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Kristy H (1252 KP) rated First Comes Love in Books
Feb 13, 2018
Josie and Meredith are sisters with an often antagonistic relationship. Older, impulsive Josie is single and seems to approach life head-on. Meredith, a married lawyer with a four-year-old daughter is more cautious and often annoyed by what she sees as her sister's antics. Josie, a first grade teacher, wants to find a man and settle down, but she wants to become a mom more than anything. Meanwhile, Meredith feels restless and trapped in her marriage, plagued by doubts and insecurities. Meredith and Josie lost their older brother in a tragic accident: an incident that influences and affects their entire family, even after fifteen years. With the anniversary of Daniel's accident looming, Josie and Meredith have to face their painful past, for once and for all.
This was a difficult book, but one I really enjoyed. I will warn you up front: neither Josie nor Meredith is a particularly likeable character. However, they were, at least to me, relatable, which is key. Their flaws are human and ones we can spot in ourselves and those around us. This book particularly hit home to me as a very real portrayal of how families deal with with loss and grief. Giffin did an excellent job of showing how Meredith, Josie, and Daniel's parents and close friends were still so affected by his passing after fifteen years. This will hit home to others in similar situations, grappling with the guilt and grief that comes with losing someone you love.
The book isn't always easy to read because of this, but I do think it's worth it. There are some comedic moments in there as well. Still, sometimes it's good to read about real life and to see it portrayed so realistically and clearly. The characters are flawed, but vivid and real and you become invested in their lives. Their tangled web is a twisted one, but it's one you want to see them emerge from. By the end, I found myself smiling and feeling at peace; I had really become caught up in these characters' lives, which I feel is the sign of a good book. It's not the tense sort of novel I'd like to read all the time, but this one resonated with me.
I received a copy of this novel from Netgalley (thank you!); it is available everywhere as of 06/28/2016.
This was a difficult book, but one I really enjoyed. I will warn you up front: neither Josie nor Meredith is a particularly likeable character. However, they were, at least to me, relatable, which is key. Their flaws are human and ones we can spot in ourselves and those around us. This book particularly hit home to me as a very real portrayal of how families deal with with loss and grief. Giffin did an excellent job of showing how Meredith, Josie, and Daniel's parents and close friends were still so affected by his passing after fifteen years. This will hit home to others in similar situations, grappling with the guilt and grief that comes with losing someone you love.
The book isn't always easy to read because of this, but I do think it's worth it. There are some comedic moments in there as well. Still, sometimes it's good to read about real life and to see it portrayed so realistically and clearly. The characters are flawed, but vivid and real and you become invested in their lives. Their tangled web is a twisted one, but it's one you want to see them emerge from. By the end, I found myself smiling and feeling at peace; I had really become caught up in these characters' lives, which I feel is the sign of a good book. It's not the tense sort of novel I'd like to read all the time, but this one resonated with me.
I received a copy of this novel from Netgalley (thank you!); it is available everywhere as of 06/28/2016.
Sophia (Bookwyrming Thoughts) (530 KP) rated Beautiful Creatures (Caster Chronicles, #1) in Books
Jan 23, 2020
Like most books I read, Beautiful Creatures was just randomly picked up and looked interesting, so I read it. Plus, I needed some books to occupy me and it was somehow on my to-read list already. I just didn't get the chance to read it over the summer. Call that lucky to be in the library at the time.
I will probably admit, that although I read the entire series, I didn't really like the first 2 books in the series. Except for the ending and the summaries. Which was why I continued reading the series. :) Or maybe there was just something special about Ethan, Lena, Riley, Link, etc that I just can't place a tab on? Or was there a little cliffhanger (which I totally love) that just urged me to read on and give the series another try?
I will also admit that I liked Beautiful Chaos overall. The character haven't changed... although they have. In a way. Ethan is still plain Wayward, just like from Day One. Besides getting "chased around" by his other self, of course. Lena is back to herself again, although she is now a light and dark caster due to the Seventeenth Moon. I didn't really enjoy Lena's distance and major meltdown from Beautiful Darkness, so it's nice to know that we get her back again.
