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Purple Phoenix Games (2266 KP) rated Decktective: Nightmare in the Mirror in Tabletop Games
May 29, 2021
Decktective: Nightmare in the Mirror is an amazing title that just makes people conjure images of actual nightmares and immediately piques interest around the table. But what if you are a solo player about to face your fear of mirrors that was brought on by watching Poltergeist 3 at much too young an age? I am already shuddering!
Decktective: Nightmare in the Mirror (which I will just refer to as Decktective from here) is an immersive storytelling card game where the player(s) attempt to solve the case by the time the final cards are drawn from the deck. At the end of the game player(s) are asked questions and, depending on the answers given, are scored by how many questions were answered correctly.
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
Setup is super easy. Open the box, place the paper clips nearby, and set out the deck of cards. The game comes with no rulebook; the cards instruct players what to do along the way. I will not be covering ever facet of the game to avoid potential spoilers, so please keep that in mind.
The mechanics of this game system rely on players either playing or discarding cards as they are drawn. Essentially, players will need to discard enough cards to be able to play others. For example, some cards hold a value of 1-10, meaning that they may only be played to the table once there is at least 1-10 cards already existing in the discard pile. So a card with a value of 4 requires at least four cards in the discard in order to play. So choices will need to be made to determine which cards are vital and which can be sent to the discard. The solo player is eventually told that they may have five cards in their hands and the deck will guide the player through the rest of the game.
I really don’t think I can go much further without spoiling something, so I will stop here and hope I have given enough description of the mechanics to help with understanding.
Components. This is a big deck of oversized cards and a few red plastic paper clips. The clips are fine, but are a little tight on the cards, so I did not leave them on very long. They are only used at the end to answer questions, so I was able to only briefly use them. The cards are big and nice quality and feature great art. I do not want to give away too much, but there are times where the cards and the box have interplay, and I think their usage is absolutely genius. Great job on that!
This is a tough one to give my thoughts on without spoiling some things, so I will be vague. Not because I want to be vague, but because I feel I need to be vague. As I played through the game (and this is one of those that may only be played ONCE ever) I found my head needed scratched and my brows needed furrowed. I usually am not a player that thinks through their turns for a long time, but I felt I gave each card fair consideration throughout. This paid off at the end, but I still finished with a score of 7 / 10. I felt I probably could have achieved the full 10 but I did not really think about my answer on a card, and that one was worth those 3 points.
So here is what I ultimately think about this one (and possibly the entire Decktective series, though I have not played any others): I love it. I have also played several games in the Deckscape series and I definitely prefer Decktective. Is is the system or the individual game though? I am unsure. What I can tell you for certain is that of the three titles in the Deck- family, this is by far my favorite. I really wish I could qualify it much more, but I will offer this: once you play through this title, please message me and I will chat with you about my actual opinions on the game with spoilers a-plenty.
I do recommend this one, as I had an absolute blast playing it, and I think that a good number of players from all ages and skill levels will also enjoy it. If you happen to share my general game preferences, then you will like this one a LOT. Another great benefit? Once you are done playing you can gift it to another gamer or family or library or whatever you like. That said, I am eager to try the other Decktective titles just as soon as I can!
Decktective: Nightmare in the Mirror (which I will just refer to as Decktective from here) is an immersive storytelling card game where the player(s) attempt to solve the case by the time the final cards are drawn from the deck. At the end of the game player(s) are asked questions and, depending on the answers given, are scored by how many questions were answered correctly.
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
Setup is super easy. Open the box, place the paper clips nearby, and set out the deck of cards. The game comes with no rulebook; the cards instruct players what to do along the way. I will not be covering ever facet of the game to avoid potential spoilers, so please keep that in mind.
The mechanics of this game system rely on players either playing or discarding cards as they are drawn. Essentially, players will need to discard enough cards to be able to play others. For example, some cards hold a value of 1-10, meaning that they may only be played to the table once there is at least 1-10 cards already existing in the discard pile. So a card with a value of 4 requires at least four cards in the discard in order to play. So choices will need to be made to determine which cards are vital and which can be sent to the discard. The solo player is eventually told that they may have five cards in their hands and the deck will guide the player through the rest of the game.
I really don’t think I can go much further without spoiling something, so I will stop here and hope I have given enough description of the mechanics to help with understanding.
Components. This is a big deck of oversized cards and a few red plastic paper clips. The clips are fine, but are a little tight on the cards, so I did not leave them on very long. They are only used at the end to answer questions, so I was able to only briefly use them. The cards are big and nice quality and feature great art. I do not want to give away too much, but there are times where the cards and the box have interplay, and I think their usage is absolutely genius. Great job on that!
