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LeftSideCut (3776 KP) rated The Walking Dead - Season 9 in TV
Feb 6, 2020
Clawing its way back
Contains spoilers, click to show
After a hugely underwhelming couple of seasons, it's nice to see TWD back on a stronger path, with a new showrunner, and new time setting (more on that in a minute).
After All Out War came to a climax at the end of season 8, Rick and co. are now looking towards building a new life. Truly bringing the communities together, including those who remain if The Saviours. It's a fair slow burn start, but the tension between the various camps and those still loyal to Negan is enough to keep things interesting enough.
And then of course, along came Rick Grimes' last episode. Andrew Lincoln has been a massive part of TWD from day one, so his departure is a big deal. The episode itself is pretty powerful, sharing some genuinely emotional moments with visions of characters that are long gone - the then recent passing of actor Scott Wilson (Hershel) was particularly moving - and it concluded Ricks involvement with TWD nicely, whilst leaving the doors wide open for the upcoming movies.
By the episodes end, were thrown a time jump of 7 years, and this is where the bulk of the season unfolds.
The time jump feels like a fresh start, were spared the mourning of Rick's apparent death, and we get to see the communities some time down the line. Characters like Michonne, Carol, Judith, Negan - all feel familiar yet so different. It's an interesting oath to take, but one I think benefited the show as a whole.
The mid-season finale is genuinely thrilling, as we're introduced to The Whisperers, the best villains since The Governor.
Their involvement has injected a genuine feeling of horror back into TWD, that has been missing for a few years.
They're lead by the unhinged, and ruthless Alpha (a fantastic Samantha Morton), and just like that, TWD feels tense once again.
A few new characters (Magna etc) are introduced, and I honestly hated all of them at first, but they grew in me by the end. Same goes for Henry and some of the other teenagers - the first generation to have been born and raised during the zombie apocalypse, another interesting direction.
The season ends with an infamous plot beat from the comic series, and I was left excited for the future of TWD for the first time in a while.
With the show coming to an apparent close in the next few years, I'm hoping that this is the start of a strong conclusion. It's certainly a step in the right direction!
After All Out War came to a climax at the end of season 8, Rick and co. are now looking towards building a new life. Truly bringing the communities together, including those who remain if The Saviours. It's a fair slow burn start, but the tension between the various camps and those still loyal to Negan is enough to keep things interesting enough.
And then of course, along came Rick Grimes' last episode. Andrew Lincoln has been a massive part of TWD from day one, so his departure is a big deal. The episode itself is pretty powerful, sharing some genuinely emotional moments with visions of characters that are long gone - the then recent passing of actor Scott Wilson (Hershel) was particularly moving - and it concluded Ricks involvement with TWD nicely, whilst leaving the doors wide open for the upcoming movies.
By the episodes end, were thrown a time jump of 7 years, and this is where the bulk of the season unfolds.
The time jump feels like a fresh start, were spared the mourning of Rick's apparent death, and we get to see the communities some time down the line. Characters like Michonne, Carol, Judith, Negan - all feel familiar yet so different. It's an interesting oath to take, but one I think benefited the show as a whole.
The mid-season finale is genuinely thrilling, as we're introduced to The Whisperers, the best villains since The Governor.
Their involvement has injected a genuine feeling of horror back into TWD, that has been missing for a few years.
They're lead by the unhinged, and ruthless Alpha (a fantastic Samantha Morton), and just like that, TWD feels tense once again.
A few new characters (Magna etc) are introduced, and I honestly hated all of them at first, but they grew in me by the end. Same goes for Henry and some of the other teenagers - the first generation to have been born and raised during the zombie apocalypse, another interesting direction.
The season ends with an infamous plot beat from the comic series, and I was left excited for the future of TWD for the first time in a while.
With the show coming to an apparent close in the next few years, I'm hoping that this is the start of a strong conclusion. It's certainly a step in the right direction!

Gareth von Kallenbach (980 KP) rated Inside Out (2015) in Movies
Aug 6, 2019
Have you ever wondered what goes on inside that noggin of yours when your feeling angry, scared, sad or happy even? The producers and directors of Up and Toy Story have delved inside these emotions with their new film Inside Out. It is the latest and greatest film from Disney’s Pixar to open this summer. The film brought in some of the best comedic actors together and strategically placed them in the mind of an eleven year old girl.
Riley is an eleven year old girl from Minnesota. Her parents have made the difficult decision to uproot her and move to San Francisco for her fathers new job. Riley’s life is flipped upside down and inside out. She is guided only by her emotions as most of us are. Her thoughts are being manned by a control room of sorts. Joy (Amy Poehler) keeps everything at bay. As it is her soul purpose to keep Riley happy and all the other emotions away from the controls as much as possible. Although other emotions like Fear (Bill Hader), Anger (Lewis Black), Disgust (Mindy Kaling) and Sadness (Phyllis Smith) tend to creep in from time to time.
Her memories are color-coded specific to each emotion. Core memories are glowing. Sadness has become quite enamored with these glowing core memories and can’t help herself from touching the orbs turning all of the happy core memories into sad memories. As her mind short circuits it paves the path for fear, disgust and anger to take over. Joy must stop this from happening and retrieve core memories that are almost lost. Guiding them along the way is Bing Bong (Richard Kind), Riley’s imaginary friend who was thought to be forgotten.
Inside Out will literally give you a seat on the train of thought and will wind through all the twists and turns of the mind. With such an ambitious idea Pixar has proved once again that they can make a film that can relate to both young and old. It will definitely tug at the heartstrings. It did for me as I was about Riley’s age when I was uprooted to Costa Rica so I hold this film close to my heart. Lots of surprises, laughs and maybe even a few sniffles await you with this film and really shouldn’t be missed. A few hidden surprises also await the true Disney fan. Skip the 3D version not worth the extra couple dollars.
