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You Said You Could Draw
You Said You Could Draw
2021 | Humor, Party Game
Excuse me, title of game, but I NEVER said I could draw. Is it just me or does nearly everyone feel the need to preface every drawing game with a declaration that they are horrible artists and will probably perform disastrously? I have found this to be the case, as least for myself and about 90%+ of the people with whom I play, and it is especially rampant with the tongue-out drawers in the world. But we all still enjoy the old favorites like Pictionary and Win, Lose, or Draw! How about if we add another gimmick to these classics in order to turn the games on their ears? Enter You Said You Could Draw.

In You Said You Could Draw (I will just acronymize to YSYCD) players are attempting to win the game by scoring the most points. The provided score board has space for each player to earn 20 points, though agreements could be made by players to stop at any number of points.

DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and I do not know for sure if the final components will be any different from these shown. Also, it is not my intention to detail every rule in the game, but to give an idea of how the game is played. You are invited to download the rulebook, back the game through the Kickstarter campaign launching May 8, 2021, or through any retailers stocking it after fulfillment. -T


To setup a game of YSYCD place the score board anywhere on the table and players choose which color board they wish to represent themselves. Players are also given a dry erase marker. The large deck of cards is placed somewhere near the score board, along with the blindfold. Players will roll the die to determine the first player, and the game may now begin!
YSYCD is played in turns until a player reaches the aforementioned ending score. On a turn a player will draw a card, roll the die, then draw. On each card is a list of six prompts to be drawn by the player and the result of the die roll determines which prompt the player must draw. Once the player is ready they will don the blindfold and begin drawing on the large board. When the masterpieces is complete the artist will write the name of the player they believe will guess correctly. Both the drawing process and the name writing are secret – no lookyloos! When the artist reveals their labor each player will secretly write their guess on their player boards, to be revealed simultaneously once all players have finished. The artist reveals their choice and the other players reveal their hilarious guesses. Points may now be awarded.

The artist will receive one point if at least one player has guessed correctly, with a bonus one point earned if the player they wrote on their board guessed correctly. Each player who guessed the prompt correctly also scores one point. If ALL players guess correctly except for one lonely player, the lonely player will earn a painful NEGATIVE two ( -2 ) points!


Players will notice that one prompt on each side of the card includes a star icon. Should this prompt be rolled for the turn the points awarded for the artists and correct guessers are three, versus the typical one. Play continues in this fashion until a player has reached the agreed score threshold and claims victory!
Components. This game boasts two large and eight smaller dry erase boards with eight dry erase markers. The boards are fine, but the markers (at least in this prototype version) are very low quality, especially the erasers. We resorted to using napkins for our erasing needs, as they did not smear as much. The 1d6 is fine, and the blindfold is very comfortable (thank you, JPN Games!). The cards are fine quality and there are 100 double-sided cards, offering 1200 prompt options to draw! I normally also cover art direction and theming here, but there is very little art, with most of it on the box cover. The box cover in this version features two players having a great time playing the game in a color VERY close to our logo’s Volt color. So I’m a fan of that for sure.

The rulebook is a simple folded cardstock that could easily become a duplexed sheet of paper or stock. The rules are incredibly simple to learn and teach, which makes this a great entry for families.

I recently broke this one out to play with my brother-in-law, his wife, and their twin 10-year-old children. When I say that it has been a long time since I laughed so hard while playing games, I certainly mean it. Most drawing games favor the talented artists of the group, but YSYCD offers the great equalizer – that blindfold. Sure, someone could be able to draw an excellent Sonic the Hedgehog (not a sponsor), but once you take away the spacial awareness drawing becomes a lot more difficult. And having a 10-year-old look into your eyes and tell you they drew a Chef instead of your guess of Quasimodo makes for a very interesting adult-child dynamic.

All in all I have had a great time with this game. The blindfold is what makes this special, and rolling the die to select the prompt causes each player to begin their turns on the same artistry level as their opponents. I dig that. A lot. I will be honest here – this is not a game that I would see at a store and be interested in buying or playing. But I gave it a shot with the family and I now have a party game that differs from my other party games in my collection and I am all the happier for it. You Said You Could Draw is not for the hard core gamer. It is for the gamer who needs a break from the brain burning and is able to relax a bit and have fun – even at their own expense. If this sounds interesting to you, I urge you to check out the Kickstarter campaign, launching May 8, 2021. Pick up a copy or two or twelve and give some away. The holidays are always just around the corner. Also, be warned that some children cannot accept that their Chef looks like Quasimodo. I learned this the hard way.
  