Link has changed majorly in a way, at least in physical and how do you say this? erm, he's developed "Vampire-like" senses after being bit by John Breed from Beautiful Darkness, so he's now one-quarters Incubus. He's still on and off with Once Upon A Siren, Riley, but she's still same old, same old Riley. In Mortal form, yet continues about life Siren Style with no powers.
Overall, Beautiful Chaos is my favorite book out of the series so far. It's more action-packed than the books before it, even if it has quite the sad ending. I will most likely read the fourth and final book in the series, Beautiful Redemption (released already) because I just have to know what happens next to Ethan, Lena and the other characters.
Speaking of which, and I know I'm a bit off-topic, but who's excited for the Beautiful Creatures movie? I know am! The trailer looked awesome...
<a href="https://bookwyrmingthoughts.com/review-beautiful-chaos-by-kami-garcia-and-margaret-stohl/" target="_blank">This review was originally posted on Bookwyrming Thoughts</a>
I will probably admit, that although I read the entire series, I didn't really like the first 2 books in the series. Except for the ending and the summaries. Which was why I continued reading the series. :) Or maybe there was just something special about Ethan, Lena, Riley, Link, etc that I just can't place a tab on? Or was there a little cliffhanger (which I totally love) that just urged me to read on and give the series another try?
I will also admit that I liked Beautiful Chaos overall. The character haven't changed... although they have. In a way. Ethan is still plain Wayward, just like from Day One. Besides getting "chased around" by his other self, of course. Lena is back to herself again, although she is now a light and dark caster due to the Seventeenth Moon. I didn't really enjoy Lena's distance and major meltdown from Beautiful Darkness, so it's nice to know that we get her back again.
Link has changed majorly in a way, at least in physical and how do you say this? erm, he's developed "Vampire-like" senses after being bit by John Breed from Beautiful Darkness, so he's now one-quarters Incubus. He's still on and off with Once Upon A Siren, Riley, but she's still same old, same old Riley. In Mortal form, yet continues about life Siren Style with no powers.
Overall, Beautiful Chaos is my favorite book out of the series so far. It's more action-packed than the books before it, even if it has quite the sad ending. I will most likely read the fourth and final book in the series, Beautiful Redemption (released already) because I just have to know what happens next to Ethan, Lena and the other characters.
Speaking of which, and I know I'm a bit off-topic, but who's excited for the Beautiful Creatures movie? I know am! The trailer looked awesome...
<a href="https://bookwyrmingthoughts.com/review-beautiful-chaos-by-kami-garcia-and-margaret-stohl/" target="_blank">This review was originally posted on Bookwyrming Thoughts</a>
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Debbiereadsbook (1617 KP) rated Twilight Heist (Outlaws #2) in Books
Jan 25, 2023
awesome follow up to Midnight Heist!
Independent reviewer for Archaeolibrarian, I was gifted my copy of this book.
This is the second book in the Outlaws series, and I think it would help to have read book one, Midnight Heist before this one. Not strictly necessary, but it will give you a better view of this group of people and what they do. And you know, cos I said so!
This is a multi-layered story, and it took me a little bit of time to fully immerse myself into Leo and Tuck's story. It doesn't quite grab as much as Danny and Grif's does, but it packs a no less powerful punch.
Leo changed his name and ran from the Stockyard after his parents died. Tuck left the circus after his died too. When those two paths cross in the here and now, Leo knows he has to keep Tuck safe, without revealing his past.
This is a proper "kinda creeps up on ya" book! I mean, it came outta nowhere, whooping me upside the head with things I did not see coming! Once I started, and I should have read this AGES ago, I could not put it down.
It's dark and deadly, given both Leo's and Tuck's past. It's emotional and difficult reading in places, again due to their past, but also their fears for the future. Neither knows there can be anything long term between them, right? They are both damaged beyond repair. Super smexy! But I really wanted more smexy times on those silks! (I'm just greedy, don't judge me!)
