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Alice (12 KP) rated Of Sand and Malice Made (The Song of the Shattered Sands, #0.5) in Books
Jul 3, 2018
Definitely wasn’t what I expected. After reading the blurb I was excited to read about the youngest pit fighter in Sharakhai only there wasn’t so much pit fighting as running all over the desert trying to escape from a demonic being who becomes fixated on Ceda.
Ceda is 15 when the story begins and it starts off with her picking a fight with someone who – in the beginning – gives off a secondary character kinda vibe, almost filler but ends up being an integral part of the story later on. Brama had apparently stolen a purse that Ceda wad tasked to collect and Ceda decided she’d rather fight him than find the purse. That came across as quite juvenile particularly when her “boss” pointed out the same thing that I thought.
The story progresses pretty slowly for the first 60 or 70 pages where it does eventually improve but there’s a distinctly Middle Eastern vibe to this story. It’s sort of like a twisted sci-fi type of Aladdin story.
The pit fighting is few and far between and for a character who is called the White Wolf I would have preferred a little more fighting and a little less talking but the steroidal like properties to the flower petals is amazingly unique, I don’t think I’ve ever read that in a book so kudos to that.
The writing style was a touch different to what I’m used to but it was written quite well. As mentioned above there was a distinctly Middle Eastern vibe to this story and the descriptions of the desert and other areas in Sharakhai were beautifully written and it almost made me feel like I was back on holiday in Egypt which was a lovely experience.
The concept of Rumayesh was really good – a semi corrupt demonic type being who overtakes the body of her “chosen” one – and Rumayesh took an awful big shine to Ceda which is where the story basically followed. Now having not read Twelve Kings I am completely unable to comment on how the story progresses in that book but the plot line in this novella was drawing to the mind and the descriptions of what was happening were very good.
Apart from my initial dubious feeling and the subsequent lack of pit – fighting for a story based on a pit-fighter I did enjoy Of Sand and Malice Made but I don’t think that it is entirely my thing and I don’t think I’d be continuing the story anytime soon though I do look forward to seeing where this novella leads.
Ceda is 15 when the story begins and it starts off with her picking a fight with someone who – in the beginning – gives off a secondary character kinda vibe, almost filler but ends up being an integral part of the story later on. Brama had apparently stolen a purse that Ceda wad tasked to collect and Ceda decided she’d rather fight him than find the purse. That came across as quite juvenile particularly when her “boss” pointed out the same thing that I thought.
The story progresses pretty slowly for the first 60 or 70 pages where it does eventually improve but there’s a distinctly Middle Eastern vibe to this story. It’s sort of like a twisted sci-fi type of Aladdin story.
The pit fighting is few and far between and for a character who is called the White Wolf I would have preferred a little more fighting and a little less talking but the steroidal like properties to the flower petals is amazingly unique, I don’t think I’ve ever read that in a book so kudos to that.
The writing style was a touch different to what I’m used to but it was written quite well. As mentioned above there was a distinctly Middle Eastern vibe to this story and the descriptions of the desert and other areas in Sharakhai were beautifully written and it almost made me feel like I was back on holiday in Egypt which was a lovely experience.
The concept of Rumayesh was really good – a semi corrupt demonic type being who overtakes the body of her “chosen” one – and Rumayesh took an awful big shine to Ceda which is where the story basically followed. Now having not read Twelve Kings I am completely unable to comment on how the story progresses in that book but the plot line in this novella was drawing to the mind and the descriptions of what was happening were very good.
Apart from my initial dubious feeling and the subsequent lack of pit – fighting for a story based on a pit-fighter I did enjoy Of Sand and Malice Made but I don’t think that it is entirely my thing and I don’t think I’d be continuing the story anytime soon though I do look forward to seeing where this novella leads.
BookwormMama14 (18 KP) rated Luther and Katharina: A Novel of Love and Rebellion in Books
Jan 2, 2019
Amidst the flames of the Reformation, the bonds of love become an overpowering force.
