Search

Search only in certain items:

Indiana Jones and the Kingdom of the Crystal Skull (2008)
Indiana Jones and the Kingdom of the Crystal Skull (2008)
2008 | Action, Adventure, Fantasy
After 17 years away from the big screen, Indiana Jones has dusted off his trusty fedora and bullwhip in one of the most eagerly awaited returns to the screen in cinema history. Harrison Ford once again plays the rough and rugged archeologist who is as equally adept in the classroom as he is in the depths of an ancient trap laden chamber.

In “Indiana Jones and the Kingdom of the Crystal Skull”, audience are re-introduced to Jones, who is by now an older, and wiser man who spent the years of WWII as a special operative which earned him not only the rank of Colonel, but numerous medals and citations.

The film opens with a group of bad guys forcing Indiana to locate an object from a gigantic storage area in the infamous Area 51. Since Jones was part of a team that examined said object nearly a decade earlier, his services are greatly desired, and he is forced to play along with his captors.

Of course Indiana Jones is still a man of action, and soon turns the tables on his captors in a daring and humor filled action sequence that quickly answers those that doubted Ford could pull off his charismatic character in his 60’s.

The events of the situation do not go unnoticed by the U.S. government who suspect Jones of collaborating with the enemy, and in the Red Scare America of the 1950’s Jones soon finds himself suspended from his teaching position and looking to head overseas.

As Indy’s train heads out of town, he is approached by a motorcycle riding messenger who says his name is Mutt (Shia LaBeouf), and he has been sent to find Indy by a former college of Indy’s Professor Oxle (John Hurt). Intrigued, Jones listens to the tale Mutt tells him that people have kidnapped Oxley and his mother, and he shows him a letter that Oxley instructed him to pass along to Indy should anything happen to him.

Before Indy can dig further into the mystery, he and Mutt are accosted by thugs and after a daring race through traffic on Mutt’s motorcycle, find themselves on a plane to South America in search of Oxley and Mutt’s mother as well as the fabled Crystal Skull that legend says will grant amazing powers to anyone who returns it to the fabled Golden City.

Thinking that his old friend Oxley may have succeeded where Indy was unable to many years earlier, Jones takes up the cause of locating the fabled artifact and the city as he believes that they are also the keys to locating his missing friend. The film really slows down here and devotes a good amount of time to advancing the story and characters and thanks to the amazingly detailed sets and enjoyable characters; you may find yourself not minding the change of pace.

Of course there are plenty of bad guys to add to the mix, including the evil Irinia Spalko (Cate Blanchett), who is leading a team of Russian soldiers who also have designs on the skull, as it would give them the power to read and control the minds of the leaders the world over, amongst other powers that would be used for their aggressive agendas.

What follows is an effects-laden adventure leading to a grand finale that is not as spectacular as past films in the series, but enjoyable nonetheless. When the action comes it is solid, and while some of it seems to be a retread of some of the classic moments of the series, it does deliver enough thrills to keep fans happy. There are some very welcome moments in the film such as a nice tribute to Sean Connery and the Late Denholm Elliot as well as a cleverly placed cameo early in the film during the warehouse fight.

Shia LaBeouf is an interesting addition to the series and his scenes with Ford are very enjoyable. They have a natural chemistry and do not seem forced like the Short Round character from “Indiana Jones and the Temple of Doom”. I was also very happy to see Karen Allen return to the series as Marion Ravenwood. She has truly proven to be the only love interest in the series that truly measures up to Indy, and her fiery temper with a girl next door charm is the perfect foil for Jones.

The effects in the film are not groundbreaking, but solid, however some may find that the films plot is a bit to complex and takes too long to setup. There were funny moments in the film to go along with the action and viewers who pay close attention will catch some very subtle nods to other moments in the series.

I was pleased with the sets in the film as Director Steven Speilberg and Producer George Lucas clearly paid attention to details in the look of the film. The tombs and exotic chambers depicted in the film had a very immersive nature to them much the same way that classic Disneyland rides like Pirates of the Caribbean and The Haunted Mansion place guests right in the middle of the spooky and exotic locales. From cobwebs, skeletons, and insects and well as treasures galore, it was like being in on the adventure with Indy.
The series does have some life in it and while the film does not measure up with the first film in the series, I would say it is on par with “Temple of Doom” and was for me, more enjoyable than “The Last Crusade.” The film leaves the door open for yet another adventure, and if comments from Speilberg and Lucas are to be taken seriously, we may see the beloved archeologist back on the big screen in the not too distant future.
  
40x40

Hadley (567 KP) rated Bury Me in Books

Dec 3, 2019  
Bury Me
Bury Me
K.R. Alexander | 2019 | Paranormal, Young Adult (YA)
10
10.0 (1 Ratings)
Book Rating
Great writing (1 more)
Unpredictable
Some typos (1 more)
The mom was a waste of a character
In horror books and movies, we often see dolls as the main source of scares( such as Annabelle or Child's Play). In K.R. Alexander's Bury Me we get another scary doll to add to the list with some pretty good spine chilling moments, too.