The banter between the Outlaws is awesome and I loved that we got to catch up with Danny and Grif. I'm reading between the lines about who might be next, but I'm not voicing those words, cos I might be way, WAAAAAAAAAAAAAAAAAAAAAAAAY off the mark there! But Scarlet is growing on me, I love the way they flip from male to female pronouns and the guys just run with them. It did take me a while it book one to get Scarlet, but not so here, since I was aware of their fluidity.
An awesome follow-up to Midnight Heist.
5 full and shiny stars
*same worded review will appear elswhere
This is the second book in the Outlaws series, and I think it would help to have read book one, Midnight Heist before this one. Not strictly necessary, but it will give you a better view of this group of people and what they do. And you know, cos I said so!
This is a multi-layered story, and it took me a little bit of time to fully immerse myself into Leo and Tuck's story. It doesn't quite grab as much as Danny and Grif's does, but it packs a no less powerful punch.
Leo changed his name and ran from the Stockyard after his parents died. Tuck left the circus after his died too. When those two paths cross in the here and now, Leo knows he has to keep Tuck safe, without revealing his past.
This is a proper "kinda creeps up on ya" book! I mean, it came outta nowhere, whooping me upside the head with things I did not see coming! Once I started, and I should have read this AGES ago, I could not put it down.
It's dark and deadly, given both Leo's and Tuck's past. It's emotional and difficult reading in places, again due to their past, but also their fears for the future. Neither knows there can be anything long term between them, right? They are both damaged beyond repair. Super smexy! But I really wanted more smexy times on those silks! (I'm just greedy, don't judge me!)
The banter between the Outlaws is awesome and I loved that we got to catch up with Danny and Grif. I'm reading between the lines about who might be next, but I'm not voicing those words, cos I might be way, WAAAAAAAAAAAAAAAAAAAAAAAAY off the mark there! But Scarlet is growing on me, I love the way they flip from male to female pronouns and the guys just run with them. It did take me a while it book one to get Scarlet, but not so here, since I was aware of their fluidity.
An awesome follow-up to Midnight Heist.
5 full and shiny stars
*same worded review will appear elswhere
Purple Phoenix Games (2266 KP) rated YOHO (You Only Hang Once) in Tabletop Games
Jan 14, 2021
If you have been following us for a while you will no doubt remember my love of the pirate theme in board games. In fact, three of my top 20 games feature pirates. So when I heard the pitch for this one that it is a, “semi-cooperative card game for 2 to 4 players where you take on the role of a notorious pirate, stuck on a ship of thieves and liars” I knew I wanted in. While I wasn’t blown away, there are some quality play experiences to be had. Let me explain.
As mentioned previously, YOHO is a semi-cooperative game of pirate players attempting to find the Treasure and bury it in their safe spaces by the end of the game. Players will be assuming roles of jobs on a pirate ship: Captain, Quartermaster, Bosun, Seadog, and Pariah. These positions have jobs and pirating to do or else they may find themselves walking the plank.
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 players will choose their pirate persona and place it in front of them with the Loyal side showing. On the backside is the Rebel side, which will allow the player special abilities later in the game. A Captain is chosen and that player then doles out the remaining ranks of pirate jobs to the other players. Each player will be dealt five cards from the shuffled Blame deck (draw deck) for their starting hands. The top card from the deck is flipped to become the Blame Pile (discards). The Captain takes the Course card and places it Port side up. The game may now begin!
The active player’s turn will be comprised of four steps. The first step is refilling the hand to five cards. Should the player have more than five then no additional cards are drawn. Next the player will choose one card from hand to play to the Blame Pile. The card may not contain the same text as the card below it, so no stacking UNO Draw 2s. Once the card is played to the Blame Pile the active player will carry out the card’s instructions. These could be switching hands with other players, flipping their pirate cards to Rebel or vice versa to Loyal, Demoting pirate ranks, or one of the other four actions printed on the cards. Finally the active player passes the Course card to the next player to take their turn.