The year is 1523, Martin Luther's teaching have slipped into the abbey were Sister Katharina von Bora resides. His words are powerful and awakens the desire for marriage and a family in Katharina. She leads a handful of nuns in an escape from the abbey, to forsake their vows and follow Doctor Luther. Danger follows the sisters and Abbott Baltazar will stop at nothing to see the nuns returned and punished for their sinful ways. Doctor Luther protects the sisters and finds them husbands and homes to begin a new life. All the while steadfast in his vow to remain single. Katharina and Martin are as opposite as can be, yet they are drawn together despite the never ending tension. Little does he know that the fiery sister who led these brave nuns to freedom would steal his heart. Katharina is of noble birth however, and longs to return to her social class and regal way of life. Will she be able to put aside her stubborn desires for true love? Will Doctor Luther be able to forsake his vow of isolation? When life is at its darkest, love triumphs through it all.
I will begin by saying that I can not believe the historical accuracy of this book. I was eager to read the author's note and was surprised to find that most of the events highlighted actually happened! I was shocked to learn about the workings of the church of the time. And understand a little better why Martin Luther was so passionate about the Reformation. Luther and Katharina is a story of true and passionate love (details are heated but remain tasteful as in all of Jody's books). My interest has been piqued to learn more about this time period. Doctor Luther and Katharina are two people to be admired and honored. In the face of adversity they lived by their convictions and I believe the world is a better place because of them. This is a work of fiction and creative liberties were taken, but the overall story remains true to history. Jody Hedlund earned my complete admiration a long time ago, and she continues to deliver incredible books! Order pizza for the family and take a break from the housework, this one will have you reading late into the night.
I received a free Advanced Reading Copy of Luther and Katharina from Blogging for Books in exchange form my honest review. Published by Waterbrook Press.
The year is 1523, Martin Luther's teaching have slipped into the abbey were Sister Katharina von Bora resides. His words are powerful and awakens the desire for marriage and a family in Katharina. She leads a handful of nuns in an escape from the abbey, to forsake their vows and follow Doctor Luther. Danger follows the sisters and Abbott Baltazar will stop at nothing to see the nuns returned and punished for their sinful ways. Doctor Luther protects the sisters and finds them husbands and homes to begin a new life. All the while steadfast in his vow to remain single. Katharina and Martin are as opposite as can be, yet they are drawn together despite the never ending tension. Little does he know that the fiery sister who led these brave nuns to freedom would steal his heart. Katharina is of noble birth however, and longs to return to her social class and regal way of life. Will she be able to put aside her stubborn desires for true love? Will Doctor Luther be able to forsake his vow of isolation? When life is at its darkest, love triumphs through it all.
I will begin by saying that I can not believe the historical accuracy of this book. I was eager to read the author's note and was surprised to find that most of the events highlighted actually happened! I was shocked to learn about the workings of the church of the time. And understand a little better why Martin Luther was so passionate about the Reformation. Luther and Katharina is a story of true and passionate love (details are heated but remain tasteful as in all of Jody's books). My interest has been piqued to learn more about this time period. Doctor Luther and Katharina are two people to be admired and honored. In the face of adversity they lived by their convictions and I believe the world is a better place because of them. This is a work of fiction and creative liberties were taken, but the overall story remains true to history. Jody Hedlund earned my complete admiration a long time ago, and she continues to deliver incredible books! Order pizza for the family and take a break from the housework, this one will have you reading late into the night.
I received a free Advanced Reading Copy of Luther and Katharina from Blogging for Books in exchange form my honest review. Published by Waterbrook Press.
Gareth von Kallenbach (980 KP) rated Smurfs: The Lost Village (2017) in Movies
Jul 12, 2019
Rewind back to the 80s, what was every kid doing Saturday mornings? Watching TV and catching up on their latest Smurfs’ adventure; running from the clutches of the evil wizard Gargamel. Who’s only purpose was to catch the Smurfs steal their powers and become the most powerful wizard in the world. I couldn’t help but feel a bit of nostalgia back to my childhood while watching this movie.
The film centered around Smurfette, the only female Smurf, and her struggle to find her place in Smurf Village. Smurfette was not born a Smurf. Gargamel used his magic to turn a piece of clay into Smurfette. His intent was to have his creation, Smurfette, lead him to Smurf village and capture all the Smurfs. Fortunately, Papa Smurf had his own magic and used it to turn Smurfette from evil to good.
