However, if a zone contains three or more zombies, the kids cannot enter.
After movement, the player may then eliminate one or two zombies in their zone. This happens automatically – there are no combat mechanics. The player simply removes one or two zombie tiles and places them at the end of the line off-board. Should two kids occupy the same zone outside the school where a fence gate is unlocked, they may high-five and place a lock token on the gate. After this step, the die is passed to the next player for their turn.
The game continues in this fashion of taking turns spawning and eliminating zombies until the players have locked all four gates outside the schoolhouse. A brain sticker is applied to the appropriate space on the back of the rulebook to track victories, and if enough stickers have been applied, players may be allowed to open one of the 13 sealed envelopes. Inside these envelopes are an assortment of items, most of which I am unable to disclose. However, more stickers may be applied to certain components, thus changing their functions completely for subsequent plays – just as all good legacy games provide. If playing with children, expect to play several games in sequence, as it is very addicting.
Components. The physical components in this game are all fine. The standees, board, and tokens are unspectacular, but do their job. The die is cool, but under weak lighting the blue and green can be difficult to differentiate. I will not discuss anything contained in the envelopes, and I apologize for that, but I do not want to spoil anything. The art style, though, is what does it for me. Every component proudly displays amazing artwork, and half the fun is watching little ones stare and smile at the components on the table. My only request here, and I cannot believe I am saying this, is that I do wish the player pieces were minis instead of standees, but I understand the decision to keep the cardboard standees in to keep the price point super reasonable. Outside that, this little box has a ton of game inside it.
My 5-year-old son is completely addicted to this game! He requests we play almost every night, and I happily oblige, as I really enjoy it as well. Yes, it is very light. Hardcore gamers probably will not get much enjoyment out of it, though I could certainly be wrong as well. We have found it to provide so much joy to our family, and though the box says it is intended for ages 7+, I encourage parents of younger children to give it a try as well. The turns are simple: roll, spawn, move, remove, and possibly lock. We are a modern household, so zombies in this game are just “taken care of” instead of “killed,” so we are able to skirt our problematic verbiage. There isn’t much we can do to soften the art of all the kids wielding weapons, though, so beware if that is against your parenting style.
As a game, and especially as a children’s game, this one is just incredible. I can certainly understand why it is rated #1 in Children’s Games on BGG. The game tackles more advanced mechanics and throws them into a game meant for little ones. And it does this beautifully. Unfortunately, though, I have noticed that my son now is exhibiting some completionist behaviors, as he likes to complete missions in the rulebook so we can advance toward opening more and more envelopes. It is so very easy for Purple Phoenix Games to give this one a well-deserved 20 / 24. That score includes opinions from not only Laura and me, but also my wife and son. We all love it!
If you are looking for an lighter (at first) legacy game to get your feet wet, I cannot recommend Zombie Kidz Evolution enough. Adults may be able to breeze through a few games in a night, but don’t expect it to be a pushover. The die will still roll against your wishes and fill up zones you wanted to clear, and then that blocks your movement through that zone, or you may find it difficult to travel around the board very easily, as kids can only move one zone each turn, so when they are three zones away from trauma, the pressure becomes real. We have probably lost almost as many games as we have won, but we have always had a great time. And when you are spending this quality time with the people you love, “taking care of” zombies, you want to tell the whole world to enjoy the game as much as you have. So, go grab yourselves a copy right now!
Zombie Kidz Evolution is a cooperative, horror/zombies, dice rolliling, variable player powers, LEGACY game… for children?? Those mechanics do not scream “children” to me at all! What gives here? In this one, players take on the role of children protecting their schoolhouse from infiltrating zombies, and all players win or lose together. Through multiple plays, however, the game evolves and the way in which the game is played also evolves. Oh, and there’s also stickers, which ALL children love.
To setup, determine play count and which side of the board to play. Each player chooses a standee to represent them, place out one zombie tile in each area with a fence gate, and the other zombies randomly in a line near the board. The lock tokens should be placed nearby and the die is given to the starting player (in our house, my son, as he will cry if we didn’t). The player standees, “kids” from here out, are placed in the central room of the schoolhouse and the game is ready to begin!