Genre: Contemporary, Inspirational

Page Count: 324 pages (of nauseation)

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

My Rating: 1.5/ 5 stars

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

As a romance it fucking sucks.

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


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

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

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

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

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

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

But then it moves too quickly from there.

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

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

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

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

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

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

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

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

bitch_please_by_teslapunk-d32znko

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

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

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

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

“This is Baby Sarah,” Matt said.

“Baby Sarah?” Marguerite asked.

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

Chase asked, “How did you know?”

“Baby Margaret told us,” Mark said.

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

May I present the newest additions to the Martin family?
If you want to read a rockstar romance, I recommend Love’s Rhythm by Lexxie Couper, which isn’t perfectly crafted, but leagues beyond The Band 4: The Air We Breathe.
  
It: Chapter Two (2019)
It: Chapter Two (2019)
2019 | Horror, Thriller
I’ve always been a fan of Stephen King movies, even some of those that were not particularly good or well received. For someone who is a fan you think that would inspire me to pick up at least one of his books to get a feel for what the author truly intended over the stripped down,

“Hollywood-ised” versions. I can’t put my finger on why I haven’t, it’s not because the size of many of his novels are daunting, it’s more that as a reader I’m just not a horror book fan. So when it comes to sitting in on a Stephen king movie I have to rely on the story by it’s modified merits then to compare and contrast what IT does well (or not).
Like many before me, my first movie experience of IT was the classic mini-series featuring an incredibly creepy (and non-CGI’d version) of Pennywise portrayed by the extremely talented Tim Curry.

I even went out and purchased the mini-series before I went to see the first chapter of the remake of IT, just to see how those two compared. IT: Chapter One introduced us in great depth to the teens of the original losers club. A group of misfits, who went on their own personal crusade to attack and kill the nefarious clown while saving one of their own. A strong pact was formed and an oath sworn that if IT ever returned to Derry that the group would once again join together to put a stop to IT for good.

IT: Chapter Two picks up 27 years later, the group has moved on with their lives, all except Mike (Isaiah Mustafa as an adult and Chosen Jacobs as a younger version) who has felt a sense of responsibility to watch over the town and research how to kill IT if IT were to ever return. A horrific killing of an adult at the fair and subsequent disappearances of children alert Mike that the plague that has befallen Derry for generations has returned to feed. Mike reaches out to each of the losers reminding them that something they have all feared has come to pass.

Each when notified experience a fear that is indescribable yet for some reason the groups memories of the past have become clouded.

The now adult losers (with several flashbacks featuring the original cast) come together to remind themselves of the past, and the pact they made to protect the future. Featuring a star studded cast, Mike, Bill (James McAvoy/Jaeden Martell), Beverly (Jessica Chastain/Sophia Lillis), Ben (Jay Ryan/Jeremy Ray Taylor), Richie (Bill Hader/Finn Wolfhard), Eddie (James Ransone/Jack Dylan Grazer) and Stanley (Andy Bean/Wyatt Oleff), must battle their lost memories, their fears and the very real danger if they are to save Derry and themselves.

IT: Chapter 2 continues the incredible character building that Chapter 1 began. Where each of the young actors were perfectly cast as their book counterparts, their adult versions could easily be mistaken for the grown-up versions. This is the area where IT shines the most, the story of the losers who have grown and moved away, yet still share the unescapable bond of friendship. While an older Bill struggles (much like Stephen King himself) to come up with good endings to his stories it’s what he writes at the end of IT: Chapter 2 that really sums up the movie as a whole. To summarize, there are no good friends or bad friends, there are only friends, and chapter 2 is an example of how you take a band of misfits and turn them into heroes.
Sadly, for all the things IT does from a character side, it tends to drag on and over CGI its monster side. Pennywise the clown (portrayed brilliantly by Bill Skarsgård) brings with him all the creepiness and fear that the movie needs, even posters of his maniacal self is promoting lawsuits in other countries due to his ability to scare small children. So, it seems a bit disheartening that the studio felt it was necessary to go overboard with their CGI budgets. Many scenes go from being creepy and scary to simply being silly when our favorite clown is turned into a giant naked hag like figure. This is where I felt the mini-series did a far better job, due to its limited budget and shorter time requirements it allowed for the viewers to imagine the evil and not see it thrown out for the world to see.

