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The Cousins
The Cousins
Karen M. McManus | 2020 | Mystery, Romance, Thriller, Young Adult (YA)
6
7.0 (3 Ratings)
Book Rating
Whenever Karen McManus releases a book, I feel obligated to read it since I loved her first book, One of Us Is Lying. I also read the sequel, Two Can Keep a Secret. When The Cousins was released, it was one of those books that I had to read. While it wasn't as good of a read as her first two books, it was still a decent book.

Mildred Story cut ties with all of her children twenty-four years prior. All of her children swear they have no idea what they did to be cut off. However, when Mildred's grandchild receive a letter from Mildred inviting them to stay and work on her island, her grandchildren are a little suspicious but end up going. However, when they decide to try to figure out the mystery, things take a dangerous turn.

The plot really reeled me in. I love a good mystery, so The Cousins was right up my alley. While the story did flow together really well, I felt that the pacing was a bit on the slow side. It wasn't painfully slow, but it made it where The Cousins wasn't one of those books where you can't put it down. I guess I was just hoping for more action. There were a few plot twists which were a bit unpredictable which was enjoyable. The setting and world building were done nicely. It was easy to feel like I was on the island with everything that was going on. I enjoyed the flashbacks from Mildred's children - Adam, Anders, Archer, and Allison. I felt like there were no cliff hangers and that all my questions were answered by the end of the book. I suppose McManus could make a sequel from this book, but I think that this book would be better left as a standalone.

The characters in The Cousins were written decently enough although I never really cared too much for any one character. I just had a hard time relating to any of the characters, so it was hard to really care for them. Milly came across as being too standoffish and stuck up a lot of the time. While I liked that she wasn't afraid to speak her mind, sometimes I felt like she went a bit overboard. Jonah was an alright character, but I felt like he lacked enough depth to really like him. I just felt like there was something missing with his backstory. Aubrey was an okay character too, but I felt like she wasn't much of a main character. I would have liked to see more of Aubrey because I felt like she didn't really add anything to the story and that her character was kind of pointless. Aubrey's character felt more like a filler in the book. I would have also liked to see more scenes with Mildred as she isn't in many. Knowing the whole story, I can see why she wasn't as present, but it would have been nice to at least have her in the book a bit more.

Trigger warnings for The Cousins include swearing, murder, death, minor violence, drinking (including underage), miscarriage, and teenage pregnancy,

Overall, The Cousins does have an interesting plot despite the execution. The world building is done fantastically, and the plot twists are plentiful. I would recommend The Cousins by Karen M. McManus to those aged 15+ that like mysteries.
  
Stellar Leap
Stellar Leap
2018 | Exploration, Science Fiction, Space
You are the member of an alien species, and your mission is to explore the galaxy! Discover new solar systems, build colonies on new planets, and gather resources along the way to sustain your species. Some neighboring alien species have also decided to foray into exploration, and will likely cross your path at some point or another. Are you a friendly race, willing to cooperate and maybe even cohabit a new planet? Or are you more aggressive and less willing to share? Only time, the cards, and the dice, will tell. Put your strategy to the test as you race to become the most prestigious alien species in the galaxy. So suit up and get ready for blast off!

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. We 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

Stellar Leap is, at its core, a worker placement game with elements of dice rolling, variable powers, and a modular ‘board’ sprinkled in. To setup, each player receives an individual player board and components, while the Galaxy is set up for use by all players. Players then add their home planet, as well as 1 population marker, to the Galaxy, and the game is ready to begin! Stellar Leap is played over a series of rounds in which players take turns performing any or all actions available to them.

To begin a turn, players first recover any Population markers that may have been exhausted on their last turn (more on that in a bit). Next, the player rolls the two dice, manipulating them with Special Dice Powers if desired, and resources are collected. The Galaxy is set up in columns, each column numbered 1-6, to which these dice rolls will correspond. If you have a Population marker on a planet in one of the columns that corresponds to your die roll (you have a Population in column 4 and you rolled a 4), you collect the resources provided by that planet. It is important to note that any player can receive resources from a die roll, even if it is not their turn!