Fast forward to present Smurf-day, Smurfette (Demi Lovato) tries her best to fit in, but ultimately has a serious identity crisis. So what does one do when they can’t figure out who they are? They go in search of their own identity. Along the way, Smurfette crosses paths with a strange creature. Eager to find out who this creature is, against Papa Smurf”s request, Smurfette decides to enter the Forbidden Forest. An area no Smurf has even been allowed to visit. She is joined by her brothers Brainy, Clumsy, and Hefty-who unfortunately end up in Gargamel’s clutches. Gargamel (Rainn Wilson) uses his magic and finds out the there is another Smurf village, one that lies beyond the Forbidden Forest. Knowing the damage they have caused, Smurfette and her brothers trek has now changed into a rescue mission. They must reach the lost village before Gargamel and his cat, Azrael and warn the villagers of his evil plan. Who are these villagers? Hmm….
You don’t have to watch the first 2 Smurf films to understand what this one is about. They are completely different storylines and this one is 100% animation. A full return to the tone and characteristics of the beloved 80s cartoon. From the comedic gestures to the close escape from Gagamel, the movie provides loads of entertainment. It tugs at the heartstrings because we’ve all experienced self doubt. It does brush on moments of girl power and of course there are musical dance numbers. Really all the Smurfy fans that enjoyed the Smurfiness of yester-year Smurfs, will definitely find this movie the Smurftastic.
The film centered around Smurfette, the only female Smurf, and her struggle to find her place in Smurf Village. Smurfette was not born a Smurf. Gargamel used his magic to turn a piece of clay into Smurfette. His intent was to have his creation, Smurfette, lead him to Smurf village and capture all the Smurfs. Fortunately, Papa Smurf had his own magic and used it to turn Smurfette from evil to good.
Fast forward to present Smurf-day, Smurfette (Demi Lovato) tries her best to fit in, but ultimately has a serious identity crisis. So what does one do when they can’t figure out who they are? They go in search of their own identity. Along the way, Smurfette crosses paths with a strange creature. Eager to find out who this creature is, against Papa Smurf”s request, Smurfette decides to enter the Forbidden Forest. An area no Smurf has even been allowed to visit. She is joined by her brothers Brainy, Clumsy, and Hefty-who unfortunately end up in Gargamel’s clutches. Gargamel (Rainn Wilson) uses his magic and finds out the there is another Smurf village, one that lies beyond the Forbidden Forest. Knowing the damage they have caused, Smurfette and her brothers trek has now changed into a rescue mission. They must reach the lost village before Gargamel and his cat, Azrael and warn the villagers of his evil plan. Who are these villagers? Hmm….
You don’t have to watch the first 2 Smurf films to understand what this one is about. They are completely different storylines and this one is 100% animation. A full return to the tone and characteristics of the beloved 80s cartoon. From the comedic gestures to the close escape from Gagamel, the movie provides loads of entertainment. It tugs at the heartstrings because we’ve all experienced self doubt. It does brush on moments of girl power and of course there are musical dance numbers. Really all the Smurfy fans that enjoyed the Smurfiness of yester-year Smurfs, will definitely find this movie the Smurftastic.
Carlito's Way (1993)
Movie Watch
Academy Award® winner Al Pacino stars as an ex-druglord fighting to escape his violent, treacherous...
The Last Detail (1973)
Movie Watch
Jack Nicholson is at his very best in this highly-acclaimed dramatic comedy about three sailors on...
Gloria (27 KP) rated Prison Break - Season 3 in TV
Jul 18, 2017
Still Good, But Lacking
Contains spoilers, click to show
As surprising and exciting as ever. The characters grew into something more than themselves. The story continues to amaze. Nothing feels forced even if it was a bit unrealistic for them to end up where they did.
Season 3 of Prison Break takes us back to a familiar scenario. Michael Scofield is trying once again to break out of prison. Only this time the setting is different. The previous season's finale ended on a tense note. It gave us a glimpse at what looked like a more brutal and darker place to be locked up when compared to the Fox River Penitentiary of the show's first season. It showed a lot of promise.
Unfortunately, it doesn't quite live up to that potential. "Sona" comes off as quite tame compared to Fox River. Shocking considering the lack of guards. The sense of anarchy that could have been in place is sadly lacking. That's not to say there isn't a sense of urgency. The lives of these characters are still in danger, and it's still a joy to watch them try and survive. Even if the story isn't up to par with the excellent first two seasons.