IT: Chapter 2 also drags out far longer than it needed to. Make sure you get your bathroom breaks in, because the film, not counting previews, is just about 10 minutes shy of being three hours. I’m normally not one to complain about the length of a movie, as I’d rather they tell the story they want instead of trying to compress it into a shorter run time. However, in this case, it seemed entirely wasted on an overabundance of clown mutations and an extremely drawn out final battle. It’s unfortunate, because one of the most unused (and potentially interesting characters) Henry Bowers (Teach Grant/Nicholas Hamilton) is given only a few minutes of screen time and ultimately adds nothing to the movie as a whole. As I stated earlier, I haven’t read the novel, but I have to assume that he played a far bigger role in the book.

As it stands in the movie, his character is both unnecessary and completely ineffective at whatever he was attempting to do. I think some of the time taken away from the battle scenes to flesh out his (or other supporting characters) would have be time better spent.

IT: Chapter 2 is a good movie, that with some reduced special effects and better time management is just shy of being a great movie. The story of the kids, now grown up, is one of forgiveness, bravery and love. It shows how true friendship can overcome distance and time and that those things never truly vanish, even if the particulars of what separated you in the first place is a bit fuzzy. Horror movies with outrageous budgets tend to lose the spirit of what makes a true horror movie scary…it’s rarely about the effects, and more about the imagination.

That’s what makes the books typically so much better than the movies, after all, each one of us imagines our own version of what truly scares us (although clowns tend to be scary regardless of how they are portrayed). IT: Chapter 2 provides a satisfying ending to a story that began a few years ago, it suffers a bit from its budget and its use of CGI effects, but it’s still a story of what all of us losers can accomplish if we band together.
  
Fire in the Library
Fire in the Library
2019 | Card Game
My main job currently is working in an academic library. I have lots of different responsibilities to handle. So when I heard about a game with a title, “Fire in the Library,” I knew we HAD to play it. What employee wouldn’t want to play a game where the game ends once your workplace inevitably burns down? Imagine my giddiness as I learned this game and set it up for the first time.

Fire in the Library is a push-your-luck card game that rewards players for pushing their luck well beyond their comfort zones… but as with all push-your-luck games, defeat is also imminent.

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

To setup, each player will choose a player color, place their Libreeple (I think it’s Libreeple anyway) near the scoring track, and take the corresponding Player Reference Card. The Library will next be built from sequential Library Cards. The Library is a group of individual decks of cards arranged in a 2×2 pattern, and the card fronts create a lovely picture of the Library. Add all cubes of five different colors to the Library Bag (keeping aside 10 red “fire” cubes). Shuffle the Tool Cards deck, deal each player two Tool Cards, place the top three Tool Cards face-up next to its deck to form the Tool Card Market. Shuffle the Turn Order Cards per the player count rules in the rulebook, deal one to each player, and the game can begin!

Phase One of the game is Choosing Turn Order. Once the turn order has been established (just for the first round – after that, the player who is in last place will choose which Turn Order Card they would like to use for the round) the 1st Player will move onto Phase Two. Yes, Choosing Turn Order is an entire phase by itself. This becomes more important once I explain Tool Cards a little later.

Phase Two is the meat of the game. It is split into two sections, but they flow so nicely into each other. The active player consults their Turn Order Card to understand how many book cubes they would like to pull from the bag, thus “saving” them from the impending fire. The Turn Order Cards will have blank square spaces for “safe” areas, and spaces with fire icons in “risky” spaces. More points can be scored by placing cubes into the risky spaces, but also is more dangerous. You see, a player can pull out a red fire cube from the bag and still choose to continue to pull cubes, assuming the red cube is placed on a safe space on their card. But pull a second fire cube and their turn is immediately over. However, pulling just one red cube and having to place it in a risky space ends the turn immediately. A player can choose to stop pulling cubes at any time and earn the rewards on the Turn Order Card printed directly below the last cube placed as well as the points for each book saved, which are the large numbers printed on the Library Cards (the 2×2 grid with the picture of the Library). These rewards from the Turn Order Card could be merely a Tool Card (under safe spaces), or it could result in points on the scoreboard (under risky spaces). Even if a player busts with the red cubes, they will be able to take a Tool Card as consolation. If the active player did not bust and voluntarily stopped pulling cubes, they add their points for the turn and adjust their Libreeple accordingly. On the other hand, if a player had to end their turn due to pulling red fire cubes, then the fire spreads!