The next phase of play involves three elements: Movement, High Command Actions, and Division Actions. There is no limit to the amount of Movement you can take on your turn, as long as you have resources available to perform that action. You may take two High Command Actions: Populate (add a new Population marker to a planet), Tax (collect any two resources), Discover (add planets/asteroids to the Galaxy), or Attack (fight an opponent located on the same planet as yourself). The same High Command Action could be performed twice on your turn, but you can only perform two per turn. The Division Actions can each be taken once per turn. Those actions are: Intelligence (complete a Mission), Mining (mine an asteroid for resources), or Labor (exhaust one of your populations on a planet to receive additional resources). Movement, High Command Actions, and Division Actions can be taken in any order on your turn – turns are not ‘set’ in a specific order and actions can be taken at your discretion. You also are not required to take every available action on your turn if you do not want to – your turns could be as long or as brief as you want them to be, depending on which actions you want to take.

At certain points throughout play, Events will be triggered. When an Event is triggered, draw the top Event card and resolve its effect. Some are resolved immediately, and some remain in play for the rest of the game. The game ends once six Events have been triggered. Players then tally up their Prestige points (earned by completing Missions, discovering planets, winning combats, and fulfilling their secret objectives), and the player with the highest Prestige is declared the winner!

So as you can see, there is quite a bit going on in Stellar Leap. Admittedly, it seemed pretty daunting to me as I first read through the rules. But in all actuality, the game flows pretty efficiently and calmly. How? Player Reference cards! I absolutely looooove a game that includes good references cards for player turns because it makes it so much easier to check instead of digging through the entire rulebook for an answer. The Player Reference cards included in this game are well-written, clear, and concise, and that truly helps the game flow smoothly even though there are many elements to every turn. Another thing that I love about Stellar Leap is that you have so many strategic options. Everyone has their own secret objectives for end-game scoring to complete, but you also have to decide which Missions you’d like to accomplish to earn points as well. And do you want to risk many combats, or would you rather live harmoniously with your opponents? When adding planets/asteroids to the Galaxy, you also have to strategize where you should put them – do you want them close to you for easy access? Or do you want to keep them as far away from opponents as necessary? The modular board makes this a different game every time you play, so you can’t just pick a blanket strategy for every play.

The only thing that gives me pause with this game are the rules regarding Movement. You pay certain resources to move, but it depends on the ‘threat level’ of the destination as well as its location in your Solar System or a neighboring Solar System. It just was a little tricky to keep track of how many of each resource I had to pay to move, when moving more than just one planet away. That aspect takes a little bit more concentration, but other than that, the game gave me no issues.

Speaking of no issues, let’s touch on components. The player boards are dual-layered and they are awesome. The text is clear, the organization is logical, and they are just of a great quality. The cards are nice and sturdy, the ‘meeples’ are cute and chunky, and the cardboard chits are good too. The space theme is definitely translated well in this game, and that adds to the immersion.

Overall, I would say Stellar Leap is stellar. (Ha, see what I did there?) The gameplay is engaging and the strategy is adaptable. Some of the rules seem a little tedious in some aspects, but for the most part, they are logical and easy to remember. Weird Giraffe Games is a publisher that has made a blip on our radar, and we are excited to see what other games they will put out in the future – we’ve been impressed so far! Purple Phoenix Games gives Stellar Leap an other-worldly 9 / 12.
  
The Grimm Masquerade
The Grimm Masquerade
2019 | Bluff, Card Game, Deduction, Fantasy
Have you ever been to a proper masquerade? I have not, though I would enjoy it, I think. I would enjoy it even more if I were competing against the other attendees to figure out who is who (and avoid having to do those Victorian square dances). But what if I were actually fairytale folk cavorting around with others trying to gain artifacts that speak to me while refusing any artifacts that may hurt me. Well now you understand my plight and the premise of this game.

The Grimm Masquerade is a hidden role competitive bluffing game for two to five players. In it player take on the roles of well-known fairytale folk attending a magical masquerade thrown by The Beast (I mean, he has a name, right? Not just “The Beast…”). Attendees are tasked with trying to unmask other attendees while earning magical roses in the process. The winner is the player who can earn the most roses at the end of three rounds of bluffing and guessing, unless one player is able to earn 10 roses before the end.

