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Adventure Time Vol. 4
Adventure Time Vol. 4
Ryan North | 2013
8
8.0 (1 Ratings)
Book Rating
Number four in this colourful series! Another fun, exciting adventure with our favourite characters. It includes issues 15 to 19 of the comic.

The first adventure Finn and Jake embark on is the retrieval of their voices after a princess tea party is crashed by the mischievous Magic Man. The princesses all get together, including Bubblegum and LSP (of course), to assist Finn and Jake.

After that, the boys find themselves in the Ice King's hidden (and forgotten) dungeon. They want the treasure at the other end, but that requires defeating several monstrous bosses first...

The adventures are, as always, great fun. The graphics are awesome and the dialogue is hilarious. This volume teaches us a lot about the Ice King's past, too, and is actually quite emotionally deep at times.

I really enjoyed this! A light-hearted, funny read (although it had it's more emotional moments). I found myself actually sympathising with the Ice King, and really wanting to know more about his past. And I loved the cover gallery, as always! There are some amazing pieces in here!
 
Easily 4 stars for this volume, at least.
  
The Quest Kids
The Quest Kids
2021 | Fantasy, Kids Game
Have you heard of The Quest Kids? It’s a YouTube channel featuring six young adventurers as they use powerful “Tolk Gems” to help complete quests and protect the city of Treasure Falls. These kids are always striving for good and understanding, and are not afraid to do what is right in all scenarios. These Quest Kids are ideal role models for young children, and when I heard of board games based on the IP I knew my kids and I would love the games. Was my Faith Tolk Gem pointing me in the right direction, or has it gone dark for me? SPOILER: This game is great!

The Quest Kids is a dungeon crawler style board game for players as young as five years of age. Yes, FIVE! In it, players are acting as one of these Quest Kids, attempting to explore the cave of Tolk the Wise. The Quest Kids will find abilities to enhance their own, treasures to collect, and silly bad guys to scare away within, and the player with the most stars (VP) at the end will win the game!

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 from the publisher online or from your FLGS. -T


To setup, place the large game board on the table and populate it with the green, gray, and red Dungeon Tiles according to the rules. Also prepare the card decks and place them appropriately in their spaces on the board. The Treasure Tokens are placed in the Treasure Bag. Each player will receive one Quest Kid Player Mat and matching figurine. In addition each player will receive three starting Health Cards, one Quest Card, and one appropriate starting Ability Card. The game may now begin from the entrance to the cave!
On a turn players will be able to have free movement around the board exploring tiles and resolving them in turns. Green tiles are always good for the players, Gray tiles may have some bad guys but are predominantly good, and Red tiles are littered with those silly bad guys that will need to be scared away. A player will travel to a board location and encounter a Dungeon Tile by flipping it over and collecting the resources shown or attempting to scare away the bad guys. Bad guys can be scared by discarding the printed Ability Cards on their tile. Once discarded, the player collects the tile to their Player Mat for stars at game end.

Sometimes players will encounter a bad guy they do not possess enough Ability Cards to scare away. In these scenarios the player may ask the other players for help. Nonactive players may then offer Ability Cards from their stash in order to help achieve the goal. For every Ability Card donated to the cause the donating Quest Kid will receive one Kind Kid Card. Kind Kid Cards are always great and can be resolved at ANY time during the game. Should a player encounter a bad guy they cannot scare away and other Quest Kids cannot help with Ability Cards, the active player will suffer a loss of one of their Health Cards (worth two stars).

Some tiles or Quest cards will instruct the player to draw one or more treasures from the Treasure Bag. Most treasures are good and provide stars, but some are blobs that eat stars. Each Treasure Token also has two values. The top value is for the normal amount of stars. However, the bottom value is worth more stars if the controlling player matches the Quest Kid printed on the token. Some treasure may be worth just one star unless the Quest Kid is a match, in which case it is then worth three stars, for example.