The mystery grows larger. Unfortunately, this season is lacking in big reveals. It leads for the season to feel more like a side-story rather than the next big chapter in the story of Michael and crew. A few shocking developments take place and some new players are introduced while older ones are killed off, but it's lacking in all of these categories when compared to previous seasons.
That's not to say the show isn't still enjoyable. It's just lost some steam. I was still on the edge of my seat in every scenario. Even when it was completely obvious that the writers were just teasing us with some tension that we know the characters would wiggle their way out of consequence free. The show is still at its best when it's using its brain. Watching the heroes and villains constantly play a game of chess in order to stay ahead is as thrilling as ever. Prison Break still provides plenty of satisfying moments where a plan comes together and our crew makes a narrow escape. It might not live up to what came before, but there are still plenty of reasons to follow this story.
Season 3 of Prison Break takes us back to a familiar scenario. Michael Scofield is trying once again to break out of prison. Only this time the setting is different. The previous season's finale ended on a tense note. It gave us a glimpse at what looked like a more brutal and darker place to be locked up when compared to the Fox River Penitentiary of the show's first season. It showed a lot of promise.
Unfortunately, it doesn't quite live up to that potential. "Sona" comes off as quite tame compared to Fox River. Shocking considering the lack of guards. The sense of anarchy that could have been in place is sadly lacking. That's not to say there isn't a sense of urgency. The lives of these characters are still in danger, and it's still a joy to watch them try and survive. Even if the story isn't up to par with the excellent first two seasons.
The mystery grows larger. Unfortunately, this season is lacking in big reveals. It leads for the season to feel more like a side-story rather than the next big chapter in the story of Michael and crew. A few shocking developments take place and some new players are introduced while older ones are killed off, but it's lacking in all of these categories when compared to previous seasons.
That's not to say the show isn't still enjoyable. It's just lost some steam. I was still on the edge of my seat in every scenario. Even when it was completely obvious that the writers were just teasing us with some tension that we know the characters would wiggle their way out of consequence free. The show is still at its best when it's using its brain. Watching the heroes and villains constantly play a game of chess in order to stay ahead is as thrilling as ever. Prison Break still provides plenty of satisfying moments where a plan comes together and our crew makes a narrow escape. It might not live up to what came before, but there are still plenty of reasons to follow this story.
Kristy H (1252 KP) rated The Perfect Girl in Books
Feb 13, 2018
Zoe Maisey is a genius: a piano prodigy with an amazingly high IQ. She is also a killer. When she was fourteen, Zoe was responsible for the death of three fellow teens. Now, she and her mother have started over (their "Second Chance Life") and Zoe is playing her first concert in her new life, along with her stepbrother, Lucas. But her performance is disrupted and Zoe flees the concert hall. And, by the end of the night, Zoe's mother is dead. Zoe is alone, forced to confront a new world without her protector. Plus, who is responsible for her mother's death?
This book grabbed me immediately; it sucks you in from the start and doesn't let you go until it finishes, when you're exhilarated and exhausted. It's a fascinating, easy-to-read thriller with short chapters that tell us about the events surrounding the timeframe after Zoe's concert, but also going back into the past via flashbacks from the characters. We hear from Zoe, her aunt, Tessa, Tessa's husband, Richard, and Sam, Zoe's lawyer from her "previous" life. Their narratives weave flawlessly into a tense and sometimes psychologically creepy tale that has you sitting spellbound, turning pages frantically, wanting to know what happens.
In theory, the action happens over a very short period of time, as Maria's killer is unveiled, but the ability to go into the past with the characters extends the time and makes you tensely await each action. Macmillan's characters are nuanced and deep--each with their own quirks, flaws, and motivations. Beyond the actual plotline of murder, there is a deep thread of discord and familial drama and angst running among our characters, who are certainly a flawed bunch. The book makes you question and ponder many things, including the topics of forgiveness, loyalty, marriage, and what really makes a family. I won't forget either the exciting story or the characters themselves for some time.
Overall, while there were certainly a few things to quibble with with this one, I thoroughly enjoyed it. It was a tense but enjoyable thriller to escape into and certainly well worth the thread.
I received a copy of this book from the publisher and Librarything (thank you)!