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. Also, this review concentrates on the two-player variant for the game as I played it mostly with my wife. -T


To setup, place the main board showing all the fairytale folk in the middle of the table. Each player will receive two (one if playing multi-player rules) Character cards, all Evidence Markers of their chosen color, and Reference cards. Around the board is placed the remaining Character cards, the Artifact deck, the stack of Broken Mirror tokens, the pile of roses, and the Action Board with two random Action cards revealed on either side. For the two-player game six Artifact cards are revealed in a line and each player will choose one Artifact for each of their two characters they are playing. The unchosen Artifacts will form the discard pile near the Artifact draw pile. Whomever most recently wore a costume will be the lead player and the game may begin!
The game is played in rounds, with each turn of a round consisting of two steps. First, the active player draws an Artifact card and decides to keep it in their face-up tableau of Artifacts for all to see or give the Artifact to another player. Then the active player will draw a second card and either keep or give, whichever is opposite of their first choice. For example, should the first card drawn be kept, the next card would need to be given away. Each character has one Boon suit (which they love), and one Bane suit (which they despise). If at any time a character receives a card to create a matching pair in their tableau they must indicate whether that Artifact is in fact their Bane suit or not. They do this by placing one of their Evidence Markers on the character who owns that suit’s Bane value. However, if the player is actually the character who has that suit as their Bane, they have been unmasked and will play their other character in hopes of winning with them.

Should a player receive a card that would cause a set of three matching suit cards, they must indicate that they have either won the round or that they are not the character that matches that suit’s Boon value. For example, should a player receive their third Treats card they must declare they have won the round (if they happen to be Red Riding Hood), or that they are not indeed Red Riding Hood by placing an Evidence Marker on Red Riding Hood.

After this card play at the beginning of their turn the active player may choose to discard a matching pair of Artifact cards in order to activate an Action available (optional step). The Actions available are on the revealed Action cards on either side of the Action Board (which also shows an always-available Action of Point the Finger). So by discarding a pair of Crowns, for example, a player could utilize the Action card Eavesdrop in order to force the other player(s) to place Evidence Markers on characters they are NOT. This gives the active player more insight into who the other player(s) may actually BE.


Once cards have been drawn and the optional Actions taken, play passes to the next player. Players win the round by collecting three matching Boon Artifact cards or by unmasking all other characters in play. Whichever player wins the round also takes the Rose Trophy depending on which of the three rounds was just completed (value 1 for the first round, 3 for the second, and 5 for the third). At the end of the third round players count up their total roses (unless one player has earned 10 or more at the end of a previous round) and whomever has collected the most is the winner of The Grimm Masquerade!
Components. I have to say, every game I have played by Druid City Games has had amazing components, and this one is certainly no different. All the cardboard pieces, the cards, and the wooden discs are all excellent quality. But what I want to concentrate on here is the perfect choice to employ Mr. Cuddington for the art. Every time I see Mr. Cuddington on the credits for a game I know I am going to love looking at it on the table. They just have amazing style and everything is so detailed and perfectly matched for the setting. This FEELS like a Grimm’s Fairy Tales game for sure, and I love it.

It is definitely no secret that I love this one. I enjoy hidden role games to begin with (The Resistance: Avalon also being one of my favorites), and this setting feels excellently matched to the genre and the execution is wonderful. I really have a great time sussing out who is who and giving those final Artifacts in order to unmask players that are perceived to be leading is so fulfilling. Being able to spend matching cards in order to use Actions is also great design, especially when you can bluff by discarding your Boon cards to throw opponents off your trail. So much deceit in a fun package.

If you have few hidden role games and you want something with a light theme and relatively quick playtime, please do yourself a favor and check out The Grimm Masquerade. Purple Phoenix Games gives this one a playful 15 / 18. If you are like us and enjoy games where you control some information and can guess other players’ identities, but also like games where you can still play on even when you have been found out, this one is for you. If only this could support even more players, I could see it unseating Avalon for me. As it is, I may still end up using this one more often than Avalon unless I have a larger group of people at the table. That is a big statement from me as Avalon is a proven winner and has been a staple of my collection for years. But The Grimm Masquerade is that good. Play it and let me know if you agree.
  
Gift of Tulips
Gift of Tulips
2021 | Card Game
Admittedly, I have never attended a tulip festival. Nor a Renaissance faire. Nor many other festivals that are niche and awesome. I would love to attend one in the future, but I cannot see myself traveling all the way to Amsterdam for the great Tulip Festival. Luckily, I no longer need to, as Gift of Tulips has arrived to my doorstep! But someone please invite me to a Ren Faire when we are able to commune once again.