We start with Kimberly Rice, who is a kid with a vivid imagination that can imagine up anything her heart desires, but because of this, people don't believe her when strange things begin to happen in Copper Hollow. She has two friends named Alicia and James- - -but Kimberly feels like she doesn't fit in with them because they live in houses while she lives in a trailer. "I wait for them to say, Hey, Kimberly, do you want to come over for dinner? They don't. They never have. It hurt my feelings at first, but I got over it fast. They're still my best and only friends, so I can't really complain when they don't have me over to their houses. It's not like I can really invite them over to mine. " Kimberly explains.

Although she states that they are her best friends, there is another part that may suggest otherwise. At first, we read about Kimberly being ashamed of her home although she states she has never tried to invite her friends over - - - as far as we know - - - but during a scene where Kimberly goes over to Alicia's home for help with this doll, Alicia doesn't invite her inside, which Kimberly points out.

But Kimberly's dysfunctional friendships aren't what the story is about. The book is about a doll that suddenly shows up with the words 'bury me' written across its dress in black ink. The perfect setting for a horror story. Kimberly teams up with her friends, Alicia and James, to figure out what this doll wants.

Alicia convinces Kimberly to do what the doll's dress says: 'bury me.' But even after they do this, the doll somehow shows up again, without having disturbed its burial place. They finally begin to question whether or not the doll is possessed by an evil spirit because the doll's mouth moves on its own, making frowns and even seeming to silently scream at one point, and no matter what they do, the doll always comes back completely intact. Yet, the only one the doll seems to be 'haunting' is Kimberly, although James and Alicia participate in trying to get rid of it. Kimberly is also haunted by dreams that aren't exactly her own, but she doesn't reveal these to her friends- - - which doing so may have helped in the long run. As a result, the friends never really figure out how to get rid of the doll, it seems that only Kimberly's dreams can figure this out (it just takes her nearly the entire book to figure it out).

The horror elements in this story are pretty good, but as the book recommended age states, it's for pre-teens. Yet, Alexander did a better job on this than 'The Collector' when it came to those elements. I honestly really enjoyed this book, even as an adult.

We continue with Alicia and James beginning to question Kimberly, thinking that this is just a prank she has come up with because their town is boring: " 'Did you do this?' Alicia asks, looking straight at me. Once more, my heart throbs- - -but this time, with a note of anger.
'Why would I do something like this?' I ask.
'Because Copper Hollow is boring and you're trying to make it fun with another one of your wild stories?' She doesn't sound accusatory; she sounds like she's running out of options that make sense, and she doesn't like that at all. "

Kimberly also has to deal with a history book on Copper Hollow that only shows blank pages to her, even when she shows it to adults, they seem to go into a daze as if the book doesn't even exist to them. Even when she asks the Mayor about this very book, he has no idea what she's speaking of. " I try to change the subject. 'I finished that book. The one about our history.'
'Book? ' Mayor Couch asks. 'What book?'
'The one I showed you.'
He chuckles. 'You and your imagination. I don't remember you showing me a book. ' "
Readers and Kimberly still have no idea what is going half way through the book. "Something weird is going on with him. It makes me wonder. . . is it linked to the doll? Or maybe he just has some sort of memory loss? "

While Kimberly is going through all of this, her mother seems like a wasted character to introduce. She, who is rarely home and works double shifts throughout the entire book, is never there for Kimberly, but also,Kimberly never goes to her mother for help.

The story starts quickly, getting right into the doll appearing, and by the end, we learn something that was not predictable - - -this is good writing. Bury Me is what YA horror books should be: suspense, unpredictable moments and likable characters. And compared to Alexander's first book, The Collector, his story telling is getting better to the point that I am looking forward to reading his other recent books, but hopefully he sticks to telling stories with children and not adults.

I highly recommend this book to fans of R.L. Stine's 'Goosebumps,' because I truly believe we have our next R.L. Stine. Great story, great writing.
  
Yes! Broccoli!
Yes! Broccoli!
2019 | Card Game, Kids Game
I’m sure you saw the title of this review and thought I had lost my mind. Well, I thought I had lost my mind when I saw the description of this one and immediately was excited to play it. Not that broccoli is my favorite food, but I do love it. My son, however, loves broccoli. Wait, he LOVES broccoli. Hopefully now you can understand why I would be excited to play a card game about health food geared toward children to teach them about good vs bad food items. I love my kids, and I love games. When I can combine those, I am a happy guy.

Yes! Broccoli! is a card game for 2-5 players that incorporates blind bidding, special player powers (in advanced games), and drafting elements. The hidden benefit from this game is that healthy food cards are worth more points while the junk food cards are worth negative points (boo and hiss).

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 from the publisher directly, or from your FLGS if stocked. -T

To setup a basic game, each player will take a personal deck of cards numbered 1-8 of the same color border (I choose orange or purple). These are the cards that will be used during the game. Shuffle the large stack of food cards as a draw deck. Draw a number of cards equal to the number of players, determine the starting player and the game is ready to be consumed!