<a href="http://justacatandabookatherside.blogspot.com/">My Blog</a> ~ <a href="https://www.facebook.com/justacatandabook/">Facebook</a> ~ <a href="https://twitter.com/mwcmoto">Twitter</a>
This book grabbed me immediately; it sucks you in from the start and doesn't let you go until it finishes, when you're exhilarated and exhausted. It's a fascinating, easy-to-read thriller with short chapters that tell us about the events surrounding the timeframe after Zoe's concert, but also going back into the past via flashbacks from the characters. We hear from Zoe, her aunt, Tessa, Tessa's husband, Richard, and Sam, Zoe's lawyer from her "previous" life. Their narratives weave flawlessly into a tense and sometimes psychologically creepy tale that has you sitting spellbound, turning pages frantically, wanting to know what happens.
In theory, the action happens over a very short period of time, as Maria's killer is unveiled, but the ability to go into the past with the characters extends the time and makes you tensely await each action. Macmillan's characters are nuanced and deep--each with their own quirks, flaws, and motivations. Beyond the actual plotline of murder, there is a deep thread of discord and familial drama and angst running among our characters, who are certainly a flawed bunch. The book makes you question and ponder many things, including the topics of forgiveness, loyalty, marriage, and what really makes a family. I won't forget either the exciting story or the characters themselves for some time.
Overall, while there were certainly a few things to quibble with with this one, I thoroughly enjoyed it. It was a tense but enjoyable thriller to escape into and certainly well worth the thread.
I received a copy of this book from the publisher and Librarything (thank you)!
<a href="http://justacatandabookatherside.blogspot.com/">My Blog</a> ~ <a href="https://www.facebook.com/justacatandabook/">Facebook</a> ~ <a href="https://twitter.com/mwcmoto">Twitter</a>
Pan Book 4: Capitol Rising
Book, Education and Stickers
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Matthew Krueger (10051 KP) rated 13 Dead End Drive in Tabletop Games
Jul 17, 2020 (Updated Jul 18, 2020)
The Traps (3 more)
Its like Clue
Excellent Bluff Game
High replayablity
Dont know who has who (2 more)
Its easy to hit and knock off the traps.
The set up is long
Excellent Murder Mystery Bluff Deduction Game
13 Dead End Drive- is a excellent bluff deduction murder mystery board game. I learned about it through the Funhaus channel. Its like clue but so much different. Let me explain.
13 Dead End Drive is a murder-themed board game originally from Milton Bradley. Released in 1993, it was followed in 2002 by a sequel, 1313 Dead End Drive. Currently, Winning Moves Games USA Winning Moves publishes the game in the USA.
The story behind the game involves the death of a wealthy old woman triggering a feud over her will. The players utilize traps located on the game board, which represents a mansion, to kill characters controlled by other players in order to claim the estate for themselves.
The Gameplay:
At the start of gameplay, players are dealt "Character cards" which correspond to matching pawns on the board. Since there are 12 characters, it is often the case that players control more than one character. However, which player controls which character is not revealed. Along with the character cards, there are also Portrait Cards, which determine who the current favorite for the inheritance is, and Trap Cards, which are used to spring traps and knock off other players.
During each turn, a player rolls two dice and moves two pawns, one pawn for each die. It is legal for players to move a pawn that is not theirs in order to bring it closer to or onto a Trap Space. All pawns must be moved off the red chair spaces before any pawns can be moved a second time or onto a trap space. If a pawn is moved onto a trap space by exact roll only, the player must have the corresponding trap card in his or her possession in order to spring the trap. Springing traps is not mandatory, however. After that, play proceeds on to the next player. A pawn can not pass through or land on the same space as another pawn during the same turn.
During the game, a Portrait Card is displayed in the picture frame above the fireplace. That character is now the current favorite to inherit the fortune. At that moment, for all intents and purposes, that character is now marked for death and must try to escape the mansion before he or she is either knocked off or the portrait changes (see "Special Spaces and Rules" below).
Also, during the game, a Detective is waiting outside, slowly advancing toward the front door. His arrival signifies the reading of the will and the announcement of the winner. The Detective can only move one space at a time, and only when a Detective Card (hidden inside the Trap Card pile) is drawn. There are 13 steps to the front door. If the Detective makes it to the front door before all other characters have been eliminated, the game is over.
Ways to win:
There are three ways to win 13 Dead End Drive:
Be the last character alive.
Escape the Mansion while your character's picture is displayed in the Picture Frame.
Have your character's picture displayed in the Picture Frame when the Detective reaches the front door.