Gift of Tulips is a game of choices. In it players are attendees at the festival attempting to gather the most beautiful bouquet of flowers for themselves as well as gifting some to friends. The winner of the game is the player who can best decide which tulips should be kept, which should be gifted, and which should be donated to the secret festival.

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 refer to the rulebook to adjust the deck of tulip cards per number of players. Shuffle this deck and place aside for now. Each player receives a scoring card, reference card, favorite color player cube, and two tulip cards from the deck. Per number of players set the appropriate Festival Cards on the table from 1st Place through 4th Place. Draw two cards from the deck and place the highest-numbered card under the 1st Place Festival Card and the lower valued tulip card under 2nd Place. Each player then looks at their dealt cards and decides which they would like to keep to start their personal bouquet and which they wish to donate face-down to the secret festival stack. The game is now ready to begin!
On a turn the active player will draw one card from the deck and then perform one action. Next they will draw a second card and perform a different action (not the same action as the first). The available actions are keeping a tulip for the bouquet, gifting the tulip to a friend, or adding a card to either the festival or the secret festival stack.

Keeping a tulip for the player’s bouquet is simply that: place the card face-up in front of the player and score immediate points depending on the tulip type’s position in the festival. This is also important when scoring for gifting. As tulips are added to their types in the festival, their placement in the festival can change. So while a purple tulip, for example, begins the game as the highest numbered tulip in the 1st position, another tulip type, orange maybe, may possibly overtake the 1st position cards by having a larger total value in tulips. When this happens, the newly-increased-in-rank tulip stack pushes the next highest into the lower position. Each position’s festival card will contain icons that award points for when that type of tulip is kept, given, and when majority of cards is owned at endgame.

Similarly, when a player opts to gift a tulip for an action, they simply choose an opponent (well, friend) and give them the card. By referencing the tulip type’s current position in the festival the player may score immediate points.

Lastly the player may choose to donate their tulip to the festival (face-up under the Festival Cards or face-down into the secret festival stack). By donating to the festival proper they will add the card to the appropriate type stack and adjust the total value and position within the festival. Should the player wish to add the card to the secret festival stack, they simply add it face-down.


Once all cards have been drawn and played from the deck the game is over and final scoring may begin. Firstly the secret festival cards are to be shuffled and five from this deck will be added to the festival proper to fine-tune some value adjustments (so that is why players may want to add to the secret festival during play). Once the five cards have been added players will address each tulip type by placement in the festival. The tulip type under the 1st Place card will score majority points to the player with the majority of that type of card (not value, but number of flowers). Similarly, the player with the second most of that type will score the second majority and so on through 4th Place. The player with the most points at the end of the game has won and will now owe the other players a bouquet of real flowers. Well, maybe not that last part.
Components. Again, this is a prototype copy of the game so components may be different as a result of a successful Kickstarter campaign. That said, this is a bunch of cards and some token markers (cubes in the prototype). The cards all feature incredible botanical artwork that is simply beautiful to behold. The card backs and Festival Cards all feature a lovely delftware pattern from the Netherlands. The artwork on this game is amazing and really colorful, like so many from Weird Giraffe Games.

But do I enjoy the gameplay? Absolutely. It reminds my wife and me of a great little game called Biblios where players are choosing where to allocate cards, and are not allowed to simply gobble them for themselves. Being able to adjust the market, if you will, is also a mechanic that I truly enjoy. A static market is fine, but those kinds of games are a little easier to abuse. Constantly shifting markets is where it’s at.

Being able to gift your opponents higher cards for those immediate points is new and clever, but you have to always be keeping track of the number of cards given per type. Obviously shuffling all your blue tulips to the same person may result in that person holding majority at endgame. But then again, there are ways to adjust the market to counter that. It is just so fun to think about and play.

I also am in love with the art. I mentioned this in my components review but I simply love the way this game looks. Art and theme go a long way with me, and this one certainly has both in spades.

So if you are a fan of beautiful games with a quick teach and light to medium gameplay, I urge you to check this out. The art and theme are strong, the gameplay is super solid and fun, and you feel great donating so many lovely flowers at the end of the game. If you are looking for that gorgeous game to complete your collection, or you need a game to fill that empty Netherlands slot in your collection, please consider backing Gift of Tulips. When you have a game that uses both orange and purple as main colors you KNOW it’s going to be great!
  