The players will all choose one of their bid cards from their hand and place them face-down in front of them. Once all have chosen, all bid cards will be revealed simultaneously. The highest-bid card’s player will then choose one of the drawn food cards to take into their score pile. That winning player now acts as the dealer and will draw and reveal the next set of cards upon which the players will bid. As the players play all their numbered cards, they may win food cards worth many points, or they may be saddled with negative values as well. These are the junk food cards that nobody wants. Except my son, who wanted all the Candy T-Rex cards, even knowing that it will affect his score. Some people play to win. Others play to have a good time. I admire that about him. Play continues in this fashion until all bid cards have been played. Count up the points won/gathered and determine a winner! This is the basic game to be played with new players or young children.

To play a more advanced game, setup will be the same, except each player will also be dealt two special ability cards to be used during the game. These cards are very powerful, and can only be used once during the game. As this adds a new and thinky layer to the basic game, it is only recommended for older children or adult play. Examples of these special abilities are having the lowest-bid card win instead of highest card, or doubling a bid amount, or adding/subtracting three to/from a current bid.

Components. This game is a big stack of cards in a small (but appropriately-sized) box. The cards are great, and while I would prefer plastic cards for my young kids, children who can respect game components will be just fine. The art on these cards is super cute and I found myself just smiling while I was playing because not only is this game educational for youngsters, but it’s fun to look at while playing too. I made a parenthetical comment about the box being appropriately-sized, and I mean it. I appreciate when a game doesn’t try to be bigger on the shelf for that extra “presence” at the game store. When I open a box and more than 50% is air, it is very irksome to me. How wasteful. Well, not here. We have nothing bad to say about these components at all.

So while most kids may not appreciate the backstabbiness of the special abilities, adults certainly will. That said, when playing with the intended audience of children, we found that Yes! Broccoli! was a huge hit! We are still working on the younger kids and breaking them of the, “yes, the cake princess is very pretty, but you really don’t want to take her into your score pile.” Winning and losing really doesn’t matter much in the Lopez household, but gaming experiences do, and though my son doesn’t win this one ever, he loves it, and I love playing it with him. So I consider this a win, and though our official Purple Phoenix Games rating has a caloric value of 8 / 12, I do believe you will enjoy this little card game – ESPECIALLY if there are little ones in your life. Purchase it directly from the publisher at Gangway Games. You can use it as a precursor to Munchkin and Cutthroat Cavern, or as a stepstone to bidding games like Biblios and No Thanks!
  
The Place Beyond The Pines (2013)
The Place Beyond The Pines (2013)
2013 | Crime, Drama, Thriller
8
6.7 (12 Ratings)
Movie Rating
I really wanted to sit at my computer tonight and write about how much I disliked this movie. I was practically begging people to go with me, but no one wanted to. So I ended up going on my own. The only thing I really knew about this film going into it was that it was from Derek Cianfrance, the writer/director of “Blue Valentine”. I didn’t care much for BV, and so my hopes were not high for “The Place Beyond the Pines”, but actually, Pines surprised me.

Pines is the story of two men on opposite sides of the law, just trying to do the right thing and how what they do impacts each other’s lives, and the lives of their sons. Of course the means by which they got to the “right thing” was not always the “right way”, but ultimately they were trying to good.

Ryan Gosling plays “Heart Throb” Luke Glanton, a stunt motorcycle rider with a traveling circus. We open on him doing his thing in Schenectady, New York, and after his performance he sees Romina (“Roe”, portrayed by Eva Mendes). You can tell these two have history, as though they met the last time his little side show burned through town. Cutting through the awkwardness, Luke finds out that Roe had a kid. His kid, Jason. Though, he didn’t find out from her. Determined to make things right, despite Roe having moved on being with another man, Luke sticks around Schenectady to try and be part of his son’s life and to win Roe from her man. Only things don’t begin moving fast enough for him, and so turns to robbing banks in this small town as a way to provide for his lover and their newborn child. Only things go south fairly quickly and this puts him on a collision course with an ambitious rookie cop.

Bradley Cooper plays Avery Cross; a rookie cop on the force all of six months. After a harrowing deed that puts takes him off duty for several months and causes him so serious psychological issues which make it hard for him to even look at his son, Avery Jr. After his recovery, Avery returns to the force only to be thrust into a den of corrupt cops, gangs and a genuine fear for his life. He is not sure how to react at first, but eventually knows that he must do the right thing… even if it means ratting out his brothers in arms. This doesn’t prove to be an easy course for him, but he is determined to do the right thing, despite it tearing his family apart.

Act one of this film focuses on Gosling and Mendes’ characters and their tumultuous relationship. When they first brought Mendes on screen, I was really questioning the casting choice. By the end of the act, those questions were still there. It just didn’t seem like Gosling and Mendes had the chemistry that the makers of the film were desperately trying to portray. But we do see a lot into the character of Luke and how much he really just wants to be there for his son. Gosling did an excellent job with the role, but I feel like there was thing that was distracting from his performance: his hair. For some reason they decided bleach blond was the way to go to this character, but mostly what I was thinking when he was on screen was that it just looked out of place and I really had to concentrate to get past it.