Traps:
13 Dead End Drive has five different booby traps that are used to dispose of other characters. In the story of the game, the traps are designed to make deaths appear accidental. The traps are the Chandelier, the Bookcase, the Stairs, a Statue in a suit of armor, and the Fireplace: if a pawn has the misfortune to land on the trap space in front of or under one of these traps, the Trap card is played and the trap is sprung in the following ways:
To activate the Chandelier, flip a switch in the music room that drops the chandelier onto the pawn, eliminating it from play.
To activate the Bookcase, move that pawn up onto the top of the ladder and rest that pawn on top of the bookcase in the library, and flip a switch that will send the pawn flying back onto the board and eliminating it from play.
In order to activate the Stairs, a player can move it up onto the top of the stairs in the hall and flip a switch that will violently toss the pawn back down the stairs and onto the board, resulting in its elimination.
To activate the Statue, in the gallery, a player can flip a switch that will send a statue in a full suit of armor crashing down onto the pawn.
The Fireplace is activated in the dining room when a player flips a switch that will send the pawn flying backwards and into the figurative fire, though the box describes it as a Trap Door.
When a player moves a pawn onto a Trap Space, they must draw a card from the Trap Card pile (if they do not already have the matching trap card in their possession). If the player draws the matching Trap Card, they can either play it immediately or hold the card for future use. If the player does not have the matching Trap Card, the trap cannot be sprung, but the card can be saved for future use. There are also "Wild" Trap Cards which permit all traps to be used anytime a pawn is in that space. If, however, the player draws a Detective card, the Detective is moved one space forward, but the player is permitted to draw another Trap Card before ending the turn.
Once a trap is sprung, that pawn and the matching Character Card are laid down on the "Discard" pile on the board (the couch). If during the course of play, a Portrait Card comes up for a character that has been knocked off, that card is immediately taken down and placed on the "Discard" pile, revealing a new Portrait. The Portrait cards are shuffled at the beginning of gameplay and concealed by an "Aunt Agatha" portrait card to hide the known deck order.
Special spaces and rules:
Rolling Doubles: If a player rolls doubles that player chooses whether or not to move the current Portrait card to the back of the pack to reveal new Portrait. The player then has the choice of:
Moving one pawn the total number of spaces shown on the dice, or
Moving two pawns, one pawn for each die.
Secret Passages: On the board are special spaces that represent "Secret Passages."
Any character can enter any secret passage at any time, regardless of whether or not it is by exact roll. Moving from one secret passage to another counts as one space move for a character. Secret passages are often used to bring opponent's pawns closer to traps or to bring a player's own pawn closer to the door.
Bluffing: Bluffing is permitted in "13 Dead End Drive." In terms of strategy, a player may move their own pieces towards or even onto trap spaces in an attempt to fool opponents. Even if that player has the matching trap card for the space their own character is on, they do not have to play it. Instead, they can pretend that they do not have the correct card and draw another one. If they happen to draw the right trap card, they can pretend that the card is the wrong one, and play continues as normal.
Its a excellent game, if you like clue than you will love this game. Its a excellent bluff deduction murder mystery game.
13 Dead End Drive is a murder-themed board game originally from Milton Bradley. Released in 1993, it was followed in 2002 by a sequel, 1313 Dead End Drive. Currently, Winning Moves Games USA Winning Moves publishes the game in the USA.
The story behind the game involves the death of a wealthy old woman triggering a feud over her will. The players utilize traps located on the game board, which represents a mansion, to kill characters controlled by other players in order to claim the estate for themselves.
The Gameplay:
At the start of gameplay, players are dealt "Character cards" which correspond to matching pawns on the board. Since there are 12 characters, it is often the case that players control more than one character. However, which player controls which character is not revealed. Along with the character cards, there are also Portrait Cards, which determine who the current favorite for the inheritance is, and Trap Cards, which are used to spring traps and knock off other players.
During each turn, a player rolls two dice and moves two pawns, one pawn for each die. It is legal for players to move a pawn that is not theirs in order to bring it closer to or onto a Trap Space. All pawns must be moved off the red chair spaces before any pawns can be moved a second time or onto a trap space. If a pawn is moved onto a trap space by exact roll only, the player must have the corresponding trap card in his or her possession in order to spring the trap. Springing traps is not mandatory, however. After that, play proceeds on to the next player. A pawn can not pass through or land on the same space as another pawn during the same turn.