Underworld: Evolution (2006)
Underworld: Evolution (2006)
2006 | Action, Horror, Mystery
6
6.9 (20 Ratings)
Movie Rating
The battle between the Death Dealers (Vampires) and Lychans (Werewolves) continues in Underworld Evolution, the sequel to the smash “Underworld” that detailed the battles between the two horror mainstays. The sequel picks up shortly after the film and deals with Selene (Kate Beckinsale), and Michael (Scott Speedman), on the run after Selene was forced to turn on the Vampires following events at the conclusion of the previous film.

Of course being a Vampire traveling with a Vampire/Werewolves hybrid is not an easy thing, especially when Selene can only move around at night and must seek refuge from daylight. Through a series of flashbacks, we learn that the war between Lychans and Death Dealers began centuries ago, when two brothers each heading one faction of the conflict were drawn to a decisive battle. The losing Lychan brother, William, is imprisoned for all ages in a specially designed tomb, thanks to his brother Marcus’s insistence that he would only help capture him, if he were to remain alive.

Since William is capable of utter destruction, his location is a closely guarded secret for centuries that is until Marcus re-emerges and seeks to locate Selene. Marcus upon emerging from hibernation learns what Selene has done, and is convinced she has betrayed her own kind, unaware of the real reasons behind her actions. In short order, Marcus, Selene, and Michael play a deadly game of cat and mouse with each trying to unlock the mystery of Williams’s location. Marcus wants to exploit the power of William while Selene to protect the world from the evil that William and his followers would represent.

Along the way, there are plenty of battles, odd characters, and romance to keep most viewers entertained, which leads up to an action packed finale, that for me was the high point of the film. The plot has its share of holes but also deals with a series of complexities as it attempts to take the topics of bloodlines, centuries of history, and mythos in a tight 100 minute package. The two leads work well with one another though their do not have the most dynamic chemistry ever seen on screen. For this type of film, it does work as one does not come to a monster film expecting great acting, story, or characterization.

What Underworld Evolution has going for it, are good effects, a few good action moments and a plot, that at times tricky for the casual viewer to follow, more than surpasses the average storyline for the genre. The tight pacing of the film by Director Len Wiseman keeps the film moving a clip that was much brisker than the original and allowed the film to get to the highlights quickly and not be weighed down by fluff.

The finale as I mentioned was the highlight for me, as the buildup to that point was at times, slow, and had me wishing for more. That being said, the final 15 minutes of the film more than saved it, and got more than a few cheers from the audience at my press screening.

While it would be easy to find faults with the film, the important thing to remember is the spirit and intention of the film. They were not out to make classic cinema, they were out to make a fun and entertaining monster film, blemishes and all. In that, Underworld Evolution succeeds.
  
40x40

Daniel Boyd (1066 KP) rated Glass (2019) in Movies

Feb 1, 2019 (Updated Feb 1, 2019)  
Glass (2019)
Glass (2019)
2019 | Drama, Thriller
First 2 acts are interesting (1 more)
MacAvoy is great
Does not stick the landing (0 more)
A Textbook Example On How Not To End A Trilogy
Contains spoilers, click to show
Glass is the 3rd movie in M. Night Shyamalan's pseudo superhero trilogy following Unbreakable and Split. Unfortunately it is probably the worst movie out of the three and doesn't live up to the twenty years of build-up it has had going into it. Full spoilers will be present through this review as it's kind of hard to discuss the film without spoiling anything.

The movie opens with what is essentially a condensed version of both Unbreakable and Split. We see Bruce Willis' Dennis Dunn stalking criminals in his poncho and we see James MacAvoy's Kevin Wendell Crumb keeping four young girls captured in an abandoned warehouse. The old 'unstoppable force meets immovable object,' trope plays out and the two of them wind up getting caught by Sarah Paulson and her team, who apparently specialise in investigating those who have delusions about having superhuman powers.

She brings the two of them to a mental hospital where she is keeping Samuel L Jackson's Mr Glass. Sarah Paulson's character then spends the next chunk of the movie trying to convince the three that the powers that they believe they possess is actually in their heads and there is a real-world, logical explanation to everything that they can do. This part of the film is actually pretty interesting in the ideas that it poses and I liked where the film was going at this point.