Act two focuses on Bradley Cooper and the turmoil he goes through. I can’t say too much without giving away some major plot points of the film, but Bradley Cooper definitely did an excellent job playing the young rookie cop. He has an excellent supporting cast for his act with Harris Yulin playing his father, Rose Byrne as his wife and Bruce Greenwood as the District Attorney. He eventually manages to get from underneath all the lies, coercion and corruption to make a bid for an Assistant District Attorney position.

Fast forward to 15 years later, and this is where our act three takes place. Only now we are focusing on the lives of young Jason and Avery Jr. The deeds of their fathers in yester year, portrayed in our first two acts, affect our young subjects as they become friends without realizing the history between their families. I felt that Dane DeHaan who portrayed a 17-year old Jason knocked it out of the park with his performance. But there is something left to be said for Emory Cohen who is on screen as Avery Jr.

Want to know the rest? Watch the movie. Acts one and two, though long winded at points, blew me out of the water. Cianfrance did an excellent job of captivating the audience and making you care for the two focus points, despite them being on completely different sides of the law (as mentioned earlier). Act three, however, fell kind of flat to me. It very well could be a result of a poor casting choice in Emory Cohen, but I also felt like they could have shaped the end of this tail into so much more.

Overall, I actually enjoyed the movie, despite a lackluster ambition to go see it. Would I have gone to see it on my own if I had to pay for it? Nah! But it is a good date movie and might possibly start some interesting conversations between you and your partner.
  
Gekitai
Gekitai
2020 | Abstract Strategy, Print & Play
We have all played Chess, Checkers, Go, and even more recent abstracts like Azul, Patchwork, and Blokus, right? Most abstract strategy games are loosely themed, if themed at all, have perfect information, and offer very little luck factors. Furthermore, classic abstracts feature that familiar grid-board with moving pieces we all grew up learning with our grandparents. Right, we all have played and loved these. So when my friend posted PNP files online for his new game featuring a grid-board and pieces that move around it, I said, “Great. I just printed another PNP game and now I need to do another one!” But instead, the designer, Scott, messaged me and let me know he had a copy for me… which he hand-delivered to me at a high school concert I was attending. Then he taught it to me there.

Gekitai is an abstract strategy game with very minimal rules. The phrase, “easy to learn, but hard to master” is very overdone, but it certainly applies here. For those that are wondering, the term, “Gekitai” is Japanese for “Repel.” You will see why this nomenclature is perfect for this game soon.

DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. Though I know the designer personally, I will be reviewing this game as an impartial judge. -T

Normally I like to include setup instructions here in this paragraph for my reviews, so I shall do that now. To setup, place the board between the two players and give each player their eight matching pieces. In my game, they are red and black glass beads. For convenience I will refer to the red ones as apples and the black ones as 8-balls. That’s it. You’re setup to play.

The object of Gekitai is to fulfill one of two victory conditions: play until one player has three of their pieces in a row (diagonally OR orthogonally) or finish their turn with all eight of their pieces on the board. Easy, right? It most certainly is! Oh, you want the catch? Ok then, here’s the catch: while players can place any piece on any empty square, once placed the pieces will repel all other adjacent pieces away from itself. This includes their own pieces.

So let’s say you start the game and place your first 8-ball in a corner closest to you. Great opening noob. I mean move. You see, I would just place one of my apples adjacent to your 8-ball and repel it right off the board. That doesn’t mean that I have captured your 8-ball or anything like that. You would be able to use it again next turn if you like, but this is the danger of outside spaces. When repelled, a piece (your 8-ball) continues one space in the direction away from the most recently-placed piece (my apple). So diagonally if diagonal from the just-placed apple, or orthogonally otherwise. Again, this would affect all pieces that are adjacent, not just your opponent’s. Think of placing a piece as someone doing a cannonball in an infinity pool. Everyone already in the pool will get pushed away from the point of impact and may even fall out of the pool, but be able to hop back in soon.

One note about pushing other pieces. One piece can only push one other piece. Here’s what I mean. When my apple is placed near another 8-ball or apple, it repels it, right? Well, a piece may only be repelled if there is an empty space for it to go. If another apple is blocking the pathway of an affected apple or 8-ball, no movement happens. The pieces has been blocked. In this way strategy plays in integral part in Gekitai – you must always be thinking about 10 turns in the future. Play continues in this fashion until a player has achieved three-in-a-row or placed all of their pieces on the board.

Components. Again, we are playing with a PNP prototype game package. Granted, this PNP is assembled by the designer and looks WAAAY better than if I had tried to assemble it myself, so we do take that into consideration. Components aside (because unless you order a copy from the designer via Etsy in the future, you will probably download the files and play on a sheet of paper with coins or other stand-ins), this is a typical, classic abstract strategy-style game. The board can look any way you like in a 6×6 board and you can you use any bits for your game. Heck, you could even play with real apples and 8-balls. But what we were provided is excellent and looks great on the table.

But gameplay. Like I mentioned earlier, I know the designer and his family and they are wonderful people. Luckily that makes no difference here because the game itself is absolutely wonderful! My wife typically kicks my booty in all abstracts. Ok fine, usually in all games. BUT! After playing Gekitai lots with her, she has only beaten me once! When we do play it she asks for rematches several times over and I just love being able to have a go-to game for when we have a few minutes between running around with the kids. I love it. She loves it. We at Purple Phoenix Games, with an enthusiastic guest score from my wife, give Gekitai a cannonball-esque 11 / 12. We suggest you go to the BGG page where the PNP files can be printed. You will want this in your collection.
  