While this all seems typical of many card games, YOHO forks from the common by employing a Blame mechanic. One of the aforementioned other actions on cards is the Accuse action. When one player accuses another the Blame Pile is consulted, and whichever pirate’s rank number matches the highest sum of the matching rank number of cards in the Blame will take the entirety of the Blame Pile into their hand. For example, if the Bosun (3) accuses the Seadog (2) then the Blame Pile is sifted through in order to see how many cards match the 2 and 3 of the ranks involved. Add up the totals of these cards to arrive at the rank’s Blame. The larger number receives the Blame. Special rules are provided for when the Captain is both involved in an accusation and also when the Captain is forced to take the Blame.
The game ends once a pirate draws the last card from the Blame (draw) deck. Players will total their matching Blame in their hands, adjust this number if the player holds the Treasure card or if the pirate is Loyal vs. Rebel according to the Course card’s current display. The player with the most Blame will walk the plank and lose immediately. With a few other scoring rules the player still on board with the highest rank wins!
Components. This game is a deck of cards in a tuckbox. The cards are all fine quality with linen finish (the best finish methinks). The art is somewhat cartoony, but still enjoyable and not offensive at all. I don’t have any problems with the components in YOHO.
My first game of YOHO was played between my wife and I and it was a disaster. I strongly suggest playing with three or four, with four giving the best experience. When the full compliment is used there is only one “inactive” pirate who sits in the middle of the table holding onto their rank and not really doing anything. A ghost player, if you will. However, with two players there are three ghost players not doing anything. It just didn’t work with us AT ALL. But four players was quite enjoyable and actually saved this one for me.
I like the gameplay here. It is different and quirky, and I like that. The constantly-shifting ranks and demotions left and right makes players wish for promotions, but those only come as demotions to a higher rank. Also being able to accuse other players caters to the card counters in the group because they can be watching which cards are played to the Blame Pile and know exactly which rank has more cards represented. While that is dependent on the type of players involved, I have not found that to be a problem. I also really like the shifting Course card. When on Port all pirates can do their jobs, but as soon as it flips to Starboard the Rebel pirates may NOT complete their jobs. This is such an interesting way to utilize the active player token instead of just noting which player’s turn it is currently.
Again, I do NOT recommend playing with two, but definitely do recommend with four. I would be hesitant at three, but it can certainly work. Purple Phoenix Games gives this one a wishy-washy-swashbuckling 8 / 12. If your collection is missing another pirate card game that can be played quickly, has interesting twists, and fresh-feeling mechanics, give YOHO a try. You might finally have the chance to send your rival off the plank. But be warned, despite the title, there is no hanging in YOHO (You Only Hang Once).
As mentioned previously, YOHO is a semi-cooperative game of pirate players attempting to find the Treasure and bury it in their safe spaces by the end of the game. Players will be assuming roles of jobs on a pirate ship: Captain, Quartermaster, Bosun, Seadog, and Pariah. These positions have jobs and pirating to do or else they may find themselves walking the plank.
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 players will choose their pirate persona and place it in front of them with the Loyal side showing. On the backside is the Rebel side, which will allow the player special abilities later in the game. A Captain is chosen and that player then doles out the remaining ranks of pirate jobs to the other players. Each player will be dealt five cards from the shuffled Blame deck (draw deck) for their starting hands. The top card from the deck is flipped to become the Blame Pile (discards). The Captain takes the Course card and places it Port side up. The game may now begin!
The active player’s turn will be comprised of four steps. The first step is refilling the hand to five cards. Should the player have more than five then no additional cards are drawn. Next the player will choose one card from hand to play to the Blame Pile. The card may not contain the same text as the card below it, so no stacking UNO Draw 2s. Once the card is played to the Blame Pile the active player will carry out the card’s instructions. These could be switching hands with other players, flipping their pirate cards to Rebel or vice versa to Loyal, Demoting pirate ranks, or one of the other four actions printed on the cards. Finally the active player passes the Course card to the next player to take their turn.