During the game, a Portrait Card is displayed in the picture frame above the fireplace. That character is now the current favorite to inherit the fortune. At that moment, for all intents and purposes, that character is now marked for death and must try to escape the mansion before he or she is either knocked off or the portrait changes (see "Special Spaces and Rules" below).
Also, during the game, a Detective is waiting outside, slowly advancing toward the front door. His arrival signifies the reading of the will and the announcement of the winner. The Detective can only move one space at a time, and only when a Detective Card (hidden inside the Trap Card pile) is drawn. There are 13 steps to the front door. If the Detective makes it to the front door before all other characters have been eliminated, the game is over.
Ways to win:
There are three ways to win 13 Dead End Drive:
Be the last character alive.
Escape the Mansion while your character's picture is displayed in the Picture Frame.
Have your character's picture displayed in the Picture Frame when the Detective reaches the front door.
Traps:
13 Dead End Drive has five different booby traps that are used to dispose of other characters. In the story of the game, the traps are designed to make deaths appear accidental. The traps are the Chandelier, the Bookcase, the Stairs, a Statue in a suit of armor, and the Fireplace: if a pawn has the misfortune to land on the trap space in front of or under one of these traps, the Trap card is played and the trap is sprung in the following ways:
To activate the Chandelier, flip a switch in the music room that drops the chandelier onto the pawn, eliminating it from play.
To activate the Bookcase, move that pawn up onto the top of the ladder and rest that pawn on top of the bookcase in the library, and flip a switch that will send the pawn flying back onto the board and eliminating it from play.
In order to activate the Stairs, a player can move it up onto the top of the stairs in the hall and flip a switch that will violently toss the pawn back down the stairs and onto the board, resulting in its elimination.
To activate the Statue, in the gallery, a player can flip a switch that will send a statue in a full suit of armor crashing down onto the pawn.
The Fireplace is activated in the dining room when a player flips a switch that will send the pawn flying backwards and into the figurative fire, though the box describes it as a Trap Door.
When a player moves a pawn onto a Trap Space, they must draw a card from the Trap Card pile (if they do not already have the matching trap card in their possession). If the player draws the matching Trap Card, they can either play it immediately or hold the card for future use. If the player does not have the matching Trap Card, the trap cannot be sprung, but the card can be saved for future use. There are also "Wild" Trap Cards which permit all traps to be used anytime a pawn is in that space. If, however, the player draws a Detective card, the Detective is moved one space forward, but the player is permitted to draw another Trap Card before ending the turn.
Once a trap is sprung, that pawn and the matching Character Card are laid down on the "Discard" pile on the board (the couch). If during the course of play, a Portrait Card comes up for a character that has been knocked off, that card is immediately taken down and placed on the "Discard" pile, revealing a new Portrait. The Portrait cards are shuffled at the beginning of gameplay and concealed by an "Aunt Agatha" portrait card to hide the known deck order.
Special spaces and rules:
Rolling Doubles: If a player rolls doubles that player chooses whether or not to move the current Portrait card to the back of the pack to reveal new Portrait. The player then has the choice of:
Moving one pawn the total number of spaces shown on the dice, or
Moving two pawns, one pawn for each die.
Secret Passages: On the board are special spaces that represent "Secret Passages."
Any character can enter any secret passage at any time, regardless of whether or not it is by exact roll. Moving from one secret passage to another counts as one space move for a character. Secret passages are often used to bring opponent's pawns closer to traps or to bring a player's own pawn closer to the door.
Bluffing: Bluffing is permitted in "13 Dead End Drive." In terms of strategy, a player may move their own pieces towards or even onto trap spaces in an attempt to fool opponents. Even if that player has the matching trap card for the space their own character is on, they do not have to play it. Instead, they can pretend that they do not have the correct card and draw another one. If they happen to draw the right trap card, they can pretend that the card is the wrong one, and play continues as normal.
Its a excellent game, if you like clue than you will love this game. Its a excellent bluff deduction murder mystery game.
Purple Phoenix Games (2266 KP) rated The Kringle Caper in Tabletop Games
Dec 18, 2021
Ahh, Christmas. Most people’s favorite holiday (at least in the U.S.), and one that I am learning to like more and more every year, but only because of my wife and children. I was not really much of a Christmas kind of guy – Halloween is my jam – but seeing little faces light up with excitement while in their tiny pajamas just makes the heart swell. I don’t want to ruin too much for you all, but something has happened at the North Pole and I know my children would appreciate it so much if you could help Santa out. Thanks!