Zombie Kidz Evolution is played over several turns, and each turn consists of three or four actions. First, the active player rolls the die. The die face determines in which school zone a zombie tile will spawn. There are five colored spaces relating to five of the six die faces, with one die face being blank – no zombies spawn on that roll. After placing the zombie tile in the appropriate zone, the player may move their kid to an adjacent zone or leave them where they are. However, if a zone contains three or more zombies, the kids cannot enter.
After movement, the player may then eliminate one or two zombies in their zone. This happens automatically – there are no combat mechanics. The player simply removes one or two zombie tiles and places them at the end of the line off-board. Should two kids occupy the same zone outside the school where a fence gate is unlocked, they may high-five and place a lock token on the gate. After this step, the die is passed to the next player for their turn.
The game continues in this fashion of taking turns spawning and eliminating zombies until the players have locked all four gates outside the schoolhouse. A brain sticker is applied to the appropriate space on the back of the rulebook to track victories, and if enough stickers have been applied, players may be allowed to open one of the 13 sealed envelopes. Inside these envelopes are an assortment of items, most of which I am unable to disclose. However, more stickers may be applied to certain components, thus changing their functions completely for subsequent plays – just as all good legacy games provide. If playing with children, expect to play several games in sequence, as it is very addicting.
Components. The physical components in this game are all fine. The standees, board, and tokens are unspectacular, but do their job. The die is cool, but under weak lighting the blue and green can be difficult to differentiate. I will not discuss anything contained in the envelopes, and I apologize for that, but I do not want to spoil anything. The art style, though, is what does it for me. Every component proudly displays amazing artwork, and half the fun is watching little ones stare and smile at the components on the table. My only request here, and I cannot believe I am saying this, is that I do wish the player pieces were minis instead of standees, but I understand the decision to keep the cardboard standees in to keep the price point super reasonable. Outside that, this little box has a ton of game inside it.
My 5-year-old son is completely addicted to this game! He requests we play almost every night, and I happily oblige, as I really enjoy it as well. Yes, it is very light. Hardcore gamers probably will not get much enjoyment out of it, though I could certainly be wrong as well. We have found it to provide so much joy to our family, and though the box says it is intended for ages 7+, I encourage parents of younger children to give it a try as well. The turns are simple: roll, spawn, move, remove, and possibly lock. We are a modern household, so zombies in this game are just “taken care of” instead of “killed,” so we are able to skirt our problematic verbiage. There isn’t much we can do to soften the art of all the kids wielding weapons, though, so beware if that is against your parenting style.
As a game, and especially as a children’s game, this one is just incredible. I can certainly understand why it is rated #1 in Children’s Games on BGG. The game tackles more advanced mechanics and throws them into a game meant for little ones. And it does this beautifully. Unfortunately, though, I have noticed that my son now is exhibiting some completionist behaviors, as he likes to complete missions in the rulebook so we can advance toward opening more and more envelopes. It is so very easy for Purple Phoenix Games to give this one a well-deserved 20 / 24. That score includes opinions from not only Laura and me, but also my wife and son. We all love it!
If you are looking for an lighter (at first) legacy game to get your feet wet, I cannot recommend Zombie Kidz Evolution enough. Adults may be able to breeze through a few games in a night, but don’t expect it to be a pushover. The die will still roll against your wishes and fill up zones you wanted to clear, and then that blocks your movement through that zone, or you may find it difficult to travel around the board very easily, as kids can only move one zone each turn, so when they are three zones away from trauma, the pressure becomes real. We have probably lost almost as many games as we have won, but we have always had a great time. And when you are spending this quality time with the people you love, “taking care of” zombies, you want to tell the whole world to enjoy the game as much as you have. So, go grab yourselves a copy right now!

Paul Kellett (118 KP) rated Legends Untold: The Weeping Caves Novice Set in Tabletop Games
May 1, 2019
Small box, big on content (3 more)
Short playtime
Well written, easy to follow rules
Good replayability
A Deep, Strategic Exploration Adventure
Played my first game of Legends Untold, a superb RPG card game with a focus on skill checks and exploration rather than combat.