Aldabas: Doors of Cartagena
Aldabas: Doors of Cartagena
2021 | Card Game
I’m just going to come right out with it so I can get it out of the way. This game has some really nice knockers. Yes, it is kid-friendly – I am referencing the door knockers that adorn the Doors of Cartagena. These ornate knockers have historically signified professions held by the residence’s inhabitants and can still be found in this Colombian city today. So how does this translate into a board game? Well, let’s dive into the world of Aldabas: Doors of Cartagena.

In Aldabas, players are (loose) urban planners in historic Cartagena attempting to build their city block with the most influential people in town. By drafting the most strategic door cards the winning player is they who scores the most points at the end of the game.

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


To setup, place out 12 coins per player on the table, create the door offer dock, shuffle the Doors deck, and give each player five Doors and one Vault board. Each player then chooses one card from their hand to secretly place under their vault for endgame scoring. Place the shuffled Doors deck next to the Dock and deal one card to each space beneath the Dock. The game is now setup and ready to play!
On a turn the active player will take two actions. The actions are: Take Two Coins, Buy One Door, and Place One Door. Obviously, the first action has the player adding two coins from the supply to their play area (called the purse). To Buy One Door the player simply chooses one of the Door cards from the Dock area and pays its cost to the supply. The two cards on the leftmost spaces of the Dock are free, while the other cards cost coins according to their placement at the Dock. Once a card has been purchased, a new card is revealed and added to the rightmost space, sliding all other Doors cards to the left.

To Place One Door, the active player will choose a Doors card from their hand and place it on their block they are building in front of them. The Vault card acts as the bottom leftmost space, with the block encompassing a 4×3 grid above it and to the right (as shown below). Once the Door is placed, any special power it offers is triggered immediately, as are the Doors cards’ powers adjacently below and beside the newly placed Door card.


The catch here is that when placing Doors, it is illegal to place them orthogonally adjacent to Doors of the same color, and the spaces both below and to the left of the placed Door cannot be empty. Essentially, Doors need to be placed in a cone starting from the Vault. Play continues in this fashion with players taking turns until either the supply runs out of coins, a player fills up their 4×3 grid with Doors, or the Dock cannot be refilled because the Doors deck is empty. Then final scoring occurs, which is based on individual cards as well as any suit-specific bonuses offered.
Components. Again, this is a prototype copy of the game, so final components may be different in many different ways upon a successful Kickstarter campaign. That said, this game looks GORGEOUS on the table. The colors are all super vibrant, and the great knockers really pop. Excellent theme and art here carry an already-spiffy game. The game is basically a bunch of cards and some coin tokens. They are all fine quality, especially for a prototype. I have no issues at all. I love the way this looks!

So I love the way it looks, but do I love the way it plays? I think it’s a good little game. It reminds me a little of Viceroy with the color combinations and placement rules. While Viceroy is good, Aldabas is much better in almost all ways. Aldabas plays quicker and has more easily digestible rules. If you check Viceroy’s profile on BGG you will see that many users enjoy it, and it currently sits just above rank 1000. So when I say Aldabas gives a similar feel but delivers a more enjoyable game experience, I expect Aldabas to perform better in the BGG rankings, if that’s your thing.

The special powers on the Doors cards, though I didn’t really mention them, range from VPs at game end, to moving coins to and from the Vault onto Doors to make them more valuable, to gaining coins from the supply or stealing them from other players, to offering discounts on purchasing Doors from the Dock. There are some other fun rules used in scoring, but I will let you experience those on your own with your backed copy.

So final word from me on this one is that I highly recommend it and hope you give it a shot. It offers lots of strategic game play with a medium-sized table footprint, but boy it looks great on that table! Turns are fast, and everyone is in the game until end scoring, so I never felt there was a runaway winner issue. If you are like me, you will definitely want to be adding this to your collection. Big recommendations from me, I know you will enjoy it.
  
Aristotle's Elements and Space
Aristotle's Elements and Space
2021 | Card Game, Mythology
The Cosmos! So many of us dream of flying up into space to enjoy the views and hopes of a better life on another planet. Some would like to study space more closely to unravel its mysteries. Still others would think it’s just kinda cool to be weightless and IN SPACE! I’m a mixture of all these, so when I heard a call for reviewers for a game whose title includes a major philosopher, elements of all matter, AND SPACE I just had to know more and play it. Would Aristotle take pride in this card game’s premise or has it shot for the moon and is now drifting among the space junk?

Aristotle’s Elements and Space is a party style card game for three to five players. Players will be attempting to play elements to triumph over their opponents by using tried and true rock-paper-scissors style play.