While this all seems typical of many card games, YOHO forks from the common by employing a Blame mechanic. One of the aforementioned other actions on cards is the Accuse action. When one player accuses another the Blame Pile is consulted, and whichever pirate’s rank number matches the highest sum of the matching rank number of cards in the Blame will take the entirety of the Blame Pile into their hand. For example, if the Bosun (3) accuses the Seadog (2) then the Blame Pile is sifted through in order to see how many cards match the 2 and 3 of the ranks involved. Add up the totals of these cards to arrive at the rank’s Blame. The larger number receives the Blame. Special rules are provided for when the Captain is both involved in an accusation and also when the Captain is forced to take the Blame.
The game ends once a pirate draws the last card from the Blame (draw) deck. Players will total their matching Blame in their hands, adjust this number if the player holds the Treasure card or if the pirate is Loyal vs. Rebel according to the Course card’s current display. The player with the most Blame will walk the plank and lose immediately. With a few other scoring rules the player still on board with the highest rank wins!
Components. This game is a deck of cards in a tuckbox. The cards are all fine quality with linen finish (the best finish methinks). The art is somewhat cartoony, but still enjoyable and not offensive at all. I don’t have any problems with the components in YOHO.
My first game of YOHO was played between my wife and I and it was a disaster. I strongly suggest playing with three or four, with four giving the best experience. When the full compliment is used there is only one “inactive” pirate who sits in the middle of the table holding onto their rank and not really doing anything. A ghost player, if you will. However, with two players there are three ghost players not doing anything. It just didn’t work with us AT ALL. But four players was quite enjoyable and actually saved this one for me.
I like the gameplay here. It is different and quirky, and I like that. The constantly-shifting ranks and demotions left and right makes players wish for promotions, but those only come as demotions to a higher rank. Also being able to accuse other players caters to the card counters in the group because they can be watching which cards are played to the Blame Pile and know exactly which rank has more cards represented. While that is dependent on the type of players involved, I have not found that to be a problem. I also really like the shifting Course card. When on Port all pirates can do their jobs, but as soon as it flips to Starboard the Rebel pirates may NOT complete their jobs. This is such an interesting way to utilize the active player token instead of just noting which player’s turn it is currently.
Again, I do NOT recommend playing with two, but definitely do recommend with four. I would be hesitant at three, but it can certainly work. Purple Phoenix Games gives this one a wishy-washy-swashbuckling 8 / 12. If your collection is missing another pirate card game that can be played quickly, has interesting twists, and fresh-feeling mechanics, give YOHO a try. You might finally have the chance to send your rival off the plank. But be warned, despite the title, there is no hanging in YOHO (You Only Hang Once).
Carma (21 KP) rated How to Keep a Secret in Books
Jun 17, 2019
How to Keep a Secret is written in a different style than we normally see from Sarah Morgan. As with all her other novels, this one flows story to story without hesitation blending all 4 womens stories into one overall story. Not leaving you feel like you are reading separate stories, another 5 star, well done for Ms. Morgan.
How to Keep a Secret follows the stories of Mom Nancy, a painter who barely had time for her daughters while they grew up. Sisters Jenna, who longs for a baby with her husband (maybe too much), Lauren, whos husband unexpectedly dies leaving her in chaos with her teenage daughter Mack, who isnt much into supporting her mother right now. They each are well versed in secret keeping, will they come together as one to tackle them head on.
Each woman has her own story to tell and each is told with passion, compassion, dignity and grace from both their own perspectives and as seen from those around them. Once again Ms. Morgan uses her pen and paper to draw us into this world, surrounding us with new friends who we fight for, care about and are sad when they leave us.