This is a tough one to give my thoughts on without spoiling some things, so I will be vague. Not because I want to be vague, but because I feel I need to be vague. As I played through the game (and this is one of those that may only be played ONCE ever) I found my head needed scratched and my brows needed furrowed. I usually am not a player that thinks through their turns for a long time, but I felt I gave each card fair consideration throughout. This paid off at the end, but I still finished with a score of 7 / 10. I felt I probably could have achieved the full 10 but I did not really think about my answer on a card, and that one was worth those 3 points.
So here is what I ultimately think about this one (and possibly the entire Decktective series, though I have not played any others): I love it. I have also played several games in the Deckscape series and I definitely prefer Decktective. Is is the system or the individual game though? I am unsure. What I can tell you for certain is that of the three titles in the Deck- family, this is by far my favorite. I really wish I could qualify it much more, but I will offer this: once you play through this title, please message me and I will chat with you about my actual opinions on the game with spoilers a-plenty.
I do recommend this one, as I had an absolute blast playing it, and I think that a good number of players from all ages and skill levels will also enjoy it. If you happen to share my general game preferences, then you will like this one a LOT. Another great benefit? Once you are done playing you can gift it to another gamer or family or library or whatever you like. That said, I am eager to try the other Decktective titles just as soon as I can!

Purple Phoenix Games (2266 KP) rated Sacred Rites in Tabletop Games
Jan 14, 2021
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…
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…

Amanda (96 KP) rated Wandering in Wonderland (Book #1) in Books
Apr 1, 2019
Lewis Carroll didn’t get it right?
A GIANT thank you and gratitude to The Parliament House publishing and the author for giving me this opportunity to read this book. I did a cover reveal and I knew right off the bat that I was going to love this book. I was right.
We follow Jessica whom eats a bit of cookie and winds up forgetting her past life. Once she is told that she has died and is now in Wonderland, Jessica struggles with the acclimation of this unique land that is only read in a book. She’s escorted by a White Rabbit named Horace (Not a genuine rabbit, but in this story, White Rabbits is Wonderland’s term for queen’s guards). She comes across Rion, the Caterpillar (but disguised as a man at the time) and he gives her a journal that belonged to a Hatter named Rorie (quite a few R names here.)
Anyway, she is taken to the Queen of Hearts, whom happens to be Alice. As a new comer to Wonderland, the new comers are to look through the Looking Glass to show where they are meant to be in Wonderland. You could be a Crafter or a part of the court, the Looking Glass shows you who you are. When Jessica looks through the glass, she is struck as are the other members of the palace that she is shown to be a Spade.
Spades declared ware on the palace before Alice took the throne. Wonderland is a magical place, but it can choose who it likes and doesn’t like, and who gets to leave and stay.
I don’t want to give away too much, so I’ll stop there for time being.
I’m going to be the first to say that Alice in Wonderland is not my favorite story. I don’t like the Disney cartoon (though I did as a child, what was I thinking?) I do love Tim Burton’s spin on it (IT’S NOT A REMAKE!) but the original story I just couldn’t get into it. The summary and the excerpt to this story was just too good to pass up. I had a feeling I would enjoy the story, I just didn’t realize how much I would.
I read this in days (would have been less if I didn’t have a full time job). It’s a unique spin on the story. This isn’t so much as a retelling as it is a what if or an addition to it if Alice became the queen of hearts. So don’t go into this story and think it’s a retelling, because it is not.
I adored the characters including Alice and Jessica. There are some dark moments, but me being a highly sensitive person, it wasn’t as triggering, but I will say there are some there. I loved the twists in the story and how Jessica really does come to terms with her new found role in Wonderland.
This is a first in a series. That’s my only complaint! Why must have the (im)patience for the next book and the wonder (lol) as to what is going to happen with Jessica? Can’t tell you the ending, Wonderland wants you to know it from beginning to end.
We follow Jessica whom eats a bit of cookie and winds up forgetting her past life. Once she is told that she has died and is now in Wonderland, Jessica struggles with the acclimation of this unique land that is only read in a book. She’s escorted by a White Rabbit named Horace (Not a genuine rabbit, but in this story, White Rabbits is Wonderland’s term for queen’s guards). She comes across Rion, the Caterpillar (but disguised as a man at the time) and he gives her a journal that belonged to a Hatter named Rorie (quite a few R names here.)
Anyway, she is taken to the Queen of Hearts, whom happens to be Alice. As a new comer to Wonderland, the new comers are to look through the Looking Glass to show where they are meant to be in Wonderland. You could be a Crafter or a part of the court, the Looking Glass shows you who you are. When Jessica looks through the glass, she is struck as are the other members of the palace that she is shown to be a Spade.
Spades declared ware on the palace before Alice took the throne. Wonderland is a magical place, but it can choose who it likes and doesn’t like, and who gets to leave and stay.