Riley is an eleven year old girl from Minnesota. Her parents have made the difficult decision to uproot her and move to San Francisco for her fathers new job. Riley’s life is flipped upside down and inside out. She is guided only by her emotions as most of us are. Her thoughts are being manned by a control room of sorts. Joy (Amy Poehler) keeps everything at bay. As it is her soul purpose to keep Riley happy and all the other emotions away from the controls as much as possible. Although other emotions like Fear (Bill Hader), Anger (Lewis Black), Disgust (Mindy Kaling) and Sadness (Phyllis Smith) tend to creep in from time to time.
Her memories are color-coded specific to each emotion. Core memories are glowing. Sadness has become quite enamored with these glowing core memories and can’t help herself from touching the orbs turning all of the happy core memories into sad memories. As her mind short circuits it paves the path for fear, disgust and anger to take over. Joy must stop this from happening and retrieve core memories that are almost lost. Guiding them along the way is Bing Bong (Richard Kind), Riley’s imaginary friend who was thought to be forgotten.
Inside Out will literally give you a seat on the train of thought and will wind through all the twists and turns of the mind. With such an ambitious idea Pixar has proved once again that they can make a film that can relate to both young and old. It will definitely tug at the heartstrings. It did for me as I was about Riley’s age when I was uprooted to Costa Rica so I hold this film close to my heart. Lots of surprises, laughs and maybe even a few sniffles await you with this film and really shouldn’t be missed. A few hidden surprises also await the true Disney fan. Skip the 3D version not worth the extra couple dollars.

StoryTime: Billy Goats Gruff
Book and Education
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The three Billy Goats have run out of grass to eat. They need to cross the bridge to find some more,...

Matthew Krueger (10051 KP) rated Elder Sign in Tabletop Games
Jul 17, 2020 (Updated Jul 18, 2020)
The Theme (3 more)
Solo Gameplay
The Setting
High Replayabity
Little Pieces, Easy to lose (1 more)
Luck of the dice
Call of Cthulhu
Elder Sign- is a excellent fantasy adventure, horror card game. I learn about this game through Tabletop. And to me it looked really good. And plus you can play it solo. So i had to buy it, cause of the solo experience. I only played this solo and its fun, but hard to win. I love the theme of the game which is based on the Cthulhu Mythos of horror writer H.P. Lovecraft and Chaosium's Call of Cthulhu roleplaying game. I love both H.P. Lovecraft, and Cthulhu. If you don't know what Elder Sign is I will explain it.
Elder Sign- is a cooperative card and dice game, based on the Cthulhu Mythos of horror writer H.P. Lovecraft and Chaosium's Call of Cthulhu roleplaying game. It is published by Fantasy Flight Games, which also produces the Cthulhu Mythos games Arkham Horror, Call of Cthulhu: The Card Game, Mansions of Madness, and Eldritch Horror.
Gameplay:
Players randomly select a monster (known as an Ancient One) to oppose. The Ancient One requires a certain number of elder sign tokens to "seal" or imprison it. Conversely, the Ancient One can be "awakened" or released by a number of doom tokens.
There are also many other less powerful monsters that can appear during the game.
Each player chooses an investigator to play as (usually randomly), each investigator having unique abilities.
Players take turns exploring a randomly generated room (there are Adventure cards and Other World cards). If a player succeeds at completing all of the tasks in the room they are exploring, they obtain a reward. Conversely, if they fail, they receive a penalty. If the player's investigator is devoured (either by losing all of their stamina and/or sanity), they lose what they originally had, a doom token is added to the doom track, and the player returns to play as a different investigator.
Rooms are explored until either the Ancient One is "sealed" or "awakened". If the Ancient One is sealed, the players immediately win. If the Ancient One awakens, the players must face it in battle. This battle is designed to be extremely difficult with a low chance of success, so players must try to prevent the Ancient One from awakening at all costs.
Its a excellent gothic horror game, it has fantasy, dice, cards and adventure and alot of replayablity. Buy it if you havent already. Cause its excellent.
Elder Sign- is a cooperative card and dice game, based on the Cthulhu Mythos of horror writer H.P. Lovecraft and Chaosium's Call of Cthulhu roleplaying game. It is published by Fantasy Flight Games, which also produces the Cthulhu Mythos games Arkham Horror, Call of Cthulhu: The Card Game, Mansions of Madness, and Eldritch Horror.
Gameplay:
Players randomly select a monster (known as an Ancient One) to oppose. The Ancient One requires a certain number of elder sign tokens to "seal" or imprison it. Conversely, the Ancient One can be "awakened" or released by a number of doom tokens.
There are also many other less powerful monsters that can appear during the game.
Each player chooses an investigator to play as (usually randomly), each investigator having unique abilities.
Players take turns exploring a randomly generated room (there are Adventure cards and Other World cards). If a player succeeds at completing all of the tasks in the room they are exploring, they obtain a reward. Conversely, if they fail, they receive a penalty. If the player's investigator is devoured (either by losing all of their stamina and/or sanity), they lose what they originally had, a doom token is added to the doom track, and the player returns to play as a different investigator.
Rooms are explored until either the Ancient One is "sealed" or "awakened". If the Ancient One is sealed, the players immediately win. If the Ancient One awakens, the players must face it in battle. This battle is designed to be extremely difficult with a low chance of success, so players must try to prevent the Ancient One from awakening at all costs.