There are two different games in this series - The Weeping Caves and The Great Sewers. Both play the same but come with different characters, events and locations.
The promise is simple - choose a single scenario (8 available in each set) or play the story campaign (one 8 episode campaign in each set) and set off exploring. You control 1-4 characters who are normal villagers that have taken up arms and gone adventuring (the campaign has you leading the rest of your village to a new place of safety).
As you make your way through the caves (or sewers), you have to decide which path to take and whether you will be stealthy. Different paths have different levels of light which can affect whether you spot traps or gain surprise on enemies or they see you first. When you enter a new location you roll 3d6 and check your awareness against the light level on the new location. If you pass, you are aware and gain bonuses but if you fail you will get negative modifiers to some tests and could trigger traps.
The location cards have great artwork and can be laid out in any position (lining up exits) which makes the map look great and very different from the regimented layout of other games.
Once you've dealt with any goes, you can explore your surroundings and hopefully gain some loot to help you deal with things.
Everything is resolved with skill tests, rolling 3d6 and adding your characters attribute in a relevant skill plus any modifiers (pluses for being aware, minuses for being careless, etc) from equipment or talents.
There are 4 characters to choose from and an array of weapons, items and talents. The rules give you recommended setups for each character or you can create your own. As you play through, you will level up, gaining upgraded weapons and more talents to help you along. This makes for a great deal of replayability.
The mechanisms while seem daunting at first are intuitive and mesh together really well. The rule book is fantastic and written in such a way that you can start setting up the game and start aging while reading along. Everything is clearly laid out with an index and glossary as well as some handy refer me cards so checking a rule is quick and easy.
If you want a great, quick adventure game, Legends Untold is well worth a look.
There are two different games in this series - The Weeping Caves and The Great Sewers. Both play the same but come with different characters, events and locations.
The promise is simple - choose a single scenario (8 available in each set) or play the story campaign (one 8 episode campaign in each set) and set off exploring. You control 1-4 characters who are normal villagers that have taken up arms and gone adventuring (the campaign has you leading the rest of your village to a new place of safety).
As you make your way through the caves (or sewers), you have to decide which path to take and whether you will be stealthy. Different paths have different levels of light which can affect whether you spot traps or gain surprise on enemies or they see you first. When you enter a new location you roll 3d6 and check your awareness against the light level on the new location. If you pass, you are aware and gain bonuses but if you fail you will get negative modifiers to some tests and could trigger traps.
The location cards have great artwork and can be laid out in any position (lining up exits) which makes the map look great and very different from the regimented layout of other games.
Once you've dealt with any goes, you can explore your surroundings and hopefully gain some loot to help you deal with things.
Everything is resolved with skill tests, rolling 3d6 and adding your characters attribute in a relevant skill plus any modifiers (pluses for being aware, minuses for being careless, etc) from equipment or talents.
There are 4 characters to choose from and an array of weapons, items and talents. The rules give you recommended setups for each character or you can create your own. As you play through, you will level up, gaining upgraded weapons and more talents to help you along. This makes for a great deal of replayability.
The mechanisms while seem daunting at first are intuitive and mesh together really well. The rule book is fantastic and written in such a way that you can start setting up the game and start aging while reading along. Everything is clearly laid out with an index and glossary as well as some handy refer me cards so checking a rule is quick and easy.
If you want a great, quick adventure game, Legends Untold is well worth a look.

Kristy H (1252 KP) rated Today Will be Different in Books
Feb 1, 2018
Eleanor wakes up with the resolution that today will indeed be different. She will be a better person, a better mother, and a better wife. She will pay more focused attention to her son, Timby. She will have sex with her surgeon husband, Joe. She will go to her poetry and yoga classes. She will wear real clothes. She will pleasantly lunch with a friend she doesn't quite care for. But it doesn't take long for Eleanor's plans to quickly derail, as a series of mishaps rapidly start to add up: Timby is sick, it appears as if Joe is no longer going to work (and lying about it), and Eleanor's lunch date isn't what it seems, either.