I don’t want to give away too much, so I’ll stop there for time being.
I’m going to be the first to say that Alice in Wonderland is not my favorite story. I don’t like the Disney cartoon (though I did as a child, what was I thinking?) I do love Tim Burton’s spin on it (IT’S NOT A REMAKE!) but the original story I just couldn’t get into it. The summary and the excerpt to this story was just too good to pass up. I had a feeling I would enjoy the story, I just didn’t realize how much I would.
I read this in days (would have been less if I didn’t have a full time job). It’s a unique spin on the story. This isn’t so much as a retelling as it is a what if or an addition to it if Alice became the queen of hearts. So don’t go into this story and think it’s a retelling, because it is not.
I adored the characters including Alice and Jessica. There are some dark moments, but me being a highly sensitive person, it wasn’t as triggering, but I will say there are some there. I loved the twists in the story and how Jessica really does come to terms with her new found role in Wonderland.
This is a first in a series. That’s my only complaint! Why must have the (im)patience for the next book and the wonder (lol) as to what is going to happen with Jessica? Can’t tell you the ending, Wonderland wants you to know it from beginning to end.

Emma @ The Movies (1786 KP) rated Brightburn (2019) in Movies
Jun 22, 2019 (Updated Sep 25, 2019)
Superheroes and villains are a subject close to my heart, I enjoy speculating on the good and bad potential of superpowers, so to have the bad Superman story laid out like this is very interesting to experience.
Having a bad Superman would have been good, but switching it to a child automatically knocks the "scary" up a notch, something we saw earlier in the year in The Prodigy.
Tori and Kyle Breyer are desperately trying to have a baby, their lives start to revolve around the idea when one night the Earth literally moves for them and a meteor hits their farm. Ten years later and Tori and Kyle have their adopted son, Brandon, but growing up comes with some unexpected twists.
Brightburn's trailer makes it very clear that what we're going to see is a Superman-style childhood but the film is actually not so blatant. In fact, everything about the pre-release information tells you exactly what you're going to get while the film alone actually leaves it to your imagination. You have to make assumptions and educated guesses about what's going to happen. It's a bit of a shame that there's really no successful way to advertise this film without pointing out the obvious.
Elizabeth Banks (eternally young and possibly getting younger) plays Tori, Brandon's mum. The terror she gets across while still retaining a mother's love is spot on and great to watch on screen. In particular there's a scene where she discovers Brandon's notebook and the way she reacts made me react, and twisting that scene with the side story of Brandon and his dad was so effective.
I have one fault when it comes to horror, and that's that I can't take it seriously, luckily lots of people in my screening felt the same way too. While there were a couple of moments that went for actual humour I found myself laughing at some of the gore too. It was the same reaction as I get from extreme action scenes, an extended "oooooooh!" with a slight wince and then laughing. I can't help it, it's just funny.
Brightburn is probably an easier horror to see as the scary moments are mostly predictable so you could close your eyes in time for the bad bits if you wanted too, a lot are prefixed with something ominous in the background to prepare you.
One moment that made me jump was actually not a scary piece, it was the moment Brandon realises he's different. You already know part of his discovery if you've seen the trailer and yet again this film then tweaks that moment to give you something a little different.
The way they use light and dark is great because it allows things to creep up on you, quite literally, and highlights the evil that is starting to permeate the town.
It surprises me that I enjoyed this one as much as I did. I think the action moments probably holds up a lot of it. I like the idea, but I'm not convinced that it was created as well as it could have been. I was impressed that they didn't step back from the violent moments though, Brightburn is ballsy, and I like it for that.
[Note: Stay to see some clips into the credits.]
What you should do
If you like horror then I think it's a fairly good offering to see, it's probably also a good crossover if you're more into superheroes.
Movie thing you wish you could take home
I'd love the aunt's house but without the creepy added extras.
Having a bad Superman would have been good, but switching it to a child automatically knocks the "scary" up a notch, something we saw earlier in the year in The Prodigy.
Tori and Kyle Breyer are desperately trying to have a baby, their lives start to revolve around the idea when one night the Earth literally moves for them and a meteor hits their farm. Ten years later and Tori and Kyle have their adopted son, Brandon, but growing up comes with some unexpected twists.
Brightburn's trailer makes it very clear that what we're going to see is a Superman-style childhood but the film is actually not so blatant. In fact, everything about the pre-release information tells you exactly what you're going to get while the film alone actually leaves it to your imagination. You have to make assumptions and educated guesses about what's going to happen. It's a bit of a shame that there's really no successful way to advertise this film without pointing out the obvious.
Elizabeth Banks (eternally young and possibly getting younger) plays Tori, Brandon's mum. The terror she gets across while still retaining a mother's love is spot on and great to watch on screen. In particular there's a scene where she discovers Brandon's notebook and the way she reacts made me react, and twisting that scene with the side story of Brandon and his dad was so effective.