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


To setup stock the token bag (not pictured) with tokens according to the rulebook suggestions for number of players. Each player will blindly choose three tokens from the bag to place in front of themselves within reach of all players. Shuffle the element cards and deal each player seven. Determine the first Aristotle player and place the Aristotle card facing that player. Shuffle and deal out three Element of Surprise cards face-down within reach of all players. The game may now begin!
Each game lasts seven rounds. At the start of each round players will secretly choose a card from hand to play to the table face down. Once all players are ready all players must simultaneously say out loud, “Aristotle,” while flipping over their cards. When all cards are revealed the Aristotle player will compare cards with the player on their left. Whichever element card played triumphs over the other will win that battle and continue onward clockwise to battle the other players. This continues until one player has triumphed all the cards and taken the trick. The Aristotle card is then given to the next player in clockwise seating to begin a new round. This is how a basic game is played.

More advanced games will include Power Up Tokens and the Element of Surprise Cards. In order to use a Power Up Token a player would first need to have successfully stolen another player’s token during a round of play. To successfully steal a token the player will physically take a token from another player without being touched by that player. Should the defending player touch or slap the offensive player’s hand during the theft, the heist is unsuccessful. Once stolen a token may be used on a subsequent round.

The Power Up Tokens increase the number of elements that may be triumphed using a particular element. For instance, Fire typically triumphs over Earth and Wind, but with the Power Up Token also applied the Fire triumphs over Earth, Wind, AND Water. A most welcome twist! Also, during a round in which a player is acting as Aristotle they may, once cards are revealed, call, “Element of Surprise!,” and choose a face-down card to read aloud to the group. These cards add a goofy rule that must be thenceforth followed, gives prompts for the players to discuss, or has players searching the room/house/wherever for items to bring back to the table first.


Play continues in this fashion until the last round, where triumph rules are reversed. When all cards have been played the winner is the player who won the most tricks.
Components. Again, this is a prototype version of the game. That said, what we received was a bunch of cards and the Power Up Tokens. The tokens are fine – laser cut plywood discs painted on both sides to match the elements they modify. The cards are glossy and feature unique art. The art is, well, just okay for me. It’s not terribly exciting, but it is very colorful and not bad, necessarily. I feel like the art could be improved some, but art is always a personal preference.

The gameplay itself is certainly a hodge-podge of mechanics from other games that, for the most part, are well-used for a very light trick-taking card game. I enjoy playing it using the Power Up Tokens, but for me and my group, we passed on the Element of Surprise cards. They add a different twist to the game that isn’t necessarily Quelf-ish, but also doesn’t add much to the game. They merely add a distraction from the game. I can see many people totally diggin’ those cards, and I probably would use them if converting a game-noob, but for more serious gamers, just leave them out.

If you are looking for a very light and different trick-taking card game, check out Aristotle’s Elements and Space. I am not entirely sure if any components will be updated before going to retail, but even if not, they are pretty decent. The gameplay is quick and easy to teach; I think I will try it with my 4-year-old as well. This is a decent gateway filler that could fit very well in many collections. Give it a look!
  
Abyss
Abyss
2014 | Card Game, Mythology, Science Fiction
I am not a great swimmer. For several years of my life I would avoid water at all costs. I have since grown to love it, but would still freak out a bit if a crab came towards me. I’m kind of a baby like that. I do so love underwater scenes and the wildlife, so I was bound to enjoy Abyss. Throw in some of the most amazing artwork in all of gaming and you have a hit, right?


Abyss is a push your luck, set collection, hand management, fantasy card drafting game for two to four players. In it players are attempting to gain the most Influence Points to rule the underwater kingdom by recruiting allies and Lords, and controlling locations. The game ends once a player recruits their seventh Lord or if the Lords cards run out before the Court can be refilled.
To setup, lay out the board, shuffle the Exploration cards (starfish backs) and place in the upper left corner. Shuffle the Lord cards (trident backs) and place the deck in the lower left corner. Reveal Lords to each of the spaces drawn to the right of the deck. This is the Court. Shuffle the Monster tokens and place in a messy pile near the board. Next to these place all the Key tokens. Display the Threat Tracker board with the Threat token on the first space. Shuffle the Location tiles into a stack and reveal the first one. Give each player a pearl in a shell cup and the game is ready to begin!

On a player’s turn they will follow the basic structure of Plotting at Court (by spending pearls to reveal more Lords), Taking One Action (by Exploring the Depths, Requesting Support from the Council, or Recruiting a Lord), and Controlling a Location.

Plotting at Court is simply paying pearls to reveal more Lords at Court.

The action choices begin with Exploring the Depths. This is the push your luck portion of the game where players will reveal cards from the top of the Exploration deck one by one, offer the card to their opponents for purchase (payable to the active player in pearls), and then deciding to continue or take into hand. These cards include members of five allied races of underwater species numbered in strength from one to five and monsters. Fighting monsters is an auto-win and the spoils are what is reflected on the Threat Tracker. If players decide to pass, they will move the Threat token down by one level and improve the treasure won when destroying a monster. Any allies that are undrafted will be sorted by family and placed on the appropriate space on the board.

To Request Support from the Council players will take the entire stack from one family on the board. Again, these are made up of the cards that were undrafted from previous Exploring the Depths actions.