Its a excellent gothic horror game, it has fantasy, dice, cards and adventure and alot of replayablity. Buy it if you havent already. Cause its excellent.

Darren (1599 KP) rated Scooby Doo: Return to Zombie Island (2019) in Movies
Sep 16, 2019
Characters – Scooby-Doo and Shaggy have both become tired of solving mysteries, they want the team to stop and get their way, they win the holiday for the gang which sees them going to an old location needing to decide whether to let the group solve the mystery on the island. Fred has sold the Mystery Machine, he is having daytime dreams of it returning to him, where he judges most other vehicles for not being on the same level as his beloved. Daphne is here, though we don’t see anything we haven’t seen before from her, while Velma has a blog showing us just how the character has evolved for the time, which does show the frustration here character has when she can’t solve the mysteries anymore. Most of the new characters are left to feel just here with only Alan the hotel manager and Seaver being properly introduced.
Story – The story here follows the mystery inc gang who get invited back to an old location to solve the mystery from their past, only to find themselves needing to fight cat people once again. The story tries to be self-aware of many of the previous films, which has worked before, but for some reason doesn’t quite click this time. The fact we have seen the evolution of Velma and not the rest of the characters disappoints, which also seems to play along the idea of being a film within a film, that just again puts too much wink, wink, nudge, nudge to the audience. If you are a Scooby Doo fan, this story is everything you need, even if it does have a couple of flaws along the way.
Adventure/Comedy – The adventure does see the gang return to one of their most famous locations, which is different to much of what we have seen before, while the comedy does land in a couple of places very well.
Settings – The film does take the gang back to Moonscar island to face a new host of enemies in one of the most famous locations.
Animation – This does have the typical animation you are used to seeing for the Scooby Doo movies, it never lets down and works for the slapstick side of things.
Scene of the Movie – The big jump.
That Moment That Annoyed Me – Daphne is almost just painted background character.
Final Thoughts – This isn’t the best Scooby Doo animated movie, it disappoints in a lot of places with how it handles certain decisions in the story and too many wink wink nudge nudge moments.
Overall: Basic Scooby Doo.
Story – The story here follows the mystery inc gang who get invited back to an old location to solve the mystery from their past, only to find themselves needing to fight cat people once again. The story tries to be self-aware of many of the previous films, which has worked before, but for some reason doesn’t quite click this time. The fact we have seen the evolution of Velma and not the rest of the characters disappoints, which also seems to play along the idea of being a film within a film, that just again puts too much wink, wink, nudge, nudge to the audience. If you are a Scooby Doo fan, this story is everything you need, even if it does have a couple of flaws along the way.
Adventure/Comedy – The adventure does see the gang return to one of their most famous locations, which is different to much of what we have seen before, while the comedy does land in a couple of places very well.
Settings – The film does take the gang back to Moonscar island to face a new host of enemies in one of the most famous locations.
Animation – This does have the typical animation you are used to seeing for the Scooby Doo movies, it never lets down and works for the slapstick side of things.
Scene of the Movie – The big jump.
That Moment That Annoyed Me – Daphne is almost just painted background character.
Final Thoughts – This isn’t the best Scooby Doo animated movie, it disappoints in a lot of places with how it handles certain decisions in the story and too many wink wink nudge nudge moments.
Overall: Basic Scooby Doo.

MakeFriends on Twitter - Add New Friends for Me
Social Networking and Utilities
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The community for interesting people around the world. Handsome male friends, pretty female friends,...

Debbiereadsbook (1416 KP) rated Footwork in Books
Sep 11, 2023
Bode's heart is in the right place, he just goes about it all wrong.
I was gifted my copy of this book.
Bode never claimed to be an angel. Serving time for his crimes, he's out on parole and finds himself in an illegal fight ring run by his parole officer. When his mum skips town, and the step father throws Bode's younger brother, Danny, out, Bode goes to the last person who might want to see him, but the one he knows won't say no to him, his ex Sonny.
Bode is an a$$hole. He knows it, Sonny knows it, even Danny knows it. But what I loved about Bode is he doesn't try to be anything else. He is what he is, and you take as he is. But deep down, Bode's heart is in the right place, he just goes about it all wrong.
He knows Sonny won't say no, and won't push him away, and he knows Sonny has a boyfriend (deputy boyfriend, it made me smile, Bode giving him that tag!) but Bode still pushes Sonny. To some extent, Sonny lets himself be pushed though, and Sonny knows that he will eventually give in. I liked that he does what he does BEFORE giving in though.
Danny is a character, and I loved that even at 14, he can see who Bode is. But I liked that he still has some child-like qualities: believing his mum will come home, especially. Not sure I liked mum, to be honest! I mean she does come good, but bloody hell, it's hardly surprising Bode is how he is with her for his mum.
Getting Bode out of the fighting ring comes top priority, and, as much as deputy boyfriend hates Bode, he does help. I liked how that all worked out. Not how I thought it was going to, to be honest so I love being kept on my toes there.
Given who Bode is and what he is doing, it is quite violent, but I think it really is needed to know just what he is going through. Steamy and smexy too!
Both Sonny and Bode have a say, so I'm happy about that cos I wasn't sure if Sonny would at one point!
It's been a while since I read a Moore book. I do like the way she spins her tales.
5 full and shiny stars
*same worded review will appear elsewhere
Bode never claimed to be an angel. Serving time for his crimes, he's out on parole and finds himself in an illegal fight ring run by his parole officer. When his mum skips town, and the step father throws Bode's younger brother, Danny, out, Bode goes to the last person who might want to see him, but the one he knows won't say no to him, his ex Sonny.