Turns continue in this fashion until all Dungeon Tiles have been resolved or a stalemate reached. At this point all players count up their stars they have collected from various sources and the player with the most stars is the winner!
Components. This is a kids’ game, can we all agree? THIS kids’ game, however, boasts some of the most interesting and wonderful components I have seen. The board is huge and depicts a magical cave. Super cool. The tiles are easy to read and understand, as with all the iconography. The Quest Kids themselves all have the same abilities (unless the expansion is added – and the review for that is coming soon), so that smaller children are not burdened with having to remember their special abilities. There are these plastic Tolk Gems that can be collected during the game and children absolutely flip for these things. And did you see those colorful and very big minis? I mean, come on! It’s a kids’ game! They LOVE minis! The game also comes with cardboard standees in case your children cannot handle the minis carefully enough.

Here is the deal. I absolutely adore these Quest Kids games. They are absolutely the perfect difficulty for young gamers who are ready to step up from the Candy Lands and Chutes & Ladders. Now, the box suggests 5+ but my 4-year-old did just fine with it, so take that with a grain of salt. Having had him already familiarize himself with The Quest Kids characters in The Quest Kids: Matching Adventure, this was an easier process getting this game to the table for us.

The game gives an exciting dungeon crawl experience for younger children, and it’s honestly something I never really knew I needed in my life until I now have it. It is so simple to teach and play and definitely encourages helping other players, if even just because you receive those Kind Kid cards in return. Anything to create that helpful player atmosphere to prepare them for heavier cooperative games is much appreciated.

Please do not misunderstand me. The Quest Kids is targeting younger players, but I do believe that any aged gamer could appreciate and have a good time with this. It certainly will not fill the void of other dungeon crawlers, but if you need a fix and would like to spend 20-45 minutes playing something to scratch that itch, then pull out your copy of The Quest Kids. It is super-light, colorful, and is a perfect stepping stone to bigger cooperative games. Purple Phoenix Games (with special guest Finley) gives this one a Kind 11/12. Please visit the publisher’s website to pick up your copy, and have a great time introducing your children (or partners, in-laws, grannies, pets, whomever) to cooperative dungeon crawls that will have you leaving the table in a much better mood than when you sat down.
  
Dungeon Roll
Dungeon Roll
2013 | Dice Game, Fantasy, Fighting
One of the best parts of the board gaming experience is finding a fun group of people with whom to play! Sometimes, though, coordinating a game night is easier said than done. We all must occasionally forego the group experience and face the world as the Lonely Only. But fear not! The world of solo-play is a vast and exciting realm! What follows is a chronicle of my journey into the solo-playing world – notes on gameplay, mechanics, rules, difficulty, and overall experience with solo variations of commonly multiplayer games! I hope this will provide some insight as you continue to grow your collection, or explore your already owned games!

Dungeon Roll is a quick and fun dice-rolling game where Heroes delve into a dungeon to fight monsters (potentially including a dragon!), find treasure, and gain experience points based on how deep into the dungeon they go. If you are playing in a group or solo, the rules of the game are the same – the only difference is how you win! In group play, the winner is the player with the most experience points after 3 rounds of play. In solo play, you are working to get as many experience points as possible – competing against previous plays trying to best yourself!

After a few runs of Dungeon Roll, it has quickly become one of my favorite games to play solo for two main reasons. First, I like and appreciate the simplicity of the rules. It is quick and easy to learn, and the solo variation has no extra rules or stipulations. Simply put, I don’t have to worry about forgetting solo rules because there aren’t any! Don’t have any other players? Great! Just play like you normally would! Yeah, I may have to roll my own Dungeon Dice, but I don’t have to worry about controlling any ghost players or remembering whether or not I need to start the game with a solo handicap. The simplicity and uniformity of the rules, regardless of player count, means that I don’t have to spend time re-reading the rulebook to refresh my memory on solo play, and can just get down to playing instead!