I have one fault when it comes to horror, and that's that I can't take it seriously, luckily lots of people in my screening felt the same way too. While there were a couple of moments that went for actual humour I found myself laughing at some of the gore too. It was the same reaction as I get from extreme action scenes, an extended "oooooooh!" with a slight wince and then laughing. I can't help it, it's just funny.
Brightburn is probably an easier horror to see as the scary moments are mostly predictable so you could close your eyes in time for the bad bits if you wanted too, a lot are prefixed with something ominous in the background to prepare you.
One moment that made me jump was actually not a scary piece, it was the moment Brandon realises he's different. You already know part of his discovery if you've seen the trailer and yet again this film then tweaks that moment to give you something a little different.
The way they use light and dark is great because it allows things to creep up on you, quite literally, and highlights the evil that is starting to permeate the town.
It surprises me that I enjoyed this one as much as I did. I think the action moments probably holds up a lot of it. I like the idea, but I'm not convinced that it was created as well as it could have been. I was impressed that they didn't step back from the violent moments though, Brightburn is ballsy, and I like it for that.
[Note: Stay to see some clips into the credits.]
What you should do
If you like horror then I think it's a fairly good offering to see, it's probably also a good crossover if you're more into superheroes.
Movie thing you wish you could take home
I'd love the aunt's house but without the creepy added extras.

Merissa (12919 KP) created a post
Mar 15, 2021

Purple Phoenix Games (2266 KP) rated Stellar Leap in Tabletop Games
Apr 23, 2020
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.
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.

Emma @ The Movies (1786 KP) rated Spider-Man: Homecoming (2017) in Movies
Sep 25, 2019
And so to the latest incarnation in Spider-man Homecoming. After seeing Tom Holland in Civil War, well, let's just say that I was not convinced. Then the adverts where he's making the home movie of everything... yeah that began to grate a bit.
There's no origin story with this one, or with his appearance in Civil War. I'm not sure how I feel about no Uncle Ben, or that they're regressing Aunt May every time she appears. But I do love Marisa Tomei, and she does get a fantastic last line.
Somewhere before this film went into production I reckon someone thought "We need something that's not quite a bad a Spider-man, but not quite as serious as The Amazing Spider-man." Someone else was walking by and overheard. "You should zhush it up with the Avengers treatment."... and so Homecoming was born.
The effects are of course way better than 2002, and everything is pretty bright and shiny since it was properly Marvelised. As much as I initially didn't like Tom Holland, I have to admit that he makes a good film. My only major issue is that it seems more concerned about bringing him into the Marvel Universe than leaving him out there developing his own film.
For a nerd, Peter has got game. We're on the third incarnation of films this side of 2000, and we're on the third (and potential fourth) love interest. I like that they're jumping that around a little, it does help make each lot feel slightly different, but it does get confusing... and obviously you can keep an eye out for other love interests who make appearances.
It seems unfair to compare all three films (which is a bit tricky as that was partly the idea of this whole post) because each of them have their own bit of the movie spectrum. The daft, the heart-wrenching and the blockbuster, all have their place in the collection. Gun against my head I'd probably still pick Andrew Garfield as my favourite, but Holland is right there too.
That being said, I still don't like Spider-man as a superhero...
*ducks under the table to avoid the barrage of abuse*
He's too chaotic, he's just too young (in this one) to really understand the full implications of what he's doing. I personally don't understand why he would be worthy of movie fame over other characters. It has been pointed out to me that as he's just a "regular Joe", that people can identify with him more over the other options of Gods or mutants... but hell... I'm mutant and proud!
There's no origin story with this one, or with his appearance in Civil War. I'm not sure how I feel about no Uncle Ben, or that they're regressing Aunt May every time she appears. But I do love Marisa Tomei, and she does get a fantastic last line.
Somewhere before this film went into production I reckon someone thought "We need something that's not quite a bad a Spider-man, but not quite as serious as The Amazing Spider-man." Someone else was walking by and overheard. "You should zhush it up with the Avengers treatment."... and so Homecoming was born.
The effects are of course way better than 2002, and everything is pretty bright and shiny since it was properly Marvelised. As much as I initially didn't like Tom Holland, I have to admit that he makes a good film. My only major issue is that it seems more concerned about bringing him into the Marvel Universe than leaving him out there developing his own film.
For a nerd, Peter has got game. We're on the third incarnation of films this side of 2000, and we're on the third (and potential fourth) love interest. I like that they're jumping that around a little, it does help make each lot feel slightly different, but it does get confusing... and obviously you can keep an eye out for other love interests who make appearances.