Bode is an a$$hole. He knows it, Sonny knows it, even Danny knows it. But what I loved about Bode is he doesn't try to be anything else. He is what he is, and you take as he is. But deep down, Bode's heart is in the right place, he just goes about it all wrong.
He knows Sonny won't say no, and won't push him away, and he knows Sonny has a boyfriend (deputy boyfriend, it made me smile, Bode giving him that tag!) but Bode still pushes Sonny. To some extent, Sonny lets himself be pushed though, and Sonny knows that he will eventually give in. I liked that he does what he does BEFORE giving in though.
Danny is a character, and I loved that even at 14, he can see who Bode is. But I liked that he still has some child-like qualities: believing his mum will come home, especially. Not sure I liked mum, to be honest! I mean she does come good, but bloody hell, it's hardly surprising Bode is how he is with her for his mum.
Getting Bode out of the fighting ring comes top priority, and, as much as deputy boyfriend hates Bode, he does help. I liked how that all worked out. Not how I thought it was going to, to be honest so I love being kept on my toes there.
Given who Bode is and what he is doing, it is quite violent, but I think it really is needed to know just what he is going through. Steamy and smexy too!
Both Sonny and Bode have a say, so I'm happy about that cos I wasn't sure if Sonny would at one point!
It's been a while since I read a Moore book. I do like the way she spins her tales.
5 full and shiny stars
*same worded review will appear elsewhere

Debbiereadsbook (1416 KP) rated A Matcha Made in Hell (Boyfriend Café #1) in Books
Sep 15, 2023
really rather good!
Independent reviewer for GRR, I was gifted my copy of this book.
For a long time, I've avoided bully romances. I've no idea why; I did the same wth the step brother romances a while back. But something about THIS book piqued my interest. And I jumped straight in.
Much like I'm gonna do with my review.
I liked this, a lot. I can't quite love though, simply because it's FIRST person, PRESENT tense AND multi point of view. Many kudos to the author for me not realising that til a way in, though, it's just not a preference of mine.
I loved the idea of the Boyfriend Cafe, not so much the reason for it, but I could see this taking off in some places. I loved Albert, in turn, the new hires to the cafe. Rhett is the driving force behind the cafe, which kinda makes his own love life a mockery: there simply isn't one.
Until Spencer Marsh turns up in teh cafe with his girlfriend. Then, things kinda take a kookie turn and one thing leads to another.
But what I especially liked about that meeting, was Rhett was strong against Spencer. Rhett knew he wasn't the same boy he was in high school, and Rhett stood up to Spencer. Not quite in the way I think he was expecting to, but still!
Spencer, in turn, knows he did Rhett wrong at school, and coming to this college was supposed to be his fresh start. His feelings for Rhett whoop him upside the head a little bit out of nowhere, and when Rhett does that thing where he tells Spencer what to do?? Spencer cannot deny Rhett anything.
The feelings kinda creep up and both Rhett AND Spencer, but I loved that. Yes there is early chemistry, that spark burns right through the book, but the FEELINGS creep up on them. Why Spencer was the way he was in school was hardly surprising but that Spencer still tries to impress his dad was. Dad kinda comes good, but not until the epilogue and only on Spencer's terms.
I like this group of people, they all have tales to tell, I hope!
This is, as far as I can see, the first that I have read by this author. I like the way they tell their tales. I love this about reviewing: you come across authors all the time with backlists, that then grace you to read shelf!
4 very good stars
*same worded review will appear elsewhere
For a long time, I've avoided bully romances. I've no idea why; I did the same wth the step brother romances a while back. But something about THIS book piqued my interest. And I jumped straight in.
Much like I'm gonna do with my review.
I liked this, a lot. I can't quite love though, simply because it's FIRST person, PRESENT tense AND multi point of view. Many kudos to the author for me not realising that til a way in, though, it's just not a preference of mine.
I loved the idea of the Boyfriend Cafe, not so much the reason for it, but I could see this taking off in some places. I loved Albert, in turn, the new hires to the cafe. Rhett is the driving force behind the cafe, which kinda makes his own love life a mockery: there simply isn't one.
Until Spencer Marsh turns up in teh cafe with his girlfriend. Then, things kinda take a kookie turn and one thing leads to another.
But what I especially liked about that meeting, was Rhett was strong against Spencer. Rhett knew he wasn't the same boy he was in high school, and Rhett stood up to Spencer. Not quite in the way I think he was expecting to, but still!
Spencer, in turn, knows he did Rhett wrong at school, and coming to this college was supposed to be his fresh start. His feelings for Rhett whoop him upside the head a little bit out of nowhere, and when Rhett does that thing where he tells Spencer what to do?? Spencer cannot deny Rhett anything.
The feelings kinda creep up and both Rhett AND Spencer, but I loved that. Yes there is early chemistry, that spark burns right through the book, but the FEELINGS creep up on them. Why Spencer was the way he was in school was hardly surprising but that Spencer still tries to impress his dad was. Dad kinda comes good, but not until the epilogue and only on Spencer's terms.
I like this group of people, they all have tales to tell, I hope!
This is, as far as I can see, the first that I have read by this author. I like the way they tell their tales. I love this about reviewing: you come across authors all the time with backlists, that then grace you to read shelf!
4 very good stars
*same worded review will appear elsewhere

Purple Phoenix Games (2266 KP) rated Asator in Tabletop Games
Oct 20, 2020
Vikings. Raiding and pillaging and dragon riding. That’s about the extent of my knowledge of the ancient(?) civilization that so many people go bonkers romanticizing. Okay, so they didn’t REALLY ride dragons, but How To Train Your Dragon is great and the game I am previewing today also includes dragons, so I’m rolling with it. But how does this Viking game play and compare to its inspirations?