Finally, Recruiting a Lord players will be spending their Exploration cards to combine strength values and family types to appease the Lords they wish to recruit. Players will analyze the strength needed on the bottom left of the Lord card along with the number and color of bubbles above the strength number to determine from which families cards will need to be paid. Lords will have special powers that can be used throughout the game until you use them to Control Locations.

Lords and monster tokens afford players keys, and once players accumulate three keys they MUST Control a Location. To Control a Location players will draft a face-up Location tile or draw one to four tiles and draft one of them. Also, players will sacrifice their Lords (and their special powers) to, well, lord over Locations as super powerful property managers. This is done by covering up the special Lord powers with the Location tiles.


Play continues in this fashion of quick turns until a player recruits their seventh Lord or if the Lords cards run out before the Court can be refilled during a Plot at Court action.
Components. As I mentioned in my open, Abyss boasts some of the most magnificent art ever to grace a board game. The aesthetic coupled with the theme makes for a gorgeous game on the table. The cardboard is all good quality and thick, the cards are good quality as well. The black plastic shells and pearls they hold are so nice to play with and I find myself rolling those pearls as fast as I can within the shells and inevitably spilling them everywhere.

The game play is also quite solid. I like drafting games quite a bit and this delivers a lot of drafting in different locations. You draft Exploration cards and Location tiles to beef up your mini empire. Using the Lords as special power cards but having to cover them up to help control a Location is a clever mechanic and helps with any sort of runaway leader issue. I did not touch on a couple rules because they can be a little confusing to new players (ie the affiliation of allies), but even new gamers can appreciate what Abyss does and how beautifully it accomplishes its task.

I cannot overstate how gorgeous this game is and how much I enjoy being able to pull it off the shelf and set it up to people who have never seen it. I mean, even just the box cover, which is a giant face and no text, is very impressive and helps set the tone for the dark but interesting experiences held within. Purple Phoenix Games gives Abyss a boding 14 / 18. Pick it up, post a picture of which box cover you received, and tag us in the post so we can compare.
  
The Hollow Ones: the Blackwood Tapes Vol. 1
The Hollow Ones: the Blackwood Tapes Vol. 1
Guillermo del Toro, Chuck Hogan | 2020 | Mystery, Paranormal, Science Fiction/Fantasy, Thriller
8
8.0 (2 Ratings)
Book Rating
Paranormal and occult (1 more)
Great story
A filler character with potential (1 more)
Overly used details
[This is the ARC version - - - John Silence was renamed Hugo Blackwood in the final version]

I've grown up watching a lot of Guillermo Del Toro's movies. One of my favorites that he was the screenwriter for is Hellboy. Yet, I spent almost four months at the beginning of this year playing the video game Death Stranding, which features Del Toro as a main character. I bring the former and latter up because they rank very high on some of my favorite things list, and I believe that The Hollow Ones is one of the best books I have read in a long time. This is one of those few rare books which I wish I could live in as a lover of the paranormal/occult.

Odessa Hardwicke - - - an FBI greenhorn - - - is ordering dinner with her partner, Walt Leppo, when they get a phone call that someone is on a shooting rampage from an airplane. (Hardwicke looks up to Leppo as a father figure, and he sees her as a daughter) We learn that the two have been on a corruption case involving a politician's former deputy chief of staff- - - they suddenly realize that the airplane may be tied to this man, and he may also be the one going on the killing spree. The pair speed off to the deputy chief's home in fear that he may be going to kill his recently divorced wife, who was waiting to receive not only their huge house, but a nice lump sum of money.

When Hardwicke and Leppo get to the house, after stopping the deputy chief, Hardwicke suddenly finds herself holding a gun on her partner while he tries to murder a little girl. She has only two choices to make: a) kill her partner, and face the backlash of shooting an agent in the line-of-duty or b) let him kill the girl and possibly herself- - - Hardwicke chooses to shoot and kill Leppo. Immediately after this, she sees something like a heatwave leave Leppo's body and disappear. When other agents arrive to the crime scene, Hardwicke keeps this information to herself, wanting to know instead why her partner suddenly turned into a murderer. Pending an investigation, Hardwicke is put on desk duty, including errands that the Bureau doesn't want to deal with. Enter Agent Earl Solomon.

On order by the FBI, Hardwicke is sent to clean out an office used by a retired agent that was hospitalized for a stroke. She takes his things to the hospital (not knowing what to do with them), and while discussing her plight with him and revealing that she had seen a sort of heat vapor leave Leppo's body, Solomon quickly tells her to write a letter to a man named John Silence, and place it in a nearly invisible mailbox in the Wallstreet area of New York.

From this point on, the book really begins to take off, and the fact that the authors brought in the religion of Palo (the Mayombe branch) is fascinating for anyone interested in the occult. The buildup of the story is really enjoyable, too, especially when Hardwicke decides to write and deliver the letter.

Readers also get to see Solomon's story from years before when he was one of the first African Americans to be recruited into the FBI. We see Solomon being sent to Mississippi in 1962, where a number of lynchings of African Americans have occurred, but the FBI hasn't been called in until the last murder: a lynching of a white man. Solomon can't help but question if he was only brought on this case because he is African American. Ignoring the bigotry, Solomon does his job, and comes across a young boy who is possessed by some sort of demon. The boy tells Solomon to bring him Silence, a man who Solomon has never heard of.