The next reason why I love to play Dungeon Roll solo is due to the variability and unpredictability of the game. The base game comes with 8 Hero cards, each with unique abilities, and the expansion packs provide even more Hero choices. Different heroes/abilities lend themselves to different strategies for success – there is not one right way to play. Even if you pick to play as the same Hero every game, though, the dice rolling mechanism makes sure that no two games are ever alike. Dice rolling can be a fickle friend, and oftentimes the success (or failure) of a round depends solely on the luck of the roll. I, unfortunately, am a notoriously bad dice-roller…. BUT that helps make this game more interesting for me because it forces me to really strategize how I am going to use my Hero abilities, treasure tokens, and dice to my benefit. Sometimes it works out well and I come out with a respectable score! But then again, sometimes it’s the exact opposite and I come out wondering whether or not I should even log the play with as feeble a score as I got… Either way, dice rolling is unpredictable and that (along with different Hero abilities and treasure tokens) makes for a unique game every time.

Dungeon Roll is a fun and competitive game for both groups and the solo player. This game is deceptively simple and wildly entertaining, and I highly recommend adding it to your solo arsenal!

https://purplephoenixgames.wordpress.com/2018/12/21/solo-chronicles-dungeon-roll/
  
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Christen (28 KP) rated KleptoCats in Apps

Apr 30, 2018  
KleptoCats
KleptoCats
Entertainment, Games
8
8.0 (1 Ratings)
App Rating
Cute cats that can be customized. (1 more)
Fun environments to decorate with your cats.
Can be tedious waiting for the cats to come back. (1 more)
Hard to get gems to buy certain items for the cats. Unless you use real money.
When I saw KleptoCats in the app store I fell in love with the cute art style and the concept that you send out cats to bring back treasures. The first few hours of gameplay are fun. You send out your first cat and you play silly games to earn some more coins to customize them while you wait. When they come back they have some oddball treasure for your room. Then once you have collected a few items it takes a lot longer for the cats to come back and the mini-games you were playing get a little old. The gem currency is a little off. It takes 250 coins for 1 gem or you can use real money to buy more gems. Gems can be used to buy accessories for the cats or new environments. The most gems you can buy is 200 for $9.99. This is not that bad compared to other games. All that aside I really enjoy the game. It's a cutesy, fun, relaxing, game and would recommend for anyone.
  
Power in the Darkness by Tom Robinson Band
Power in the Darkness by Tom Robinson Band
1978 | Pop, Rock
7.0 (1 Ratings)
Album Favorite

"""This one is like the mystery house on Escape to the Country, it’s a curveball. The point I wanted to make with ‘2-4-6-8 Motorway’ is that it’s not one of my favourite songs, the point is it’s always been there but I only really discovered it and fell in love with it in the last couple of weeks. That’s one of the most exciting and inspiring things about making music, discovering songs that have existed your whole life, even though you may have only been semi-aware of them. “I’ve always found it much easier to place my faith in songs that have existed my whole life than a new band or a new artist, you know what they are, you know they’re not going to let you down, they’re not going to do anything sexist or say anything racist or make a terrible second EP. “It’s also so exciting discovering things, I love all those reissue labels like Light in the Attic and finding these treasure troves of records and artists that have been there your whole life, like ‘How has this existed my entire time on earth and I’ve never stumbled upon it?’ ‘2-4-6-8 Motorway’ is a stone cold classic, it’s very British, it’s a big song."""

Source
  
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Allan Arkush recommended If.... (1968) in Movies (curated)

 
If.... (1968)
If.... (1968)
1968 | Drama
7.5 (2 Ratings)
Movie Favorite

"I was at NYU film school when I first saw If…. The second time was the very next day, when I brought friends and classmates to share this extraordinary movie experience. I have always harbored fantasies of blowing up my high school, but until If…. I never realized that I was not the only one. Obviously If…. was a huge influence on Rock ’n’ Roll High School. In the mid-1980s, I wrote an article about high school movies for American Film magazine in which I opined that If…. was the greatest of them all. A month later, I received a lovely letter from Lindsay Anderson, my hero (I also love O Lucky Man!). We corresponded for several years, finally meeting at the Telluride Film Festival. He called me “a movie brat typical of my generation” for preferring The Searchers to She Wore a Yellow Ribbon. (I treasure his criticism.) Wrapped in a scarf, Malcolm McDowell is as riveting and charismatic as ever in his screen debut. I showed the movie to my teenage daughters, who only know Malcolm as Linderman on Heroes, and it impressed a whole new generation of rebellious teens. If….’s DVD extras, especially “O Lucky Malcolm,” really capture the spirit of the man and the movie."