Asator is a head to head (or teams) game of troop maneuvering and attacking using 30 identical miniatures on each side. Each mini acts as a platoon of three different kinds of armies, plus a Chieftan, Master, Wizard, and Dragon that all have different special abilities. The winner of Asator is the player who can eliminate their opponent’s leadership (Chieftan, Master, and Wizard).
DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and I know that the final components will be slightly 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, or through any retailers stocking it after fulfillment. -T
To setup, place the battle mat on the table, and then players will place groups of minis on the field within the closest three rows of hexes in alternating turn fashion. Players will also take the two large Battle Sheets and a dry-erase marker to keep track of every one of their minis’ stats throughout the game. Each player will also choose five of the given 10 Wizard spell cards to use for the game, and each spell may only be used once during the game. Once all army minis are placed, the first player will move up to 20 units on the battlefield and attack opponent armies if possible. The game is now on and decimation is the goal.
Each mini type corresponds to a different group of armies, plus the dragon and three leader pieces. All armies of the same type have the same stats for movement, hit points (HP), armor rating (AR), and attack weapons. Also each mini is labeled on the bottom so keeping track of each unit is made a little easier. Obviously the leader pieces are more powerful and each has a special style of combat. The Master wields an axe and shield (which is broken after one hit) to increase AR and dole out the damage. The Chieftan wields a spear, twin axes, a bow, and a shield. Similar to the Master, the Chieftan’s shield is broken after an attack against him, and his spear is broken after a missed attack. The Wizard is not at all strong in melee, but has powerful spells at his disposal to be used for the disposal of enemy units.
Besides the leadership trio each side also brings a Dragon to the battle. Dragons can move slowly by land, but quite quickly by air. Once in the air he or she may deliver a Fire Blast that causes huge damage, but then the Dragon must ground themselves to regain stamina for flight. In addition, each player will have access to Cavalry, Infantry, and Bowmen, each with their own stat blocks and abilities.
This is all well and good, and is somewhat similar to the strategy one would use in Chess. Combat, however, is much more involved than that of simply moving into an enemy’s space and automatically overtaking it. In Asator combat victory is decided via a VERY pared down version of D&D combat. It uses a simplified d20-based attack versus the enemy Armor Rating (AR). Rolls over the AR of the enemy is a success and damage is dealt. Done. Some attacks require a roll of 2d6 for damage amount, like spells and Dragon attacks. That said, combat is decided using 1d20 and 2d6. That’s it.
The game continues in turns where the first player will move their pieces and attack, and then the next player will do the same until one player has defeated all three enemy leaders and earned the title of Asator – Master of War.
Components. Again, we were provided a prototype copy of the game, but most of the components are what will be received when the game is backed or purchased. That said, the game utilizes a cloth battle mat that folds into the box, four dry-erase Battle Sheets, two dry-erase markers, dice for both players, Wizard spell cards for both players, and 60 miniatures. The battle mat is great fabric quality with minimal art that doesn’t get in the way of play (much appreciated). The dry-erase components are good. The card quality is fine. The dice are black and white dice to correspond with players using the black or white minis, and are of normal quality. The minis are great and I enjoyed playing with them.
Now for the negatives of what is included in the box. First, the art. Now, there is very minimal art used throughout the game. It’s just not a focal point, and it shows in the game’s production. I found the sketch on the cover of the rule book (which is the same as the watermark on the Battle Mat) to be very cool, but the box cover art leaves some to be desired. Similarly, the Wizard spell cards use very generic-looking art icons with text for explanation. I am most certainly being hyper-critical here because flashy art on these components are certainly not needed to play or highly enjoy the game. For my tastes, though, I would like to see more polished art on these pieces as the art is so sparse throughout.
But how does the game feel? It’s truly quite good. I don’t play many wargames or 1v1 skirmish style games, so to present me with something like this and for me to enjoy it as much as I have has to be a sign of something good. Again, I am no strategic war general, but being able to employ different strategies every game is exciting. Testing out the different combinations of Wizard spell cards is fun for a tinkerer. And, of course, playing with a bunch of minis is always good fun.
There is a good game here, and I absolutely love the combination of Chess maneuverability with the simplified RPG d20 battle system. It works well in a game like this where each piece owns a stat block of which players will need to be mindful. I didn’t quite mention my favorite part of the rules yet either: natural 20 on a combat roll equals insta-death. Yes, even to the Dragon, which happened in my very first game. THAT is a cool rule that tripped up tactics quite often in my plays.
All in all this game is a great example of combining a couple sets of mechanics that wouldn’t be expected and creating a great gaming experience from them. I invite you to back the game on Kickstarter when it goes live if you are looking for that special game that is unlike many others you currently own. If the art were spruced up a bit I would be fawning all over it, but even without impressive art I still find I have the twitch in my brain to play it again and again. I wonder how many natural 20s I can roll in a game. Great, now I want to set it up and see…
Asator is a head to head (or teams) game of troop maneuvering and attacking using 30 identical miniatures on each side. Each mini acts as a platoon of three different kinds of armies, plus a Chieftan, Master, Wizard, and Dragon that all have different special abilities. The winner of Asator is the player who can eliminate their opponent’s leadership (Chieftan, Master, and Wizard).
DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and I know that the final components will be slightly 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, or through any retailers stocking it after fulfillment. -T
To setup, place the battle mat on the table, and then players will place groups of minis on the field within the closest three rows of hexes in alternating turn fashion. Players will also take the two large Battle Sheets and a dry-erase marker to keep track of every one of their minis’ stats throughout the game. Each player will also choose five of the given 10 Wizard spell cards to use for the game, and each spell may only be used once during the game. Once all army minis are placed, the first player will move up to 20 units on the battlefield and attack opponent armies if possible. The game is now on and decimation is the goal.
Each mini type corresponds to a different group of armies, plus the dragon and three leader pieces. All armies of the same type have the same stats for movement, hit points (HP), armor rating (AR), and attack weapons. Also each mini is labeled on the bottom so keeping track of each unit is made a little easier. Obviously the leader pieces are more powerful and each has a special style of combat. The Master wields an axe and shield (which is broken after one hit) to increase AR and dole out the damage. The Chieftan wields a spear, twin axes, a bow, and a shield. Similar to the Master, the Chieftan’s shield is broken after an attack against him, and his spear is broken after a missed attack. The Wizard is not at all strong in melee, but has powerful spells at his disposal to be used for the disposal of enemy units.
Besides the leadership trio each side also brings a Dragon to the battle. Dragons can move slowly by land, but quite quickly by air. Once in the air he or she may deliver a Fire Blast that causes huge damage, but then the Dragon must ground themselves to regain stamina for flight. In addition, each player will have access to Cavalry, Infantry, and Bowmen, each with their own stat blocks and abilities.
This is all well and good, and is somewhat similar to the strategy one would use in Chess. Combat, however, is much more involved than that of simply moving into an enemy’s space and automatically overtaking it. In Asator combat victory is decided via a VERY pared down version of D&D combat. It uses a simplified d20-based attack versus the enemy Armor Rating (AR). Rolls over the AR of the enemy is a success and damage is dealt. Done. Some attacks require a roll of 2d6 for damage amount, like spells and Dragon attacks. That said, combat is decided using 1d20 and 2d6. That’s it.
The game continues in turns where the first player will move their pieces and attack, and then the next player will do the same until one player has defeated all three enemy leaders and earned the title of Asator – Master of War.
Components. Again, we were provided a prototype copy of the game, but most of the components are what will be received when the game is backed or purchased. That said, the game utilizes a cloth battle mat that folds into the box, four dry-erase Battle Sheets, two dry-erase markers, dice for both players, Wizard spell cards for both players, and 60 miniatures. The battle mat is great fabric quality with minimal art that doesn’t get in the way of play (much appreciated). The dry-erase components are good. The card quality is fine. The dice are black and white dice to correspond with players using the black or white minis, and are of normal quality. The minis are great and I enjoyed playing with them.
Now for the negatives of what is included in the box. First, the art. Now, there is very minimal art used throughout the game. It’s just not a focal point, and it shows in the game’s production. I found the sketch on the cover of the rule book (which is the same as the watermark on the Battle Mat) to be very cool, but the box cover art leaves some to be desired. Similarly, the Wizard spell cards use very generic-looking art icons with text for explanation. I am most certainly being hyper-critical here because flashy art on these components are certainly not needed to play or highly enjoy the game. For my tastes, though, I would like to see more polished art on these pieces as the art is so sparse throughout.
But how does the game feel? It’s truly quite good. I don’t play many wargames or 1v1 skirmish style games, so to present me with something like this and for me to enjoy it as much as I have has to be a sign of something good. Again, I am no strategic war general, but being able to employ different strategies every game is exciting. Testing out the different combinations of Wizard spell cards is fun for a tinkerer. And, of course, playing with a bunch of minis is always good fun.
There is a good game here, and I absolutely love the combination of Chess maneuverability with the simplified RPG d20 battle system. It works well in a game like this where each piece owns a stat block of which players will need to be mindful. I didn’t quite mention my favorite part of the rules yet either: natural 20 on a combat roll equals insta-death. Yes, even to the Dragon, which happened in my very first game. THAT is a cool rule that tripped up tactics quite often in my plays.
All in all this game is a great example of combining a couple sets of mechanics that wouldn’t be expected and creating a great gaming experience from them. I invite you to back the game on Kickstarter when it goes live if you are looking for that special game that is unlike many others you currently own. If the art were spruced up a bit I would be fawning all over it, but even without impressive art I still find I have the twitch in my brain to play it again and again. I wonder how many natural 20s I can roll in a game. Great, now I want to set it up and see…

Purple Phoenix Games (2266 KP) rated Sheriff of Nottingham in Tabletop Games
Nov 16, 2021
One neat thing about the board gaming hobby is how many new games are designed/created daily. So much innovation, creativity, and hype surrounds new releases and helps keep us gamers hooked! That being said, what happens to older games as time goes on? Can they still hold their own over the years? Do they still feel new and novel to first-time players who are getting to them late? The latter describes me with Sheriff of Nottingham. I only received it for Christmas two years ago, and it has sadly been sitting on my Shelf of Shame until recently. So now that I’ve finally gotten it to the table, how does it hold up? Keep reading to find out!
Disclaimer: I have the first edition of this game, so the pictures below do not reflect the art/component changes brought in the recently released second edition. -L
Sheriff of Nottingham is a party game of bluffing, negotiation, and set collection in which players are trying to earn the most money by bringing their goods (Legal or Contraband!) to market. However, before those goods can get to your merchant stand, they must be cleared to pass by the Sheriff of Nottingham. Are you honest in your declarations, or are you trying to sneak something past the town authority? Bluff, bribe, or negotiate your way to victory and collect the most gold!