John Silence is also an interesting character; a nearly 500-year-old occult detective. We also get to see flashbacks of his life in the 1500's, learning about his occupation as a barrister, and his first encounter with the paranormal- - - something that has plagued him since- - - as well as his teacher in the occult. In the chapters of today, Silence is a mysterious figure, and carries himself much like a modern day Sherlock Holmes. Even by the end of the book, readers are still left with questions over what Silence has been through in the last 500 years. He, having only met Solomon 58 years prior- - - the two have a huge history together. Proven by the fact of how many 'cases' Solomon has hidden in his private records room that the two have embarked on together.

The Hollow Ones is a very enjoyable book, but I could only give it 3 out of 5 stars. The rating is because the authors- - - Del Toro and Hogan- - - used so many details, like the make and model of a passing vehicle, that it would interrupt the flow of the story, being bogged down by it. One other problem that I had was with the character Laurena; she was a 'filler character' (a character that is brought in just to make something happen in the story), but she was written to be Hardwicke's best friend. This was highly unbelievable with the two times she showed up in the story.

I really, really hope that Del Toro and Hogan decide to make this a series, and that the rest of the books show us Solomon's and Silence's journeys together! I highly recommend this book to people who love the paranormal/occult crime books.
  
Sacred Rites
Sacred Rites
2020 | Bluff, Deduction, Humor, Party Game, Religious
You know when you are about to be initiated into the cult you’ve been following for a while and you feel completely ready to smash all the steps to the initiation ritual? But then your friend Roger always comes to sacrifice lessons late and just bumbles his way through, so you feel like you have to carry him and his irresponsibility? Well, you always told him that you wouldn’t be able to help him on initiation day and guess who still hasn’t arrived to the bonfire…

Sacred Rites is a semi-cooperative, social deduction party game for three to nine initiates. These special few are about to be accepted into the cult full-time, assuming they all know the rites and traditions to be celebrated. Did you remember all your moves to the required interpretive dance?

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 gather enough windowed Believer envelopes for the number of players and also include the two Outsider envelopes. Believer envelopes have a cutout section whereas the Outsider envelopes have no cutouts. Shuffle these together and place them on the table Crown-side up (so one cannot see which have windows and which do not). Each player chooses an envelope. Shuffle the deck of Rite cards into a draw pile and similarly shuffle the Tradition tiles into a draw pile. Sprinkle the flower tokens around the table (which I just now considered and should have included that little setup action for more immersion) within reach of all initiates. The game may now begin!
To start a round one player chooses a Rite card from the pile and slides it into their envelope. After contemplating the meaning, they then slide out the Rite and pass it to the next player in table order to peruse in their window (if they have one). This continues around the table so everyone has a chance to “look” at it. Each player then chooses a Tradition tile from the pile and similarly secretly peruses it.

Once everyone has completed these steps the Ritual may begin. Any player may begin by revealing their Tradition tile to the group and stating, “The (whatever Tradition tile says) of our Sacred Rite is…” At this point the player will attempt to give the group a clue as to what the Rite card said without being blatant about it. This could be a word, a movement, a sound, or whatever they so choose. When done, the rest of the initiates respond with, “Ahhhh, (whatever the player just said/did/etc).” Every player will need to present their idea of the Rite with their Tradition, even if they are an Outsider.


When all players have performed, a count of three is made and all players will then either point to the player they feel is an Outsider, or point to the sky to declare they believe no initiate is an Outsider. Initiates who guess correctly immediately score two VP (white flowers), and any initiate not accused will score one VP flower. At this point the Outsider(s) will have a chance to guess the Rite, scoring two VP for a correct guess. The round ends and a new round begins. The winner is the initiate who earns 13 points (or more) first!
Components. This is a BEAUTIFUL game to look at and play. The minimalistic style and color palette are perfect choices for this style and theme of game. The cards are those nice smaller cards, and the tiles are lovely wooden tiles. The VP flower tokens are a nice touch, and it also comes with a great little embroidered bag. This is one of the prettiest games I have played and I love all the component choices made.

The gameplay is something that surprised me. I typically do not enjoy my plays of a similar game called Spyfall, but found myself loving every play of Sacred Rites. You see, in Spyfall players ask each other questions in order to suss out the spy, and rounds can go for too many minutes. In Sacred Rites, each turn is similar in timeframe and have a “shoot-them-to-vote-them-out” mechanic like is found in Ca$h ‘n Guns. I much prefer Sacred Rites to Spyfall and will be pulling it off the shelf every time we get the itch to be shady.

I understand that some people may not be into the theme of rituals for cult initiation, but this isn’t a dark game or have any sort of strange, questionable content. I would feel comfortable playing this with my in-laws as much as I would with anyone’s sweet granny. That said, Purple Phoenix Games gives this one a moonbeam hippy flowerstone 10 / 12. I believe it to be a wonderful addition to any collection, especially if it lacks a somewhat silly game of accusations and performance, or if, like me, your plays of Spyfall are falling flat. I am so happy to have this one I may actually do a full-length interpretive dance right now. Just let me turn off my webcam…