Source
  
Pirates of the Caribbean: The Curse of the Black Pearl (2003)
Pirates of the Caribbean: The Curse of the Black Pearl (2003)
2003 | Action, Adventure, Fantasy
"Captain Jack Sparrow. You are, without a doubt, the worst Pirate I have ever heard of" / "Ah, but you have heard of me ..."
The first Pirates of the Caribbean film (based on a Disney theme ride!), this is far less bloated and self referential than any of the later sequels, with Johnny Depp's portrayal of Captain Jack Sparrow a breath of fresh air (at the time) in a genre that had become increasingly stale: indeed, I can't even remember there being any other pirate films in my lifetime other than 1995s Cutthroat Island.

The plot, here, makes much use of the superstition and folklore of the Caribbean - "You better start believing in Ghost stories again, Miss: you're in one!" (to paraphrase a certain other character - with the crew of the Black Pearl all cursed to an everlasting life by an ancient Aztec curse unless they can restore all the stolen coins.

And this is where Will Turner comes in, as the son of 'Bootstrap' Bill, a colleague of Captain Jack Sparrows before his crew mutinied, stole the treasure, and were cursed. When the governors daughter Elizabet Swann is kidnapped, Turner sets off to rescue here in the company of Sparrow and a crew of n'er do wells, in a very entertaining slice of Pirate action!
  
A Little Christmas: Ozzy's Secret (Season Two)
A Little Christmas: Ozzy's Secret (Season Two)
Wendy Rathbone | 2023 | Contemporary, LGBTQ+, Romance
8
8.0 (1 Ratings)
Book Rating
A LITTLE CHRISTMAS: OZZY'S SECRET is part of the multi-author series A Little Christmas Season Two.

It starts off very dark, with Ozzy saying red but being talked out of it. He is in a bad way and doesn't realise how he's being groomed and humiliated, with his own wants and needs being ignored. Trent rescues him but has his own issues to deal with before he can be with Ozzy.

I thoroughly enjoyed this story but there were parts I wanted more of - in particular, I wanted Ozzy to open up to Trent with all he had been through, and to see Trent treasure him as the Little Prince he calls him. Although his back would take time to heal, I felt as though we saw more of that, plus the trauma from the other abuse, than we did seeing Trent and Ozzy together, healing and loving each other.

A great story and a great addition to the series. Definitely recommended by me.

** same worded review will appear elsewhere **

* A copy of this book was provided to me with no requirements for a review. I voluntarily read this book; the comments here are my honest opinion. *

Merissa
Archaeolibrarian - I Dig Good Books!
Nov 30, 2023
  
The Treasure of Rigmore House (Betwixt the Sea and Shore #3)
The Treasure of Rigmore House (Betwixt the Sea and Shore #3)
Claire Kohler | 2024 | Romance, Science Fiction/Fantasy
8
8.0 (1 Ratings)
Book Rating
THE TREASURE OF RIGMORE HOUSE is the third book in the Betwixt the Sea and Shore series, set in 18th-century Scotland, complete with Selkies, Kelpies, Trows, and Banshees!

We have seen Muireall in the previous two books. We see a different side to the one she usually presents in this story, together with the reasons for her behaviour. And then we have Niall, also known from the first two stories. If he's back in town, then trouble will surely follow... right?

The slow-burn between these two was a delight to read, especially when Muireall lets herself be true to who she really is, rather than who she is expected to be. Both of these characters have a redemption arc for differing reasons, and it was good to see it happen.

It was also good to see Briony and Adaira moving forward with their lives, and how it intermingled with Muireall and Niall's.

A great addition to the series that will both satisfy and leave you wanting more. Definitely recommended by me.