It seems unfair to compare all three films (which is a bit tricky as that was partly the idea of this whole post) because each of them have their own bit of the movie spectrum. The daft, the heart-wrenching and the blockbuster, all have their place in the collection. Gun against my head I'd probably still pick Andrew Garfield as my favourite, but Holland is right there too.
That being said, I still don't like Spider-man as a superhero...
*ducks under the table to avoid the barrage of abuse*
He's too chaotic, he's just too young (in this one) to really understand the full implications of what he's doing. I personally don't understand why he would be worthy of movie fame over other characters. It has been pointed out to me that as he's just a "regular Joe", that people can identify with him more over the other options of Gods or mutants... but hell... I'm mutant and proud!

Purple Phoenix Games (2266 KP) rated Tranquility in Tabletop Games
Oct 21, 2021
Are you a boat person? As in, do you enjoy lounging on a boat, floating to nowhere in particular, just enjoying the day? Or are you a thrill-seeking water-skiier or tuber that enjoys shredding the waves and nearly drowning? Perhaps you are neither. I am definitely in the first category. I would rather just toot around a lake in a boat, maybe throw out a fishing pole, and just enjoy being out on the water with little care for what may be happening in the world around me. So when I heard that Lucky Duck Games was planning on publishing Tranquility I just had to jump at the opportunity to get it on my table. And I was definitely impressed.
Tranquility is a cooperative hand management, tile placement card game for one to five players. In it players will be attempting to create a sea of islands around which they sail their boat towards infinite paradise. They will accomplish this by laying numbered cards from their hand in numerical order before any of the players run out of chances to play a card. Oh, and there’s also no talking during the game. That’s kind of a big deal.
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 the standard game, place all the border cards around a 6×6 grid, as in the photo below. Shuffle the appropriate number of Start and Finish cards into the deck of Island cards and place that beside the grid. Draw a hand of five cards and the game may begin. Setup is similar to the multiplayer setup, with a few changes. Once the hand of cards has been drawn, the game may begin! It is the solo player’s goal to build the sea of island cards, and place the Start and Finish cards before they run out of cards to be legally played.
The game is played over many turns. Each turn players will be either playing a card from hand or discarding two cards. When a player plays a card from hand to the grid, they may place it anywhere they wish within the grid. The goal is to have each card placed numerically in order beginning from the lower left of the grid in a zig-zag pattern left to right, then ascending to the next highest level. In other words, the play area would be ordered numerically as English-speaking people read, but from the bottom up instead of the top down – like a reverse typewriter.
When a card is played, the player may choose to place it in its own area, or immediately next to another card already in play. If the new card is placed adjacent to an existing card, the player must discard cards equal to the difference between the values of the two adjacent cards. For example, if a 12 is placed next to a 14, then the player would need to discard two cards after placement. If a card is placed that is already in direct numerical order, no discards are needed. Again, a card at the right-hand edge of a row is adjacent to the card on the next row higher on the left-hand edge, and this is the most difficult aspect of the game to grasp for new players.
Should a player instead wish to discard two cards for their turn, they do so to their discard pile. After each action (playing a card or discarding two cards) the player will draw back up to their hand of five cards.
Eventually, the player will happen across the Start and Finish cards. In the solo game, when a Start card is placed (outside the grid, but in amongst the border cards in the lower left-hand corner), the player will need to draw eight cards from the draw deck, keep four, and discard the remaining eight. This eats up cards from the draw pile and draws the game closer to the end. When the grid is completed and all the numbered cards are in numerical order, the player may then play the Finish card to end the game. If all cards are properly placed the player wins! If not, they must try again. Probably immediately, because it is that kind of game.
Components. This game is a bunch of square cards in a cubic box. Now, while that doesn’t sound super exciting, the art on the cards certainly make up for the lack of component diversity. Each card is matte finished, which I prefer for cards with great art on them. And oh man, that art is something wonderful! I have always been a fan of Tristam Rossin’s art, and it is on full display here. The cards are, well, I guess I cannot find the correct word because they aren’t double-sided, but split on the horizontal, with a daytime scene on the “top” and a nighttime scene on the “bottom” (or vice-versa, however you feel). I have nothing but praise for the components here.
The gameplay is familiar in feel, but definitely a little different and a whole lot of fun. Fans of The Mind will find this familiar in that the game is structured around silent players building a grid/stack of numerically appropriate cards until the win condition is met. However, I have not been able to play The Mind solo, and Tranquility comes with solo rules in the box. So that’s a win in my book.