The Kringle Caper is a Christmas-themed escape room type card game. It consists of 18 cards and I found it much more difficult than its sibling, The Independence Incident, which I reviewed in July.
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 (as there is none), 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 from your FLGS. -T
To setup, open the flaps of the box containing the cards, navigate to the provided website to launch a web-based companion app, and the game may officially begin!
As I do not wish to spoil anything about the game, I will merely state here that following directions, completing puzzles, and knowing a little something about the Christmas holiday will benefit players immensely. Sorry I cannot say more, I would rather you all experience it for yourselves.
Components. This game consists of 18 double-sided cards and a nifty little box to hold it all. The cards are all nice quality, and feature very specific artwork on them. I have no complaints about the components at all here. Grand Gamers Guild always provide great quality games.
Ok, be mad at me if you like, but I just cannot bring myself to go into great detail about the game mechanics, how to play, or what is really included. Just know that this is probably a game you will play once and pass along, or keep several years between plays so that it doesn’t become too repetitive and easy to solve.
I know reviews like these could be considered a cash grab normally, but we don’t accept payment for any of our reviews, so I will use this section to lay out what I like and what I do not like about this installment. I just love the idea of these types of games: small decks that provide so many decisions to be made, or puzzles to solve, and riddles to mull over. Personally, I prefer The Independence Incident, but not because I think this version is weaker, but rather because I was much more successful solving the cards by myself. It is difficult to recruit some of the gamers in my life to play these types of games, so if it can be played solo, that’s the option I will take. That said, I’m sure most people enjoy things more if they are inherently good at them, and such is the case for my preference between the two. That said, Purple Phoenix Games gives this one a festive, but sneaky, 4 / 6. I am glad to have played it, and look forward to passing it along to someone else who has yet to enjoy it.
I will say that I believe all gamers should try both versions, and I am excited to find and try the Halloween and Valentine’s Day versions as well. If you also enjoy these quick escape-room-style card games, give this one a shot, but please promise me you will also try the others as well. Now get out there and solve this mystery, little elf!
The Kringle Caper is a Christmas-themed escape room type card game. It consists of 18 cards and I found it much more difficult than its sibling, The Independence Incident, which I reviewed in July.
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 (as there is none), 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 from your FLGS. -T
To setup, open the flaps of the box containing the cards, navigate to the provided website to launch a web-based companion app, and the game may officially begin!
As I do not wish to spoil anything about the game, I will merely state here that following directions, completing puzzles, and knowing a little something about the Christmas holiday will benefit players immensely. Sorry I cannot say more, I would rather you all experience it for yourselves.
Components. This game consists of 18 double-sided cards and a nifty little box to hold it all. The cards are all nice quality, and feature very specific artwork on them. I have no complaints about the components at all here. Grand Gamers Guild always provide great quality games.
Ok, be mad at me if you like, but I just cannot bring myself to go into great detail about the game mechanics, how to play, or what is really included. Just know that this is probably a game you will play once and pass along, or keep several years between plays so that it doesn’t become too repetitive and easy to solve.
I know reviews like these could be considered a cash grab normally, but we don’t accept payment for any of our reviews, so I will use this section to lay out what I like and what I do not like about this installment. I just love the idea of these types of games: small decks that provide so many decisions to be made, or puzzles to solve, and riddles to mull over. Personally, I prefer The Independence Incident, but not because I think this version is weaker, but rather because I was much more successful solving the cards by myself. It is difficult to recruit some of the gamers in my life to play these types of games, so if it can be played solo, that’s the option I will take. That said, I’m sure most people enjoy things more if they are inherently good at them, and such is the case for my preference between the two. That said, Purple Phoenix Games gives this one a festive, but sneaky, 4 / 6. I am glad to have played it, and look forward to passing it along to someone else who has yet to enjoy it.
I will say that I believe all gamers should try both versions, and I am excited to find and try the Halloween and Valentine’s Day versions as well. If you also enjoy these quick escape-room-style card games, give this one a shot, but please promise me you will also try the others as well. Now get out there and solve this mystery, little elf!