I may be the only person left on the planet who hasn't read [book:Where'd You Go, Bernadette|13526165] (sometimes I'm stubborn about reading "it" books, ok), so I cannot compare this novel to that one. That may be for the best. This is the second novel--in a row--that I contemplated just not finishing, and again, that is so rarely my style. This book felt like a slapdash series of paragraphs thrown together about a crazy woman whose motivations and actions made entirely no sense.
The book veers back and forth in time: while the main action occurs all in one day (the one Eleanor vows will be better), she flashes back to her past, telling the story of her childhood, a long and confusing saga with her sister, Ivy, and Ivy's husband, and how she met her own husband. She also covers her time as working as an animator. It all happens sort of randomly and often in a stream of consciousness. This occurs among the crazy, insane happenings of Eleanor's day, where she sets off a series of bizarre actions that-to me-made no sense and came across as completely irrational. She was not endearing, she was not a little silly: she was just weird and somewhat unhinged, and I'm honestly not sure how she was still allowed to care for poor Timby.
There were a few glimmers about the frustrations of modern motherhood and marriage in this novel, but most were buried by the bizarre ramblings and incoherence of the plot. Some plot pieces were never resolved, some just popped up for no reason, and some dragged on and on endlessly. Maybe I'm just not familiar with Semple's style, but I have to pass on this one.
<center><a href="http://justacatandabookatherside.blogspot.com/">Blog</a> ~ <a href="https://twitter.com/mwcmoto">Twitter</a> ~ <a href="https://www.facebook.com/justacatandabook/">Facebook</a> ~ <a href="https://plus.google.com/u/0/+KristyHamiltonbooks">Google+</a></center>
I may be the only person left on the planet who hasn't read [book:Where'd You Go, Bernadette|13526165] (sometimes I'm stubborn about reading "it" books, ok), so I cannot compare this novel to that one. That may be for the best. This is the second novel--in a row--that I contemplated just not finishing, and again, that is so rarely my style. This book felt like a slapdash series of paragraphs thrown together about a crazy woman whose motivations and actions made entirely no sense.
The book veers back and forth in time: while the main action occurs all in one day (the one Eleanor vows will be better), she flashes back to her past, telling the story of her childhood, a long and confusing saga with her sister, Ivy, and Ivy's husband, and how she met her own husband. She also covers her time as working as an animator. It all happens sort of randomly and often in a stream of consciousness. This occurs among the crazy, insane happenings of Eleanor's day, where she sets off a series of bizarre actions that-to me-made no sense and came across as completely irrational. She was not endearing, she was not a little silly: she was just weird and somewhat unhinged, and I'm honestly not sure how she was still allowed to care for poor Timby.
There were a few glimmers about the frustrations of modern motherhood and marriage in this novel, but most were buried by the bizarre ramblings and incoherence of the plot. Some plot pieces were never resolved, some just popped up for no reason, and some dragged on and on endlessly. Maybe I'm just not familiar with Semple's style, but I have to pass on this one.
<center><a href="http://justacatandabookatherside.blogspot.com/">Blog</a> ~ <a href="https://twitter.com/mwcmoto">Twitter</a> ~ <a href="https://www.facebook.com/justacatandabook/">Facebook</a> ~ <a href="https://plus.google.com/u/0/+KristyHamiltonbooks">Google+</a></center>

Acanthea Grimscythe (300 KP) rated Wolf Blood in Books
Jan 31, 2019
Wolf Blood is a fresh, new take on the apocalypse–free of zombies and nuclear fallout. It’s a welcome breath of fresh air in a market that’s already overly saturated with the same tropes, and for that Steve Morris deserves props. That’s not to say that there aren’t issues with Wolf Blood. There are several, actually. It does, however, mean that this is a title worth taking the time to read if you’re sick of the same washed up material.