** same worded review will appear elsewhere **

* A copy of this book was provided to me with no requirements for a review. I voluntarily read this book; the comments here are my honest opinion. *

Merissa
Archaeolibrarian - I Dig Good Books!
Mar 26, 2024
  
Jamaica
Jamaica
2007 | Nautical, Pirates, Racing, Transportation
I have said before on several reviews that I just love the pirate theme in board games. I don’t really know why, exactly, but most piratey games just click with me. Is it the doubloons? Is it the booty? Yes, it’s probably everything. This time, however, the game is a race around the island, and it will do you well to get past the starting line.


Jamaica a dice-chucking, simultaneous action, hand management racing game set in the year 1708. Player assume the roles of pirate captains and crew traveling around the island of Jamaica deciding the best courses to take and the greatest booty to plunder and bring back across the finish line.
To setup, place the main board in the center of the table. Each player chooses a pirate captain and receives all components of that color. In addition each pirate will receive 3 doubloons, 3 food tokens, and 3 cards drawn to begin their journey. Consult the rulebook to setup the rest of the components, give the starting player the token and dice and the game may begin!

On a turn the starting player will roll the two action dice and places one on the morning action space and one on the evening action space. Each player then chooses a card from their hand of three to play. Once the starting player plays and resolves their card, each other player will do the same. Whatever number is on the morning action die corresponds to the resource or movement amount to be placed in hold or moved on the board. For example, if the dice values are 4 and 3 for morning and evening, respectively, then the players will gain 4 of whatever resource or movement is shown on the left side of their card and 3 of whatever is shown on the right side of their card. There are special rules for placing resources in holds and for landing on certain spots on the game board, which I will have you discover when you play your first game.

On occasion pirates will end their movement on a space already containing another pirate’s shipeeple and, as is customary, a battle ensues. This involves both players choosing the amount of gunpowder (resource) they wish to add to the roll of a combat die. For example, if Laura attacks Josh at the starting line (because one had moved backward and then forward again) and dedicates three gunpowder to the combat and rolls a 4 on the combat die her total is seven. Josh then dedicates his five gunpowder to the combat and rolls a 5 as well for a total of 10. Josh wins and can steal items in one hold space on her ship, steal a treasure card earned at pirate lairs, or give a cursed treasure card to Laura.


Play continues in this fashion until one player crosses the finish line at Port Royal. The round finishes and then players tally points. Points are earned for board space number where their shipeeple finished, doubloons in holds, and positive VP treasure cards. If any cursed treasures are held they are negative VP cards and will be deducted from the player’s total score. The player with the most VP at the end of the game is the winner of the race and thus has bragging rights until the next annual race is held.
Components. The components in Jamaica are stellar, and the art is incredible. Every single component in the box is just wonderful to behold and to handle during play. I especially enjoy the art style employed, even down to the graphic design of the rulebook. Every piece seems to have love and affection poured into them and that is partly why Jamaica is so highly regarded among many (currently ranked 494 on BGG in February 2021).

Another reason pirates dig this (haha see what I did there with the digging as if referencing the hiding of booty… nevermind) is because the gameplay is so smooth and enjoyable. Yes, I have been witness to a game where two players made it not three spaces from the start when the game ended. It was ridiculous and unforgettable. Yes, there are points in the game where you MUST travel backward in order to continue forward in the game. Yes, much of what happens in the game is a result of dice rolls, but choosing the best cards to use in order to maximize the dice results is the crux of the game. No pirates have special abilities, so it is an even playing field, and I love that.

The game is absolutely stunning on the table, easy to pick up and play, and offers so many wonderful memories to be made each time you play. Purple Phoenix Games emphatically gives this one a booty-ful 19 / 24. If you are looking for that niche pirate-themed racing game with treasure stealing and dice rolling, this is it. I have found the perfect game for that slot in your collection. If you are looking for a fun racing game that also includes battles and possibilities of incremental progression, this is it. I can’t speak highly enough about Jamaica, and the only reason it scores a 5 for me instead of a 6 is because I simply cannot play it enough to increase its score. It hits all the buttons for me, but I fear it does not have the wider interest in my group to reach my Top 10.