When the Fire Spreads all the books that the active player had thought they saved are burned (returned to the bag). These lost books will also cause the fire to burn down portions of the Library that match the colors of the cubes pulled. Remove the top cards for each of these cubes from the Library. Sometimes this will reveal a printed fire icon on the revealed Library cards. Every time a fire icon is revealed in this way, one of the red cubes that was set aside at setup will be added to the Library Bag – thus increasing the ratio of fire to safe books in the bag.

Phase Three is called “After Scoring.” Every Tool Card in the deck will have an icon printed to show when it can be played during a turn (check the Reference Card). The Tool Cards can be played during Choosing Turn Order, Saving Books, Fire Spreading, and After Scoring.

Once all players have had their turn for the round, a portion of the Library will burn. Remove the appropriate card (according to the rulebook). All players will have a chance to discard one of their Tool Cards and replace it with a Tool Card from the top of the deck. When complete, a new round begins. Play continues in this fashion until a section of the Library is revealed with an icon signifying the end of the game. Players will have one last round to earn as many points as— I mean, save as many books as they can.

Components. There’s a lot going on in this game, and the components are really really good. First, the game box is one of those awesome magnetic boxes (like Biblios) that unfolds and reveals the score tracker. The Libreeples are normal meeple fare, the cubes are normal cube fare, and the Library Bag is one that is loved by Guy Fieri (probably). The cards are great quality and feature really amazing artwork by Katie Khau and Beth Sobel. Overall, the components are wonderful and we really enjoyed playing with them.

As you can tell from our score, we genuinely enjoyed this game. The push-your-luck mechanic is so central to the game and the Tool Cards help to mitigate frustrating pulls, or help to manipulate other areas of the game, and we love both of those aspects. All in all, Fire in the Library is a truly enjoyable experience, and one that I find myself thinking about outside of game night. I cannot wait to play again, and hopefully save more books. I would suggest adding this to my workplace library’s board game collection, but I don’t want any students getting any great ideas… Purple Phoenix Games gives this one a hot hot hot 15 / 18. Check it out for a different take on push-your-luck, where you actually care about what you’re doing. Oh, and of course I won – I work in a college library.
  
Unmatched: Cobble & Fog
Unmatched: Cobble & Fog
2020 | Book, Card Game, Fantasy, Fighting, Miniatures
You know when you read a rulebook and you just know you are going to love the game? This was me whilst reading the rulebook for Unmatched: Cobble & Fog. I will go into more detail why I enjoy the game near the end of my review, but just know, I loved it from the start.

In Unmatched: Cobble & Fog (which I will be calling Unmatched from here) players will be taking on the roles of either Dracula and his Sisters, Sherlock Holmes and Dr. Watson, Invisible Man, or Dr. Jekyll and Mr. Hyde in a battle to the death to claim victory in this, “Who would win in a fight”-style skirmish fighting game. The last hero standing wins, so as one of my favorite characters in literary history says, “The game is afoot.”


DISCLAIMER: Even though this review is for the Cobble & Fog version of Unmatched, the rules are the same throughout the entire Unmatched family of games. I have the original Unmatched: Battle of Legends, Vol. 1 and it plays exactly the same. I prefer the characters in this version, so that’s why I am reviewing it specifically. -T
To setup, the players will choose which side of the board they wish to play and set it on the table. Next, players will choose their hero and gather all accoutrements associated with their choice. All heroes come with a deck of 30 action cards, a mini of their figure, a character card, at least one health dial (more if their sidekicks have more than one health point), and some characters will have sidekicks that have tokens, or tokens for other reasons. The youngest player places their mini on the space with the number 1 on the board, and then the rest of the players place theirs on subsequently-numbered spaces. Players shuffle their decks of action cards and draw five cards for their first hand.

On a turn a player may take two actions from the choice of: Maneuver, Scheme, Attack. When a player chooses to Maneuver they will draw a card into their hand, then move the amount of spaces noted on their character card (typically two spaces). These movement values may be boosted by also discarding additional cards for their boost value and adding it to the number of spaces moved.

All action cards will specify which character may use it for attack, defense, or Scheme action. These Scheme cards have a lightning bolt icon on them to indicate that they are played face-up to the table, resolved, and then discarded.