Now, Tranquility solo is no cakewalk. No, there are no other players to make crazy decisions to throw off any tactics planned, but you most certainly can misjudge where to place a card, and then be married to its position as you try to fill in all the appropriate cards around it. I learned that all too early when I decided my first game that I should try to divide the grid into equal sections and approximate where a 48 should go. Well, I’ll tell you now that a 48 has absolutely no business being a row above a 19 (check the photo above if you don’t believe me). Silly choices like this make for an afternoon of pondering optimal placements when unboxing your next play, and that brings a smile to my face. Any time I think about a game the next day or several days later and it entices me to play again with a different strategy, I feel is the mark of a great game.
I have yet to play this with a group (damn COVID), but I know the people I play with are going to love this one. And, honestly, I am going to love the peace and quiet as the game plays out, so I can think about my turn and then think about a different possibility once someone ruins my plans. But I tell you what, even as a solo game, this one is great. I am quite happy to keep this as a pure solo experience, but I do want to try it once with others. We do not typically give out ratings for Solo Chronicles reviews, but this one would be pretty high, I’m telling you now. Okay, I have to go get the boat ready and pack my cooler. Enjoy Tranquility!
Tranquility is a cooperative hand management, tile placement card game for one to five players. In it players will be attempting to create a sea of islands around which they sail their boat towards infinite paradise. They will accomplish this by laying numbered cards from their hand in numerical order before any of the players run out of chances to play a card. Oh, and there’s also no talking during the game. That’s kind of a big deal.
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 the standard game, place all the border cards around a 6×6 grid, as in the photo below. Shuffle the appropriate number of Start and Finish cards into the deck of Island cards and place that beside the grid. Draw a hand of five cards and the game may begin. Setup is similar to the multiplayer setup, with a few changes. Once the hand of cards has been drawn, the game may begin! It is the solo player’s goal to build the sea of island cards, and place the Start and Finish cards before they run out of cards to be legally played.
The game is played over many turns. Each turn players will be either playing a card from hand or discarding two cards. When a player plays a card from hand to the grid, they may place it anywhere they wish within the grid. The goal is to have each card placed numerically in order beginning from the lower left of the grid in a zig-zag pattern left to right, then ascending to the next highest level. In other words, the play area would be ordered numerically as English-speaking people read, but from the bottom up instead of the top down – like a reverse typewriter.
When a card is played, the player may choose to place it in its own area, or immediately next to another card already in play. If the new card is placed adjacent to an existing card, the player must discard cards equal to the difference between the values of the two adjacent cards. For example, if a 12 is placed next to a 14, then the player would need to discard two cards after placement. If a card is placed that is already in direct numerical order, no discards are needed. Again, a card at the right-hand edge of a row is adjacent to the card on the next row higher on the left-hand edge, and this is the most difficult aspect of the game to grasp for new players.
Should a player instead wish to discard two cards for their turn, they do so to their discard pile. After each action (playing a card or discarding two cards) the player will draw back up to their hand of five cards.
Eventually, the player will happen across the Start and Finish cards. In the solo game, when a Start card is placed (outside the grid, but in amongst the border cards in the lower left-hand corner), the player will need to draw eight cards from the draw deck, keep four, and discard the remaining eight. This eats up cards from the draw pile and draws the game closer to the end. When the grid is completed and all the numbered cards are in numerical order, the player may then play the Finish card to end the game. If all cards are properly placed the player wins! If not, they must try again. Probably immediately, because it is that kind of game.
Components. This game is a bunch of square cards in a cubic box. Now, while that doesn’t sound super exciting, the art on the cards certainly make up for the lack of component diversity. Each card is matte finished, which I prefer for cards with great art on them. And oh man, that art is something wonderful! I have always been a fan of Tristam Rossin’s art, and it is on full display here. The cards are, well, I guess I cannot find the correct word because they aren’t double-sided, but split on the horizontal, with a daytime scene on the “top” and a nighttime scene on the “bottom” (or vice-versa, however you feel). I have nothing but praise for the components here.
The gameplay is familiar in feel, but definitely a little different and a whole lot of fun. Fans of The Mind will find this familiar in that the game is structured around silent players building a grid/stack of numerically appropriate cards until the win condition is met. However, I have not been able to play The Mind solo, and Tranquility comes with solo rules in the box. So that’s a win in my book.
Now, Tranquility solo is no cakewalk. No, there are no other players to make crazy decisions to throw off any tactics planned, but you most certainly can misjudge where to place a card, and then be married to its position as you try to fill in all the appropriate cards around it. I learned that all too early when I decided my first game that I should try to divide the grid into equal sections and approximate where a 48 should go. Well, I’ll tell you now that a 48 has absolutely no business being a row above a 19 (check the photo above if you don’t believe me). Silly choices like this make for an afternoon of pondering optimal placements when unboxing your next play, and that brings a smile to my face. Any time I think about a game the next day or several days later and it entices me to play again with a different strategy, I feel is the mark of a great game.