Professor Wiseman and his three students, Samuel, Leann, and Adam, have tucked themselves away in the Carpathians after a poorly received publication foretelling of a werewolf apocalypse is met with widespread mockery and criticism. His reputation ruined, the Professor and his students continue their research in quiet solitude–until things go wrong. All three students become infected, soon returning to London to bring back the superiority of wolves.
Let’s be honest, this idea is pretty interesting and in execution, Morris does a pretty decent job. I didn’t find any outwardly obvious plot holes, and that’s a plus too. The book is fast-paced, making for an easy and quick read. It isn’t bogged down with too much exposition, either. In fact, it might not have enough in some cases. Fortunately, it doesn’t detract too much from what’s going on.
Also, characters. There are too many characters whose purpose isn’t revealed in this book. Granted it’s the first of a series and they probably have a reason to exist later on down the road, but ultimately I feel it would have been better if those characters were introduced later. Instead we end up with a handful of people we don’t care about, and not enough time to develop feelings for those we do meet.
Morris’s werewolves are an important topic of discussion too. They are somewhere in-between the romanticized version and the truly monstrous. As a fan of gore and horror, I was hoping for purely the latter–especially since it is an apocalypse book. While there is some sappiness to this crew of mangy mutts, much of their desires lean toward the more primal nature of a wolf.
Overall, I thoroughly enjoyed reading this; I devoured it in just over twenty-four hours and, considering all that’s going on in my life, that’s a good thing. Rating wise, I’m stuck between three and four. Considering how much fun I had reading it, I’ve decided to lean toward the higher rating. This is definitely a fun book.
I would like to thank the publisher and NetGalley for providing me with a free copy of this book in exchange for an honest and unbiased review.
Professor Wiseman and his three students, Samuel, Leann, and Adam, have tucked themselves away in the Carpathians after a poorly received publication foretelling of a werewolf apocalypse is met with widespread mockery and criticism. His reputation ruined, the Professor and his students continue their research in quiet solitude–until things go wrong. All three students become infected, soon returning to London to bring back the superiority of wolves.
Let’s be honest, this idea is pretty interesting and in execution, Morris does a pretty decent job. I didn’t find any outwardly obvious plot holes, and that’s a plus too. The book is fast-paced, making for an easy and quick read. It isn’t bogged down with too much exposition, either. In fact, it might not have enough in some cases. Fortunately, it doesn’t detract too much from what’s going on.
Also, characters. There are too many characters whose purpose isn’t revealed in this book. Granted it’s the first of a series and they probably have a reason to exist later on down the road, but ultimately I feel it would have been better if those characters were introduced later. Instead we end up with a handful of people we don’t care about, and not enough time to develop feelings for those we do meet.
Morris’s werewolves are an important topic of discussion too. They are somewhere in-between the romanticized version and the truly monstrous. As a fan of gore and horror, I was hoping for purely the latter–especially since it is an apocalypse book. While there is some sappiness to this crew of mangy mutts, much of their desires lean toward the more primal nature of a wolf.
Overall, I thoroughly enjoyed reading this; I devoured it in just over twenty-four hours and, considering all that’s going on in my life, that’s a good thing. Rating wise, I’m stuck between three and four. Considering how much fun I had reading it, I’ve decided to lean toward the higher rating. This is definitely a fun book.
I would like to thank the publisher and NetGalley for providing me with a free copy of this book in exchange for an honest and unbiased review.

Darren (1599 KP) rated Dark Crimes (2018) in Movies
Jul 25, 2019
Story: Dark Crimes starts when Tadek (Carrey) still investigating the murder of a police officer, gets a new lead when Kozlov (Csokas) writes a new book which has an eerily similarity to the murder, leading him to take a dangerous road investigating the murder, which includes challenge the former girlfriend Kasia (Gainsbourg).
The investigation has plenty of ties to the secret sex club known as the cage, where the men get to do whatever they want to the women, Tadek must put his professional and person life on the line to get to the bottom of this investigations.