Nancys story could be a mothers story from any age or perspective. She is the breadwinner and leaves the care of the girls up to their dad, the fun one. She feels like she has neglected them their whole lives and has no clue how to be there for them now. Having lost her husband 5 years ago she has become a shell of her former self. She has to do some major life adjustments and clean outs to get back to being herself again. Maybe even find love again.
Lauren is dealing with the loss of her husband as well, though in the present not the past as her mother is. She has lost the close connection with her teenage daughter Mack, and has absolutely no idea what happened to cause the rift. At her husbands funeral she finally finds out the reason behind Macks sudden departure. As she packs and moves back home to Marthas Vineyard, can she find peace with her daughter once again?
Jenna has suffered her own personal losses as of late she cant get pregnant. She has no idea why or how come, she just knows she wants a baby more than anything isnt being afforded the opportunity. If one more well-meaning person tells her how great a mom shed be when she finally decided to have a baby, she would spit nails. Shes decided the universe has not. Can her marriage to Greg withstand the constant pressure that comes from trying to make a baby and failing?
Mack is a confused, upset, lonely and borderline angry teenage girl. She just lost her dad Ed and is now having to move across the pond with her mother into her grandmothers house on Marthas Vineyard. Nothing about life is fair at this moment. Can she start over in a new place, with new friends and new family?
Ms. Morgan once again tells a beautiful story that has you so wrapped up in the lives of the characters you are quite upset that it has ended. I received a copy of the novel in advance without any expectations for review. Any and all opinions expressed are solely my own. I would advise you to run, not walk, to the nearest place that sells Ms. Morgans books and pick up a copy today.
How to Keep a Secret follows the stories of Mom Nancy, a painter who barely had time for her daughters while they grew up. Sisters Jenna, who longs for a baby with her husband (maybe too much), Lauren, whos husband unexpectedly dies leaving her in chaos with her teenage daughter Mack, who isnt much into supporting her mother right now. They each are well versed in secret keeping, will they come together as one to tackle them head on.
Each woman has her own story to tell and each is told with passion, compassion, dignity and grace from both their own perspectives and as seen from those around them. Once again Ms. Morgan uses her pen and paper to draw us into this world, surrounding us with new friends who we fight for, care about and are sad when they leave us.
Nancys story could be a mothers story from any age or perspective. She is the breadwinner and leaves the care of the girls up to their dad, the fun one. She feels like she has neglected them their whole lives and has no clue how to be there for them now. Having lost her husband 5 years ago she has become a shell of her former self. She has to do some major life adjustments and clean outs to get back to being herself again. Maybe even find love again.
Lauren is dealing with the loss of her husband as well, though in the present not the past as her mother is. She has lost the close connection with her teenage daughter Mack, and has absolutely no idea what happened to cause the rift. At her husbands funeral she finally finds out the reason behind Macks sudden departure. As she packs and moves back home to Marthas Vineyard, can she find peace with her daughter once again?
Jenna has suffered her own personal losses as of late she cant get pregnant. She has no idea why or how come, she just knows she wants a baby more than anything isnt being afforded the opportunity. If one more well-meaning person tells her how great a mom shed be when she finally decided to have a baby, she would spit nails. Shes decided the universe has not. Can her marriage to Greg withstand the constant pressure that comes from trying to make a baby and failing?
Mack is a confused, upset, lonely and borderline angry teenage girl. She just lost her dad Ed and is now having to move across the pond with her mother into her grandmothers house on Marthas Vineyard. Nothing about life is fair at this moment. Can she start over in a new place, with new friends and new family?
Ms. Morgan once again tells a beautiful story that has you so wrapped up in the lives of the characters you are quite upset that it has ended. I received a copy of the novel in advance without any expectations for review. Any and all opinions expressed are solely my own. I would advise you to run, not walk, to the nearest place that sells Ms. Morgans books and pick up a copy today.