I have yet to play this with a group (damn COVID), but I know the people I play with are going to love this one. And, honestly, I am going to love the peace and quiet as the game plays out, so I can think about my turn and then think about a different possibility once someone ruins my plans. But I tell you what, even as a solo game, this one is great. I am quite happy to keep this as a pure solo experience, but I do want to try it once with others. We do not typically give out ratings for Solo Chronicles reviews, but this one would be pretty high, I’m telling you now. Okay, I have to go get the boat ready and pack my cooler. Enjoy Tranquility!

Lottie disney bookworm (1056 KP) rated As Old As Time in Books
Aug 16, 2019
Review by Disney Bookworm
I’m going to come right out and say (although you will probably be able to tell if you make it to the end of this blog) that this is, so far, my favourite book in the twisted tale series. Seriously, this is the second time I have read it and I loved it just as much as the first time. I got just as engrossed in the story and I seriously think Liz Braswell and I could be best friends!
As Old As Time is the retelling of Beauty and the Beast and opens with the familiar story of the enchantress and the young, vain prince that we all know. You can probably still picture the stained-glass scene from the original 1991 movie and the dramatic ballroom scene in the 2017 remake.
Refusing to be eclipsed by these though, Braswell follows the well-known tale with: “It was a very good story. It often entertained the woman who lay in her black hole of a room, manacled to a hard, cold bed.”
Wait! What?
There, with one fell swoop, on the second page, Braswell brings an almost gothic darkness to the fairy tale. Of course, some would say it is already dark: very few people who are cursed to become a beast are particularly jolly about the situation! However, Braswell goes one step further by both revealing the story behind the enchantress and taking us on a journey to discover the ugly truth in the present.
Liz Braswell creates a kingdom where magic and non-magic people have lived together peacefully for years but where politics and a lack of cultural understanding is threatening to tear that apart as les charmantes find themselves persecuted by les naturels. (I can’t imagine where she draws her inspiration from(!))
It is in this kingdom that we meet a young dreamer called Maurice and the enchantress Rosalind, Belle’s mother (nicknamed Rose- so clever!). Maurice is very much a younger version of the character we grew up with: loveable and devoted to his inventions. Rosalind however is much more headstrong and impulsive: even changing her appearance on a whim. Her pride is fierce and we first meet her holding her own against a large man insulting ‘her kind’, calling her unnatural and a child of the devil. The bully soon learns the error of his ways when his nose is replaced by a pig’s snout but a warning runs all the way through this tale: “magic always comes back on itself”.
Maurice and Rosalind’s life is happy and settled at first but they soon start to witness the persecution of les charmantes for themselves. Thus, when the King and Queen call on Rosalind to protect them against the advancing plague, she passionately fights for her people…only to be rejected and turned away. Maurice, always the voice of reason, convinces Rosalind to at least protect the children and servants and so it comes to pass that Rosalind later visits the young prince, on the eve of his coronation, carrying with her the simple gift of a rose.
Braswell’s character development is, as always, impressive. Belle is immediately relatable as the kooky bookworm we know and love: her story running parallel to the film until we, as readers, develop a relationship with her parents. It is then that we discover there is a slight edge to Belle. Although clearly tortured by the fact her mother cursed a 10-year-old boy, Braswell’s Belle is desperate to be adventurous and heroic like the characters in her books but soon realises an adventure is not all it is cracked up to be. Like her mother, Belle can be quite impulsive: grabbing the enchanted rose before the beast can stop her and destroying any chance of breaking the spell. However, she is also quick and cunning, tricking the wardrobe into revealing the curse’s timeline. Nevertheless, the bravery of our protagonist can never be doubted and Belle embarks on one hell of a journey to discover the truth about her family and herself.
Uniquely, within As Old As Time we slowly see side-line characters weave their way into the lives and stories of our characters. Levi and Alaric, for example, are old friends of Maurice and Rosalind and are seemingly insignificant to the story at first. However, Levi is also the godfather to Belle and the village bookseller (“If you like it that much, it’s yours!” – that guy). Alaric on the other hand has a significant link to the castle and both carry clues with them that assist Belle on her quest.
Any Beauty and the Beast tale would not be complete without LeFou and Gaston – that infamous double act- but even Gaston is ever so slightly darker than his animated counterpart. Frederic: another friend from the past and, quite frankly, odd from the start also plays a pivotal role in the story but I won’t spoil the surprise for you!
As Old As Time is true to its name: weaving two stories into its plot at different points in time: the story that we all know and the story of how that came to be. It is an ominous tale with curses, murder, creepy ivy statues and a frankly terrifying tour of the lunatic asylum.