Thoughts on Dark Crimes
Characters – Tadek is a police officer, he is preparing for retirement (I think) only he wants to solve one final case, which involves the murder of a fellow officer, he goes down dangerous paths which put his career on the line, his marriage on the line, hoping to find the answers. Kozlov is an author that has written a book that sounds too similar to the unsolved case, he becomes the target of the investigation because of his history with the known sex club. Kasia is a former worker in the club, she does have a connection to Kozlov and the victim.
Performances – Jim Carrey is an actor that I like seeing him doing serious roles, sadly, this is one of his worst performances in a long time, he can keep the accent up jumping around all over the place. Marton Csokas usually does well in film, but because the character isn’t very interesting, he struggles to keep our attention. Charlotte Gainsbourg disappoints too, she does everything we expect her to without making the impact.
Story – The story follows a detective that is investigating the murder of a fellow officer that could have found the confession inside a novel, which leads him to target the author in search for the truth. The problem here is we get slow moving conversations which don’t go anywhere, we don’t get into the evidence of the case, it just seems to be watching one man starting to go too far in his search. The case doesn’t seem long enough to make feature film story either.
Crime – The crime side of the film follows the investigation into the murder of a police officer which might be opened up again, it never feels urgent either.
Settings – The film uses the settings to show how the club could be easily accessed without needing to be too far away.
Scene of the Movie – Nothing.
That Moment That Annoyed Me – The dragging story.
Final Thoughts – This is one of the worst crime stories because it just never feels like the case is that important.
Overall: Just a drag.
The investigation has plenty of ties to the secret sex club known as the cage, where the men get to do whatever they want to the women, Tadek must put his professional and person life on the line to get to the bottom of this investigations.
Thoughts on Dark Crimes
Characters – Tadek is a police officer, he is preparing for retirement (I think) only he wants to solve one final case, which involves the murder of a fellow officer, he goes down dangerous paths which put his career on the line, his marriage on the line, hoping to find the answers. Kozlov is an author that has written a book that sounds too similar to the unsolved case, he becomes the target of the investigation because of his history with the known sex club. Kasia is a former worker in the club, she does have a connection to Kozlov and the victim.
Performances – Jim Carrey is an actor that I like seeing him doing serious roles, sadly, this is one of his worst performances in a long time, he can keep the accent up jumping around all over the place. Marton Csokas usually does well in film, but because the character isn’t very interesting, he struggles to keep our attention. Charlotte Gainsbourg disappoints too, she does everything we expect her to without making the impact.
Story – The story follows a detective that is investigating the murder of a fellow officer that could have found the confession inside a novel, which leads him to target the author in search for the truth. The problem here is we get slow moving conversations which don’t go anywhere, we don’t get into the evidence of the case, it just seems to be watching one man starting to go too far in his search. The case doesn’t seem long enough to make feature film story either.
Crime – The crime side of the film follows the investigation into the murder of a police officer which might be opened up again, it never feels urgent either.
Settings – The film uses the settings to show how the club could be easily accessed without needing to be too far away.
Scene of the Movie – Nothing.
That Moment That Annoyed Me – The dragging story.
Final Thoughts – This is one of the worst crime stories because it just never feels like the case is that important.
Overall: Just a drag.

Sophia (Bookwyrming Thoughts) (530 KP) rated Imperfectly Criminal (Imperfect, #2) in Books
Jan 23, 2020
I am a <em>huge </em>fan of Mary Frames <i><a href="http://www.bookwyrmingthoughts.com/review-imperfect-chemistry-by-mary-frame" target=" rel=">Imperfect Chemistry</a></i>. I love the book to pieces and praise/recommend it while running left and right and kindly shoving it down everyones throats while humbly reminding them that this is indeed New Adult.
<i>Imperfectly Criminal</i> is the sequel to <i>Imperfect Chemistry</i> and the second book in Mary Frames <i>Imperfect </i>series. The best part is? Its a stand alone! With the kicker being ending spoilers from <i>Imperfect Chemistry</i> (of course, my English teachers are cringing because saying imperfect a million times in a paragraph is very... repetitve). This book features Freya, who Frame first introduces us back in the first novel as one of Lucys newest friends.