Finally, if a melee-based character is positioned adjacent to an opponent, or if a ranged character is in the same zone as an opponent, they may Attack said opponent. To Attack, the active player declares which opponent will be attacked, and each player involved will choose cards from their hands to use in the battle. The attacking player will need to use attack or versatile (either used for attack or defense) cards to try to inflict damage, while the defending player will need to play defense or versatile cards in defense. The difference of the values printed on the cards will determine which character wins the battle and if health points are to be deducted from the health dial.

Many cards will have action instructions that trigger either immediately during battle or even after the battle concludes. Resolve these actions when appropriate and try to stay on your feet.


Play continues in this fashion of moving around the board to gain cards or using the cards to scheme or attack/defend. The winning player is they who survives at the end and vanquishes all foes on the board.
Components. I love everything about the components in this game. The box is great. The insert is really incredible and well thought out. The cards are great quality and the game features spectacular art all around. The minis are cool and luckily are fitted inside colored bases to remind players which mini is theirs. The sidekick tokens are excellent thick plastic and color-matched to the bases of their hero counterparts. The board is nice and double-sided, and all the rest of the cardboard components are excellent.

It’s no secret here – I absolutely love this game. I have always been a big fan of Sherlock Holmes, and this set also includes other interesting characters to play. Each one is highly unique in style and that’s one of the reasons I am so intrigued by this system. I say system because this is not the only game in the Unmatched family. As of today the Unmatched system boasts all of these as playable characters from different sets: King Arthur, Alice, Medusa, and Sinbad from the “Battle of Legends, Vol 1” set; Robert Muldoon and raptors from the “Jurassic Park, InGen vs Raptors” set; the “Robin Hood vs Bigfoot” set; Bruce Lee; and Buffy, Spike, Willow, and Angel from the “Buffy the Vampire Slayer” set in addition to these here. I know more Jurassic Park sets are on the horizon, and I just cannot wait to see what other sets will be released in time.

Why do I love this game so much when I am not really a fan of moving and dueling games (I’m looking at you Mage Wars)? In these style of games I feel the movement is unnecessary as I just stand and fight. In this system, the only way to draw more cards from your deck is to enact the Maneuver action. There have been several times where I didn’t necessarily want to initiate a battle, but I saw opponents sitting with no cards in their hand. That means no defense cards can be played. Easy chunks of health taken by picking off the stationary few. Unmatched forces players to move around and I love that. Yes, there are opportunities to unleash giant blows or have double-digit health drops in battle, and that’s just delicious. Also there are times during play where mathing out exactly where to place your mini or sidekick is paramount to lay plans of ambush.

I mentioned earlier that I knew right away I would love this one. Opening the cover of the rulebook sold me immediately. As this set utilizes literary characters found in old timey Europe the game utilizes a period art style as well and I’m still fawning over it. Everything clicks for me and I can now understand why so many people were dying (not literally) to get copies of the game Unmatched is based on, Star Wars: Epic Duels. It is extremely fun and each character is interesting and unique. Purple Phoenix Games gives this one a well-earned GOLDEN FEATHER AWARD! If you need a skirmish style game with excellent theme and art, you must grab this post haste. If you and I fall on the same side of the coin with our gaming preferences you NEED to have this in your collection.

I don’t know how many other sets I will be looking to add to my collection at this point, but I cannot tell you how excited I would be to pit Bigfoot against Bruce Lee. Or King Arthur against Dracula. It just feels epic and wonderful. Great job to the team at Restoration Games. This is a huge win for my collection.
  
SW
Snow White & the Huntsman
Lily Blake | 2012
6
6.0 (1 Ratings)
Book Rating
You know what I love? Creatively re-told fairy-tales. You know what I hate? Terribly re-told fairy-tales made into crappy movies and then made into a book, written with poor prose. That pretty much summarizes how I feel about this (audio)book.

Let's start with the good:

1. The narrator was excellent. She also read for Daughter of Smoke and Bone, Why We Broke Up, the Iron King, and many other audiobooks. She made even the dullest most pointless sentences, pieces of dialogue, and descriptions sound interesting, and managed to hold my attention most of they way through the audiobook (until I stopped for dinner, and then realized I really didn't want to start listening again.)

2. It was fast-paced. The plot never slowed... but there were parts where the unneeded descriptions seemed to slow down and break the tension, or unnecessary interior monologue broke the mood.