Then the third act happens and we are reminded why Shyamalan so desperately needs an editor to keep his ideas in check. There is this huge build up that takes place teasing an epic fight between Dunn and The Beast at the top of some huge brand new building in the middle of the city. Unfortunately we never get there and instead we just get some mediocre action choreography in a medium sized car park between the two. The whole thing ends with the fairly contrived retcon twist that Kevin's dad was in the same train crash that Dunn survived and Mr Glass caused, thus making Mr Glass the 'creator,' of both superheroes. Then the three characters die in an extremely anticlimactic fashion. The Beast breaks a couple of Mr Glass' bones and he falls out of his wheelchair and dies, (even though this is something that we have seen happen to him in Unbreakable and he survived it.) Then a sniper randomly shoots Kevin even though the beast is tamed by the appearance of Anya Taylor-Joy's character, Casey from Split. He just gets shot once and dies with hardly any fanfare. Then David Dunn is drowned in a puddle as Sarah Paulson explains that she is part of a secret organisation that hunts people who believe that they are superheroes, determines whether or not they really are superheroes through a pretty drawn-out process and then proceeds to kill them if they do in fact possess superpowers. We also see that for some reason this group apparently only meets in crowded public restaurants in the middle of the city centre in broad daylight and have to wait until any non members of this super secret club, (that just killed 3 people in a public car park in broad daylight in front of cops and family members,) have left the restaurant before they can discuss business. Then it turns out that Mr Glass leaked the footage from the hospital security cameras online so that people would see that superheroes really do exist.

If you are someone that hasn't seen the movie and doesn't care about spoilers so you just read this review anyway; your brain is probably falling out of your ear after reading my description of the third act and that's because on paper this whole sequence of events is absolutely ludicrous and the fact that no one pointed this out during the movie's production is mind-boggling.

What a waste after two solid movies and a decent two first acts worth of build up...

There are some positives I took away though. It is as much of an absolute joy to watch James MacAvoy play so many totally different characters convincingly in one scene as it was in Split, maybe even more so here as we get to see even more personalities emerge and in even quicker succession. He is an utterly phenomenal actor. It is also cool to see Mr Glass and David Dunn after twenty years to see where they are at in their lives and how they have been spending their time since the events of Unbreakable. There are also some nice shots and camera angles in the film, (more so in the first two acts of the story,) and some nice colour scheme aesthetics going on in certain compositions that made some shots more interesting to look at.

Overall, this movie could have been so much more and in the end it throws away some really potentially interesting plot threads in favour for a few tacked on twists and gives us nothing more than a half arsed conclusion to an otherwise solid trilogy.
  
Dinos Not Assembled
Dinos Not Assembled
2019 | Kids Game
I think it’s no secret that I would be super hyped to go on a dinosaur dig. My brother, Bryan, is certainly more of a dino dude than I am, but I still remember loving them as a child and wishing I could see a skeleton being unearthed. Now I am the one with children who wish the same thing, and now I can play games with just that theme and they enjoy themselves. This is just such a game.

Dinos Not Assembled is a competitive set collection board game with hints of take-that for two to four players that can be enjoyed by players as young as four years old (I know this because my son is four and he loves it). In it players are acting as assistant paleontologists vying for the prestigious opportunity to join a world-famous paleo on their next dig. The player who is first to display three complete dinosaur skeletons in their portion of the museum will win the chance to go on the dig and 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 online or from your FLGS. -T


To setup place the main Museum Board and Dig Site Board in the middle of the table. The Dino Cards are shuffled and each player receives two cards. In addition each player will choose their Character Boards and section of the museum. All Bone Tiles are shuffled into the Dirt Sack, four of these tiles are drawn and displayed on the Dig Site Board, and the Dino Meeples are placed on the table nearby. The first player receives the velociraptor talon (in my copy) and the game may begin!
On a turn a player may perform one action from a choice of five actions: Dig, Steal, Clear, Make, Plan. Since the players are attempting to build their dinosaur skeletons based on the necessary tile types from their Dino Cards, players may Dig by selecting two Bone Tiles from the Dig Site Board to add to their Character Board. Players may never have more than four tiles at any one time. Perhaps the Dig Site Board offers nothing of interest to the active player. The active player may choose to instead Steal one Bone Tile from another player onto their own Character Board. When this happens the player that was just stolen from alerts the Security Meeple and they take the meeple to their Character Board to signify they may not be stolen from again until another player has suffered a Steal action. The active player may choose to instead Clear the board by removing the tiles on offer and drawing four new tiles to the board.