To setup for a game of Sheriff of Nottingham, each player receives a merchant stand board and bag in their chosen color, 20 starting gold, and 6 Goods cards. The remaining Goods cards are placed in a draw pile, with 2 adjacent discard piles. Turn over 5 cards to each discard pile, select a starting Sheriff, and the game is ready to begin! Sheriff of Nottingham is played over a series of rounds, and each round is broken down into 5 phases: Market, Load Merchant Bag, Declaration, Inspection, and End of Round. Important note – the player acting as Sheriff for the round will only act in the Inspection phase of a round. During the Market phase, players have the opportunity to discard unwanted Goods from their hand in order to draw cards from the draw pile or either discard pile. New cards are drawn one at a time, and you will draw as many cards as you have chosen to discard. The cards you discard will be placed in either discard pile, in whatever order you choose.
The next phase, Load Merchant Bag, is pretty self-explanatory. All merchant players will select up to 5 cards from their hand to place in their merchant bag. Snap it closed, and place it in front of you for the next phase, Declaration. In this phase, players will take turns declaring what good they are bringing to market. You must say exactly how many cards you are bringing, and you may only declare 1 type of Legal good! Even if your bag has multiple types of goods, you must declare only 1 type. Here is where your bluffing skills come into play! Once all players have made their declarations, the game moves to the Inspection phase, and it is now time for the Sheriff to act! In this phase, the Sheriff will get to decide if they wish to inspect any of the merchant bags, and merchants will have the opportunity to negotiate or bribe the Sheriff to not inspect their bag, or to inspect an opponent’s bag instead. If you make a deal with the Sheriff, you must hold up your end of the agreement!
Once the Sheriff has made their decision, they will either inspect bags or allow them to pass. If you are allowed to pass, you will take back your bag, open it, and add all goods to your merchant stand in their corresponding locations. Legal goods are known to all players, but Contraband goods are kept face-down. If the Sheriff chose to inspect your bag, they will open it and reveal the cards inside. If you were in fact telling the truth, and the cards inside are exactly what you declared, you add them to your merchant stand and the Sheriff will pay you a penalty for each Good card in your bag. If you were lying, a few things happen. First, any goods that were truthfully declared will go to your merchant stand as normal. Any goods that you lied about are confiscated by the Sheriff, and placed onto either discard pile. You then will pay the Sheriff a penalty fee for each confiscated good! The final phase, End of Round, has all players draw back up to 6 cards in hand, and the Sheriff title passes to the next player. The game continues in this fashion until all players have been the Sheriff twice (or three times in a 3-player game). Points are counted up – from your goods in your merchant stand, any gold coins you possess, and any bonus points for majority of Legal goods compared to opponents. Once all points have been tallied, the player with the highest score wins!
I know that I have said before that I generally don’t like bluffing games, but I think that Sheriff of Nottingham might be an exception. Yes, in some cases you will have to bluff about the contents of your merchant bag, but the ability to bribe/negotiate with the Sheriff takes some focus off the actual bluffing part. Can you convince the Sheriff to inspect another player’s bag just because you are trying to hinder that player? Or do you try to get the Sheriff to inspect your own bag, because then they will have to pay you a penalty fee for your honesty (this round, at least). It feels like there is more strategic gameplay here than simple bluffing, and I like the opportunity to strategize instead of relying solely on my (admittedly horrendous) poker-face.
Another thing that I really like about Sheriff of Nottingham is that it can technically be categorized as a party game, but it doesn’t feel like a typical party game to me. It takes strategy to play, and doesn’t just rely on crude/adult humor for laughs. This game really engages all players at all times, as you’re constantly watching your opponents, keeping track of what goods they seem to be collecting, and trying to catch them in a lie. The gameplay itself is pretty streamlined and straightforward, and that just helps to make it flow naturally and logically. The playing time is listed as 60 minutes, but it doesn’t feel like a long game to me at all. It’s just a light, fun, and entertaining game for really any type of game night.
Let’s talk components for a minute. Again, I have the first edition of the game, so I cannot speak as to any component changes in the second edition. But overall, the quality of the first edition is pretty nice! The merchant stand boards are nice, thick cardboard, and are colorful and clear. Perhaps my favorite part of the boards is they each have a turn order reference on them. Not that the gameplay is that complicated, but it’s nice to just have that quick guide. The Goods cards are good quality and feel nice in hand. The artwork is mostly pretty simple, but I like that, since the crux of the gameplay is in the player interactions. The cardboard coins are chunky, and the insert doubles as a draw/discard pile organizer – which to me is a lifesaver! Nothing bothers me more than unruly stacks of cards. The merchant bags are nice and mostly functional. My biggest issue with them is that sometimes the snaps are a little hard to open, and it feels like you might tear the bag if you pull on them too hard. To alleviate that, I just don’t have players actually close the snap, instead just folding over the flap, and that works just as well! Great production quality in my opinion.
So if I seem to like this game, why did I only give it a 4 out of 6? The simple answer to that is that I do like the game, but I don’t love it. It’s fun and serves its purpose well, but it’s not a game that I am dying to pull out every game night. It’s one that will stay in my collection for sure, because there are some occasions that are just perfect for it. But it’s not one that will ever make its way to my Top 10. All in all, it holds up well for being an ‘older’ game, but it doesn’t exactly have me jumping up and down to play. That’s why Purple Phoenix Games gives this one an 11 / 18.
Disclaimer: I have the first edition of this game, so the pictures below do not reflect the art/component changes brought in the recently released second edition. -L
Sheriff of Nottingham is a party game of bluffing, negotiation, and set collection in which players are trying to earn the most money by bringing their goods (Legal or Contraband!) to market. However, before those goods can get to your merchant stand, they must be cleared to pass by the Sheriff of Nottingham. Are you honest in your declarations, or are you trying to sneak something past the town authority? Bluff, bribe, or negotiate your way to victory and collect the most gold!