3. The bad guys were very bad, and the good guys were very good. It made it a classic hero-vilan fairy-tale.

Now for the not-so-good:

1. Poor writing. It wasn't Stephenie-Meyer Terrible, but every sentence started with "he..." "she..." "He said," "She felt..." and it felt repetitive and boring. There was no sentence structure besides basic subject-verb-direct object. Also, the adjectives, adverbs, and overall descriptions and vocabulary was boring, expected, and unfeeling.

2. Who names a princess "Snow White?" Really? I can see naming her "Snow" or something, but if you're going to re-tell a fairy-tale, at least give your heroine a name that doesn't stick out like a sore thumb. I realize that this is a complaint about the movie screenplay, not the book adaption... but still. It felt awkward to have all these names like William, Eric, Gus, Anna, Lilly, and... Snow White.

3. The bad guys were soul-less, and the good guys were perfect. Even bad characters have some redeeming value as to why you kind of wish they didn't have to die, but they're bad so you have to kill them. The bad guys in this story were just so bad, there was no way you could not hate them. The good guys were flawless: children obeyed their parents, men saved their women, women sacrificed for their families, and Snow White was a sweet innocent little angel. I'm sorry, but even good guys have a bad side. And if you're perfect, I couldn't care less what happens to you, because I can't relate to you.

So that is, essentially, why I stopped listening to the audiobook halfway through.
  
DT
Danny The Dragon "Meets Jimmy"
6
6.0 (1 Ratings)
Book Rating
The first thing I noticed about the book when I picked it up was the gold sticker on the cover that stated "Best Books AWARD FINALIST- USA Book News," and my first thoughts were, "Wow, this book must be really something." The picture on the cover featured a detailed illustration of a dragon, a boy, and smaller creature that looked vaguely like a frog. The illustration of the dragon is quite unique in that it is covered in multi-colored spots and mismatched stripes and wears a yellow-and-blue backpack and red tennis shoes. One of the opening pages shows two quotes, one from the author and one from the illustrator, discussing briefly how they both came to put together this book. The illustrations for the story itself are large, colorful, and fill the wide two-page spread, providing plenty for my two-year-old daughter to stare at and study. I did find it strange that there was no actual title page, but I suppose that would have been redundant.

The boy's name is Jimmy, and his sister's name is Sally, and both children and the dragon are polite and well-mannered throughout the story, using "Please" and "Thankyou" and helping Mom and Dad clean up both the beach supplies at the beginning of the story and the dishes after supper. The smaller green creature from the cover pops out of the green and white seashell with Danny the Dragon, and we are informed his name is Skipper and that he is Danny's navigator, but not what kind of creature he is. Danny explains that water will make him shrink back to fit inside the shell, and a lack of water causes him to come out of the shell as he grows big, which brings to mind the small toys that expand when placed in water (only opposite). All of the characters in the story are articulate and kind to each other, and there is nothing about the story that would be considered scary or bad, which is quite appropriate for the 4 to 8 year-old age group that the book is intended for. The story even promotes healthy eating, as the family has homemade vegetable soup for supper. The book is quite obviously set up for at least one sequel, as at the ending when Jimmy asks Danny where he came from and where has he been, Danny politely answers, "I will tell you some other time. For now it is bedtime. Goodnight - pleasant dreams."
  
Mission: Impossible (1996)
Mission: Impossible (1996)
1996 | Action, Mystery
Great Start to An Awesome Series
I remember seeing this trailer for the first time during a Super Bowl. As an eleven-year-old, this trailer had everything I wanted, jaw-dropping action left and right. When I finally saw the movie, I was slightly underwhelmed. I liked it, sure, but I didn’t expect to have to do so much damn thinking. As I got older, the more I watched the film, the more I liked it. Its overall appeal still holds strong today.

After being framed for killing his entire team, agent Ethan Hunt (Tom Cruise) must get to the bottom of who did it and why while escaping prosecution at the same time.

Acting: 10

Beginning: 9
Pretty solid opener as you get to see Agent Hunt performing his job for the first time. I love what director Brian DePalma did with this first scene as he gives you just enough to get you intrigued. It wasn’t perfect as it leaves you with a couple questions you hope get answered, but it definitely gets the job done.

Characters: 10
Hunt is a young agent who is just as agile as he is cunning. You can tell this guy really knows how to control a room. He leads a diverse group of characters with their own set of skills and their own respective problems. I enjoyed these characters because each of them seemed like they could shake your hand one minute and stab you in the back the next. You had no idea who to trust. They keep the story fresh and interesting.