Once a player has collected the necessary Bone Tiles to build a dino skeleton they may Make the skeleton. This requires the player to discard their Bone Tiles back to the Dirt Sack (which I mistakenly kept calling the Dirt Bag), place their completed Dino Card on their Character Board, and place the appropriate Dino Meeple on one of their museum spaces. This player is now one dino closer to winning the game.

If none of these options suit the active player they may always Plan a new dig by drawing a Dino Card from the pile on the Dig Site Board and adding it to their hand. Players may not hold more than three Dino Cards at any one time.


Play continues in this manner of players choosing one action to perform on their turn until one player has made their third dino skeleton. That player wins the game and then gloats to their father. I mean, that didn’t happen…
Components. This game is fabulously produced. The artwork is just perfect for this game. It is colorful, cartoony without being too wacky, and lovable all around. The components themselves are also very good quality. My favorite pieces are all the Dino Meeples and the fancy Security Meeple. Securiteeple?

For a game that states it is intended for players aged eight and above this is a great family game. Yes, my four year old plays it and loves it, and absolutely zero reading skills are necessary to play. The Dino Cards have some fun facts on them, but are not required to enjoy the game. Once players truly understand the five actions that can be taken (and it may take several turns to click) the game is a breeze and flows really well. I would caution gamers playing with younger kids that the Steal action may cause some tears, but it can be used as an essential teaching moment.

Even with strictly adults this game is excellent. Very light and gateway, but still very enjoyable. There is just something about collecting dinosaur bones and building your beasts, but having to also struggle with deciding which bones to keep and which to pass on, as your board can only hold four tiles at a time, but each dinosaur requires three bones to complete. It can be a tasty balancing act of resource collection that I truly love.

This all said Purple Phoenix Games gives this one a very enthusiastic 11 / 12, with a guest score from my son. If your collection lacks a great family game for younger gamers or you are completely invested in the dinosaur theme then this one is a no-brainer. If you enjoy family games with a little bit of take-that, then this is a little gem for you to consider. I am so glad to have this in my collection and my son is already asking to be its caretaker. He has only ever requested two games to ever become “his,” and this is one of them. High praise from the son of a game reviewer.
  
Night Crossing (1982)
Night Crossing (1982)
1982 | Action, International, Drama
7
7.0 (1 Ratings)
Movie Rating
Story: Night Crossing starts as we go to East Germany in 1979, The Strelzyk family, Peter (Hurt), Doris (Alexander), Frank (D.McKeon) and Fitscher (K.McKeon) who are getting tired of not being able to go to the west side of Germany, one they see as fairer. The friendship between this family and the Wetzel’s Gunter (Bridges) and Petra (O’Connor) keeps them strong, while they see the friends trying to escape getting killed.

When Peter comes up with up the idea to build a balloon with Gunter to escape, it will mean working in secret because getting caught will only see him killed. When Gunter leaves for family reasons, Peter must keep the idea within the family for the hope for their future.

Characters – Peter is a father that has been living with his family in Eastern Germany, he is getting tired of the lack of change or unity with the Western side and decides he wants to risk his family’s life to escape, he plans to build a balloon which would fly over the borders in place. Doris is the wife of Peter, she is reluctant to help at first, but soon sees this being the only option. Gunter is the friend that wants to help build the balloon, only for his wife to push him into staying behind because of the young age of their children. Petra is Gunter’s wife that doesn’t want to risk their infant children with an escape plan so dangerous.

Performances – John Hurt in the leading role is the strongest member of the cast, he shows that even a common man can have the hope required for his character. Jane Alexander and Glynnis O’Connor are both fitting the wife type of role which doesn’t get much else to do. Beau Bridges completes the cast with a performance that shows just how young men would have been affected in this world.