To setup for a game of Sheriff of Nottingham, each player receives a merchant stand board and bag in their chosen color, 20 starting gold, and 6 Goods cards. The remaining Goods cards are placed in a draw pile, with 2 adjacent discard piles. Turn over 5 cards to each discard pile, select a starting Sheriff, and the game is ready to begin! Sheriff of Nottingham is played over a series of rounds, and each round is broken down into 5 phases: Market, Load Merchant Bag, Declaration, Inspection, and End of Round. Important note – the player acting as Sheriff for the round will only act in the Inspection phase of a round. During the Market phase, players have the opportunity to discard unwanted Goods from their hand in order to draw cards from the draw pile or either discard pile. New cards are drawn one at a time, and you will draw as many cards as you have chosen to discard. The cards you discard will be placed in either discard pile, in whatever order you choose.
The next phase, Load Merchant Bag, is pretty self-explanatory. All merchant players will select up to 5 cards from their hand to place in their merchant bag. Snap it closed, and place it in front of you for the next phase, Declaration. In this phase, players will take turns declaring what good they are bringing to market. You must say exactly how many cards you are bringing, and you may only declare 1 type of Legal good! Even if your bag has multiple types of goods, you must declare only 1 type. Here is where your bluffing skills come into play! Once all players have made their declarations, the game moves to the Inspection phase, and it is now time for the Sheriff to act! In this phase, the Sheriff will get to decide if they wish to inspect any of the merchant bags, and merchants will have the opportunity to negotiate or bribe the Sheriff to not inspect their bag, or to inspect an opponent’s bag instead. If you make a deal with the Sheriff, you must hold up your end of the agreement!
Once the Sheriff has made their decision, they will either inspect bags or allow them to pass. If you are allowed to pass, you will take back your bag, open it, and add all goods to your merchant stand in their corresponding locations. Legal goods are known to all players, but Contraband goods are kept face-down. If the Sheriff chose to inspect your bag, they will open it and reveal the cards inside. If you were in fact telling the truth, and the cards inside are exactly what you declared, you add them to your merchant stand and the Sheriff will pay you a penalty for each Good card in your bag. If you were lying, a few things happen. First, any goods that were truthfully declared will go to your merchant stand as normal. Any goods that you lied about are confiscated by the Sheriff, and placed onto either discard pile. You then will pay the Sheriff a penalty fee for each confiscated good! The final phase, End of Round, has all players draw back up to 6 cards in hand, and the Sheriff title passes to the next player. The game continues in this fashion until all players have been the Sheriff twice (or three times in a 3-player game). Points are counted up – from your goods in your merchant stand, any gold coins you possess, and any bonus points for majority of Legal goods compared to opponents. Once all points have been tallied, the player with the highest score wins!
I know that I have said before that I generally don’t like bluffing games, but I think that Sheriff of Nottingham might be an exception. Yes, in some cases you will have to bluff about the contents of your merchant bag, but the ability to bribe/negotiate with the Sheriff takes some focus off the actual bluffing part. Can you convince the Sheriff to inspect another player’s bag just because you are trying to hinder that player? Or do you try to get the Sheriff to inspect your own bag, because then they will have to pay you a penalty fee for your honesty (this round, at least). It feels like there is more strategic gameplay here than simple bluffing, and I like the opportunity to strategize instead of relying solely on my (admittedly horrendous) poker-face.
Another thing that I really like about Sheriff of Nottingham is that it can technically be categorized as a party game, but it doesn’t feel like a typical party game to me. It takes strategy to play, and doesn’t just rely on crude/adult humor for laughs. This game really engages all players at all times, as you’re constantly watching your opponents, keeping track of what goods they seem to be collecting, and trying to catch them in a lie. The gameplay itself is pretty streamlined and straightforward, and that just helps to make it flow naturally and logically. The playing time is listed as 60 minutes, but it doesn’t feel like a long game to me at all. It’s just a light, fun, and entertaining game for really any type of game night.
Let’s talk components for a minute. Again, I have the first edition of the game, so I cannot speak as to any component changes in the second edition. But overall, the quality of the first edition is pretty nice! The merchant stand boards are nice, thick cardboard, and are colorful and clear. Perhaps my favorite part of the boards is they each have a turn order reference on them. Not that the gameplay is that complicated, but it’s nice to just have that quick guide. The Goods cards are good quality and feel nice in hand. The artwork is mostly pretty simple, but I like that, since the crux of the gameplay is in the player interactions. The cardboard coins are chunky, and the insert doubles as a draw/discard pile organizer – which to me is a lifesaver! Nothing bothers me more than unruly stacks of cards. The merchant bags are nice and mostly functional. My biggest issue with them is that sometimes the snaps are a little hard to open, and it feels like you might tear the bag if you pull on them too hard. To alleviate that, I just don’t have players actually close the snap, instead just folding over the flap, and that works just as well! Great production quality in my opinion.
So if I seem to like this game, why did I only give it a 4 out of 6? The simple answer to that is that I do like the game, but I don’t love it. It’s fun and serves its purpose well, but it’s not a game that I am dying to pull out every game night. It’s one that will stay in my collection for sure, because there are some occasions that are just perfect for it. But it’s not one that will ever make its way to my Top 10. All in all, it holds up well for being an ‘older’ game, but it doesn’t exactly have me jumping up and down to play. That’s why Purple Phoenix Games gives this one an 11 / 18.