In terms of favorite character in the series Lucy still takes the crown, but Freya is a close second now that Ive gotten the chance to know her as a character. (Shes not as cute as Lucy! Plus the family dynamic in the first novel is like the Weasleys...) She adores food, Lucys quirks, and shes hilarious. Have a quote about how unstereotypical cliches get in this adorable series.
<blockquote class="tr_bq">...hes got me all flabbergasted with the skin and the muscle and the a mini George Takei is oh mying in my head.</blockquote>
Or two.
<blockquote class="tr_bq">This is where I should probably wax on and on about how sweet and handsome he looks while hes sleeping, but really he looks like a slack-jawed yokel.</blockquote>
Hilarious character aside though, <i>Imperfectly Criminal</i> deals with a much more serious problem its predecessor. For those whove read <i>Imperfect Chemistry </i>and met Freya in the first book, Frame mentions a bad relationship Freya gets out of but doesnt go into much detail (after all, Lucy is the main character). We get more intel on what happened to Freya in book two as she helps the guy she originally hired to beat up her ex prove he was innocent when two of the boys he beat up end up dead. While shes doing all of that, shes also struggling with her attraction to Dean and the after effects of her relationship with her ex.
<i>
</i> <i>Imperfectly Criminal</i> has laugh out loud moments for a light read while also dealing with serious, darker issues, and I cant wait to see how Frame will take the rest of the series.
<a href="https://bookwyrmingthoughts.com/review-imperfectly-criminal-by-mary-frame/" target="_blank">This review was originally posted on Bookwyrming Thoughts</a>
<i>Imperfectly Criminal</i> is the sequel to <i>Imperfect Chemistry</i> and the second book in Mary Frames <i>Imperfect </i>series. The best part is? Its a stand alone! With the kicker being ending spoilers from <i>Imperfect Chemistry</i> (of course, my English teachers are cringing because saying imperfect a million times in a paragraph is very... repetitve). This book features Freya, who Frame first introduces us back in the first novel as one of Lucys newest friends.
In terms of favorite character in the series Lucy still takes the crown, but Freya is a close second now that Ive gotten the chance to know her as a character. (Shes not as cute as Lucy! Plus the family dynamic in the first novel is like the Weasleys...) She adores food, Lucys quirks, and shes hilarious. Have a quote about how unstereotypical cliches get in this adorable series.
<blockquote class="tr_bq">...hes got me all flabbergasted with the skin and the muscle and the a mini George Takei is oh mying in my head.</blockquote>
Or two.
<blockquote class="tr_bq">This is where I should probably wax on and on about how sweet and handsome he looks while hes sleeping, but really he looks like a slack-jawed yokel.</blockquote>
Hilarious character aside though, <i>Imperfectly Criminal</i> deals with a much more serious problem its predecessor. For those whove read <i>Imperfect Chemistry </i>and met Freya in the first book, Frame mentions a bad relationship Freya gets out of but doesnt go into much detail (after all, Lucy is the main character). We get more intel on what happened to Freya in book two as she helps the guy she originally hired to beat up her ex prove he was innocent when two of the boys he beat up end up dead. While shes doing all of that, shes also struggling with her attraction to Dean and the after effects of her relationship with her ex.
<i>
</i> <i>Imperfectly Criminal</i> has laugh out loud moments for a light read while also dealing with serious, darker issues, and I cant wait to see how Frame will take the rest of the series.
<a href="https://bookwyrmingthoughts.com/review-imperfectly-criminal-by-mary-frame/" target="_blank">This review was originally posted on Bookwyrming Thoughts</a>

Gareth von Kallenbach (980 KP) rated Super (2011) in Movies
Aug 7, 2019
When I first heard about Super, written and directed by James Gunn, my first thought was “Dwight (from The Office) will be a superhero?” However what I saw on the screen was anything but Dwight, it was 75% awesome and 25% “I can’t believe they did that!”