Story – The story follows two families that work together to find a way to escape East Germany and get into West Germany in the late 70s, they must risk everything for this, which is failing would see them face certain death. this is a story of inspiration that showed us just how much people were willing to risk escaping a land they couldn’t live their natural life without being dictated too, it shows the patience to make it happen and how family can inspire you to risk everything.

Family/History – This might be classed as a family film that is because of the families involved in trying to make this high risk situation happen, the history of their escape is one that could inspire many who were trapped in the land.

Settings – The film is set in the harsh living conditions the families would have been living in and how secretive their plan would have been to make happen.

Scene of the Movie – Are we in the West?

That Moment That Annoyed Me – It could have been a lot darker.

Final Thoughts – This is an inspiration story of two family’s determination to make it out of a life which didn’t offer them a true future.

Overall: True story that shows bravery and inspiration.
  
Claimed (Breaking Free #7)
Claimed (Breaking Free #7)
A.M. Arthur | 2018 | LGBTQ+, Romance
10
10.0 (1 Ratings)
Book Rating
5 star series!!
**verified purchase Jan 2019**

This is book 7 in the Breaking Free series, although there are 8 books, with a short that spans across 3 and 4. I would STRONGLY, HIGHLY, ABSO-FREAKING-LUTELY recommend that you read the other books before this one. BUT while I do say that, this one is far more a stand alone than the others. Things are recapped and caught up, but it takes a different path, as well as winding with the on-going story arc that continues through the other books.

We met Brandt, an Alpha, along the way: he is boos to the other police officers in the series, boos to ALL of them. He lost his pregnant mate, Ollie, ten years ago without a trace and has finally decided he should (mostly) move on. Going to an anonymous sex party seems the best way to get some sexual relief, without the commitment he cannot make. Meeting Little Blue, however, makes him change his mind. We met Demir, a beta, in book four, Found. He is Isa Higgs youngest son and was 15 at the time. Now an adult and betrayed by the person he thought he loved, Demir also attends said party. Big Red is just the person who pushes all of Demir's buttons and then some. There is a true connection between these two, but when they discover who Brandt is to Demir's father, they keep their relationship a secret, for now. Oliver is in the province to speak at a conference about omega trafficking. He cannot remember a time before ten years ago, when he was found in a van wreck. Meeting Brandt makes him feel . . . .something . . . .he's not sure what though. when Brandt explains who he is to Oliver, things begin to drop into place. But when Brandt tells Oliver about Demir, and that he simply cannot choose, Oliver presents a solution that will at least give them all a chance. Can they make it work?

This one, I found, was like a watching a train wreck coming at ya,it really was. You KNOW there is going to be fall out when Demir and Brandt find out who they are to each other. You KNOW there is going to be a big ole mess when Brandt and Ollie come face to face again. You KNOW that Ollie is going to fight this with every fibre of his being. You bloody well KNOW the Oliver's brother in law is not as . .pure . . in his intentions to Oliver after the death of his husband. An you KNOW, that when Isa finds out about the three of them, he is gonna go nuts. And there ain't a damn thing you can do to stop it! You just watch, and read, and wait and see how it all turns out! Amazing reading, I have to say.

I loved that it was OLLIE who came up with the solution to their predicament. That HE suggested they at least try to be a poly-family, since in his home of the last ten years it really is quite common. Loved that Ollie took Demir into his heart very quickly, the younger man making him feel as safe as Brandt did.

But Isa?? I wanted to punch Isa bloody Higgs so bad! After everything he has told his sons about being betas, that they can do anything, be anything they want to, as much as the alphas can, and he goes and says THAT to Demir! Not saying what, but if you've read these books, you can probably guess. He does redeem himself, but still, a punch was heading his way!

All the other guys pop up in this books, at some point or other, and it's great watching the babies grow up together. Seeing them already forming bonds: alpha, beta and omega all together is great. It would be amazing to catch up with these babies, as they grow and have babies of their own!

So, now, I'm sad! I only started this series because books one and two were shared with me, and I needed something to clear my head after a particularly heavy book. I thought this might be a good hangover cure! And BOY was I wrong, in the best way! Not a hangover cure, not in the least, but another deep dark book that pulled my into an eight book series, that did NOT let me go!

Thank you, Ms Arthur, for pulling into your worlds. I have some other books to read next!

5 amazing, but sad to see it end, stars

**same worded review ill appear elsewhere**