It is not all doom and gloom however; Liz Braswell takes a very tongue-in-cheek attitude towards the infamous scenes within Beauty and the Beast: invoking a dry sense of humour into the story. From a chapter named “Be Our … Oh You Know the Rest” to a direct reference to Stockholm Syndrome: Braswell makes sure that we do not expect her novel to be a copycat, heartfelt tale with a happy ending. Belle even remarks to the Beast that hoping she would fall in love with him within a month or so was wildly unrealistic.
This is very much a novel for the cynical Disney lovers amongst us and highly deserving of its title of a twisted tale!
As Old As Time is the retelling of Beauty and the Beast and opens with the familiar story of the enchantress and the young, vain prince that we all know. You can probably still picture the stained-glass scene from the original 1991 movie and the dramatic ballroom scene in the 2017 remake.
Refusing to be eclipsed by these though, Braswell follows the well-known tale with: “It was a very good story. It often entertained the woman who lay in her black hole of a room, manacled to a hard, cold bed.”
Wait! What?
There, with one fell swoop, on the second page, Braswell brings an almost gothic darkness to the fairy tale. Of course, some would say it is already dark: very few people who are cursed to become a beast are particularly jolly about the situation! However, Braswell goes one step further by both revealing the story behind the enchantress and taking us on a journey to discover the ugly truth in the present.
Liz Braswell creates a kingdom where magic and non-magic people have lived together peacefully for years but where politics and a lack of cultural understanding is threatening to tear that apart as les charmantes find themselves persecuted by les naturels. (I can’t imagine where she draws her inspiration from(!))
It is in this kingdom that we meet a young dreamer called Maurice and the enchantress Rosalind, Belle’s mother (nicknamed Rose- so clever!). Maurice is very much a younger version of the character we grew up with: loveable and devoted to his inventions. Rosalind however is much more headstrong and impulsive: even changing her appearance on a whim. Her pride is fierce and we first meet her holding her own against a large man insulting ‘her kind’, calling her unnatural and a child of the devil. The bully soon learns the error of his ways when his nose is replaced by a pig’s snout but a warning runs all the way through this tale: “magic always comes back on itself”.
Maurice and Rosalind’s life is happy and settled at first but they soon start to witness the persecution of les charmantes for themselves. Thus, when the King and Queen call on Rosalind to protect them against the advancing plague, she passionately fights for her people…only to be rejected and turned away. Maurice, always the voice of reason, convinces Rosalind to at least protect the children and servants and so it comes to pass that Rosalind later visits the young prince, on the eve of his coronation, carrying with her the simple gift of a rose.
Braswell’s character development is, as always, impressive. Belle is immediately relatable as the kooky bookworm we know and love: her story running parallel to the film until we, as readers, develop a relationship with her parents. It is then that we discover there is a slight edge to Belle. Although clearly tortured by the fact her mother cursed a 10-year-old boy, Braswell’s Belle is desperate to be adventurous and heroic like the characters in her books but soon realises an adventure is not all it is cracked up to be. Like her mother, Belle can be quite impulsive: grabbing the enchanted rose before the beast can stop her and destroying any chance of breaking the spell. However, she is also quick and cunning, tricking the wardrobe into revealing the curse’s timeline. Nevertheless, the bravery of our protagonist can never be doubted and Belle embarks on one hell of a journey to discover the truth about her family and herself.
Uniquely, within As Old As Time we slowly see side-line characters weave their way into the lives and stories of our characters. Levi and Alaric, for example, are old friends of Maurice and Rosalind and are seemingly insignificant to the story at first. However, Levi is also the godfather to Belle and the village bookseller (“If you like it that much, it’s yours!” – that guy). Alaric on the other hand has a significant link to the castle and both carry clues with them that assist Belle on her quest.
Any Beauty and the Beast tale would not be complete without LeFou and Gaston – that infamous double act- but even Gaston is ever so slightly darker than his animated counterpart. Frederic: another friend from the past and, quite frankly, odd from the start also plays a pivotal role in the story but I won’t spoil the surprise for you!
As Old As Time is true to its name: weaving two stories into its plot at different points in time: the story that we all know and the story of how that came to be. It is an ominous tale with curses, murder, creepy ivy statues and a frankly terrifying tour of the lunatic asylum.
It is not all doom and gloom however; Liz Braswell takes a very tongue-in-cheek attitude towards the infamous scenes within Beauty and the Beast: invoking a dry sense of humour into the story. From a chapter named “Be Our … Oh You Know the Rest” to a direct reference to Stockholm Syndrome: Braswell makes sure that we do not expect her novel to be a copycat, heartfelt tale with a happy ending. Belle even remarks to the Beast that hoping she would fall in love with him within a month or so was wildly unrealistic.
This is very much a novel for the cynical Disney lovers amongst us and highly deserving of its title of a twisted tale!

Noteshelf 2
Productivity and Education
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