The film begins with Frank (excellently played by Rainn Wilson) happily married to Sarah (Liv Tyler) who is a recovering drug addict. The happiness is shattered when Sarah begins using again, thanks to Jacques the drug dealer (Kevin Bacon) and then one day she disappears. Frank searches for Sarah and eventually finds her under the control of Jacques. Unable to get her away from Jacques, Frank goes to the police for help. Unfortunately because Sarah left on her own accord, no law has been broken (except for the drug stuff) so they are unable to help him.
Frank tries to move on, but without Sarah life seems meaningless. Then in his darkest hour he has a vision of The Holy Avenger (Nathan Fillion). Heeding the vision, Frank becomes The Crimson Bolt, pledges to fight crime and to save Sarah. There is just one small problem – Frank has no idea how to be a superhero. Research is needed, so off to the comic book store he goes, of course, and there he meets Libby (Ellen Page). Libby advises him which comics to read that have superheroes who do not have powers. Armed with this knowledge, The Crimson Bolt officially begins fighting crime in the most unusual of ways and not too long after, Libby becomes Boltie, his trusted, sexy sidekick.
This very entertaining, action-filled, dark comedy has more twists and turns than a game of Chutes and Ladders, and it will keep you glued to the screen until the end. Will they save the city from villainy? Will they save Sarah’s bacon? (Sorry, with Kevin Bacon playing the bad guy I couldn’t resist.)
Super has a different take on the superhero genre than what I’ve seen in past movies. Only Rainn Wilson could have properly portrayed the uniqueness that is Frank/Crimson Bolt and the same goes for Ellen Page in regards to Libby/Boltie (possibly the best sidekick ever). To make a long review short, let me sum up this way, everyone in the movie no matter the length of their part did an amazing job in their role. With that said, my only wish was that the story would have allowed for more screen time for Gregg Henry (Detective John Felkner) and a musical number for Fillion’s Holy Avenger. if you liked Fillion as Captain Hammer in Dr. Horrible’s Singalong Blog, then you’ll love him in this role. But those things would have most likely thrown off the perfect balance of action, humor and character interaction that made this movie so enjoyable.
The film begins with Frank (excellently played by Rainn Wilson) happily married to Sarah (Liv Tyler) who is a recovering drug addict. The happiness is shattered when Sarah begins using again, thanks to Jacques the drug dealer (Kevin Bacon) and then one day she disappears. Frank searches for Sarah and eventually finds her under the control of Jacques. Unable to get her away from Jacques, Frank goes to the police for help. Unfortunately because Sarah left on her own accord, no law has been broken (except for the drug stuff) so they are unable to help him.
Frank tries to move on, but without Sarah life seems meaningless. Then in his darkest hour he has a vision of The Holy Avenger (Nathan Fillion). Heeding the vision, Frank becomes The Crimson Bolt, pledges to fight crime and to save Sarah. There is just one small problem – Frank has no idea how to be a superhero. Research is needed, so off to the comic book store he goes, of course, and there he meets Libby (Ellen Page). Libby advises him which comics to read that have superheroes who do not have powers. Armed with this knowledge, The Crimson Bolt officially begins fighting crime in the most unusual of ways and not too long after, Libby becomes Boltie, his trusted, sexy sidekick.
This very entertaining, action-filled, dark comedy has more twists and turns than a game of Chutes and Ladders, and it will keep you glued to the screen until the end. Will they save the city from villainy? Will they save Sarah’s bacon? (Sorry, with Kevin Bacon playing the bad guy I couldn’t resist.)
Super has a different take on the superhero genre than what I’ve seen in past movies. Only Rainn Wilson could have properly portrayed the uniqueness that is Frank/Crimson Bolt and the same goes for Ellen Page in regards to Libby/Boltie (possibly the best sidekick ever). To make a long review short, let me sum up this way, everyone in the movie no matter the length of their part did an amazing job in their role. With that said, my only wish was that the story would have allowed for more screen time for Gregg Henry (Detective John Felkner) and a musical number for Fillion’s Holy Avenger. if you liked Fillion as Captain Hammer in Dr. Horrible’s Singalong Blog, then you’ll love him in this role. But those things would have most likely thrown off the perfect balance of action, humor and character interaction that made this movie so enjoyable.