Cinematography/Visuals: 10

Conflict: 10

Genre: 9

Memorability: 10

Pace: 10

Plot: 9
This is definitely a movie you have to pay attention to as I alluded earlier. There were times where I had to remind myself of things that had happened earlier since they now fit more into the story. The temporary confusion kept this category out of perfection, but I will say that everything does eventually get revealed before it’s all said and done.

Resolution: 10

Overall: 97
Mission: Impossible has a timeless appeal that hasn’t seem to have gotten old yet. Even though it’s the first, I still have it ranked up there as one of the best. If you’ve decided to give this series a try, do yourself a favor and start here, then skip the second (awful and zero relevance to the rest of the series), and head straight for the third. You’ll thank me.
  
I have been a fan of Tamera Alexander's ever since I read her book, Inheritance. She captivated me with that book and I would read anything of hers blindly! I was super excited to take part in being able to review this newest release, the  third book in her Belle Meade Plantation series. Let me tell you what! I had so much fun reading this book. I loved the detail she incorporated into the story and the characters she created owned me while I read this book! It did not take me long to read it, I was that engrossed in it.  I love historical novels set around during, beginning and end of the Civil War. Ms. Alexander created this particular story post- Civil War and really made me feel a part of the time period. I could picture the clothing perfectly as the characters wore them, and the scenery was vivid in my mind. 

I adored Alexandra and Sylas' characters! Both were seeking a path in life that was their own and no one elses. Watching Alexander break away from her controlling father and seek a love that her heart wanted, was incredibly wonderful! Having dealt with a somewhat controlling mom a time or two, I could really feel my heart being tugged by Alexandra. The interactions between Sylas and Alexandra really popped in the story and I loved watching them together. I could see the sparks of interest literally fly off the pages! 

This story of following your own heart, seeking the true path that God has laid out for oneself was really soul capturing for me. Each page turn brought something new to the book and I thoroughly enjoyed it all. This trip to the Belle Meade Plantation was definitely not my last! I can't wait to go back and grab a copy of the rest of the books in the series. 

If you are looking for a fun, soul grabbing story rich in history (I loved learning about Fisk University!) and detail, and characters that come to life, then this book is definitely for you. Be warned! This 5 star novel will keep you so engrossed you will forfeit the rest of your adulting duties! Hats off to Ms. Alexander on an incredible new book! I can't wait to read another amazing novel by you! <a href="http://cafinatedreads.com/book-review-to-wager-her-heart-by-tamera-alexander/"; target="_blank">This review was originally posted on Cafinated Reads</a>
  
The Spite Game
The Spite Game
Anna Snoekstra | 2018 | Fiction & Poetry
7
7.0 (1 Ratings)
Book Rating
Creepy and readable but rather strange
Ava was terribly bullied in high school by three girls she idolized: Melissa, Cass, Saanvi. One particular incident so traumatized her that she cannot move on and years later, she finds herself unable to get past it. So she watches her former classmates--online and in real life--and she plots. If she can just find a way to get even, Ava thinks, then she can move on with her own life. But Ava's stalking threatens to overtake her life and perhaps her sanity. She finds herself in a police station, waiting to tell her story to a detective. What has Ava done?

"The bad thing inside of me took root there. Like mold, it grew in that hot moist place. You won't want to hear any of this. My story. I know that. But if you want me to confess, then you'll have to listen."

This one reminded me of a lesser version of Roz Nay's Our Little Secret, where so much of the tale is our main character telling her woes and recapping her life while in a police station. I didn't love Ava or hate her: I often felt sorry for her. Her inability to move past high school basically crippled her entire life, and her revenge mission is all she has.

This was a weird book. It switches in time frequently, going between whatever the present moment is and then Ava remembering moments in high school. I found the timeframe to be confusing at times. Ava's singular focus on her former classmates--and getting even--could be frustrating at moments, yet the book was also oddly compelling and somewhat addictive. It certainly did a good job at capturing the meanness of high school girls. What a terrible time that is.

"I was so naive, so ready to give those girls everything: my loyalty, my trust, my devoted friendship. I was ready to spill every secret I ever had, to follow them to the ends of the earth. I guess the last bit turned out to be true, in some ways."

It was a creepy read sometimes. I guessed the ending a bit early, but that didn't really make it any less enjoyable. Overall, I found this one a little odd and a little off-putting. It was a strange read, with a pointed focus on its main character (and her own mission). Still, it was rather readable.

I received a copy of this novel from the publisher and Netgalley in return for an unbiased review (thank you!).