BankofMarquis (1832 KP) rated Fantastic Beasts: The Secrets of Dumbledore (2022) in Movies
Apr 30, 2022
The Magic is Fading
Alas, the magic is fading in the Wizarding World
The 3rd installment of the Fantastic Beasts saga, THE SECRETS OF DUMBLEDORE is satisfying enough for fans of the ongoing Wizarding World of Harry Potter universe and will be time well spent for those of you that have watched all 8 Harry Potter films and the first 2 FANTASTIC BEASTS films, but it is nothing…magical.
Picking up where the 2nd film (THE CRIMES OF GRINDEWALD) left off, the arch-nemesis of Dumbledore (a game Jude Law) is in power and looking to start a war with the Muggles (non-magic folk). A ragtag group of heroes (are there any other kind) led by Newt Scamander (Eddie Redmayne) are humanity’s only hope.
And…while this worked well in the first series of film…this setup falls rather flat as it has a “been there done that” feel to it that is not really elevated above the ordinary.
The reason are numerous:
First, Newt Scamander is no Harry Potter. While Eddie Redymayne plays an interesting, quirky, central character - a character who’s unique skills were needed to defeat the bad guy in the first film - he is, really, a secondary character, yet he is the one we follow throughout the film. Kind of like watching the Harry Potter films through the eyes of Neville Longbottom.
Secondly, Grindewald (this time played by Mads Mikkelsen, replacing Johnny Depp) is no Voldemort. Grindewald was an interesting character set up in the first film, but by this film, he is pretty bland (and pretty blandly played by Mikkeslen who is, frankly, miscast).
Thirdly, Dumbledore (Jude Law in a very good performance, one that needed to be larger and more central) is sidelined for most of this film - a film about the battle between Grindewald and Dumbledore, a stumble (plotwise) to be sure in an awkward attempt to keeping the Newt Scamander character front and center.
Fortunately, the supporting cast is strong from Dan Fogler’s muggle, Jacob Kowalski to his love, Queenie (Alison Sudol) to Newt’s brother, Theseus (Callum Turner) to Newt’s assistant Bunty (Victoria Yeates) to Dumbledore’s brother, Aberforth (Richard Coyle) - all have their moments and are interesting (enough) to watch.
Unfortunately, Ezra Miller’s conflicted villain, Credence is poorly written with a crescendo to his character that lands with a thud. And, the inexplicable reason that Katherine Waterston’s main character of Tina is sidelined (rumors are she conflicted with J.K. Rowling) just doesn’t land, so, consequently, 2 major pieces from the first 2 films just don’t work.
What does work in this film is the magical sequences, as handled by Harry Potter veteran David Yates (who has now helmed 6 films in the Wizarding World franchise), the magical scenes are truly…magical. They are fun to watch and the real reason to watch this film, but the story is weak with a misguided viewpoint character that diminishes the fantasy for all.
Rumors are that this was supposed to be a 5 film franchise, but with box office diminishing for each successive Fantastic Beasts films, the filmmakers wisely decided to wrap up most storylines in this film.
It’s time to say goodbye to FANTASTIC BEASTS, but it should be time for the Wizarding World to go the way of Star Wars, Marvel and Star Trek - streaming TV series that breathes new life - and new, interesting characters - to a sagging franchise.
In the meantime, FANTASTIC BEASTS: THE SECRETS OF DUMBLEDORE is “good enough” and since it is all we have at the moment, it will have to do.
Letter Grade: B
7 stars (out of 10) - and you can take that to the Bank(ofMarquis)
The 3rd installment of the Fantastic Beasts saga, THE SECRETS OF DUMBLEDORE is satisfying enough for fans of the ongoing Wizarding World of Harry Potter universe and will be time well spent for those of you that have watched all 8 Harry Potter films and the first 2 FANTASTIC BEASTS films, but it is nothing…magical.
Picking up where the 2nd film (THE CRIMES OF GRINDEWALD) left off, the arch-nemesis of Dumbledore (a game Jude Law) is in power and looking to start a war with the Muggles (non-magic folk). A ragtag group of heroes (are there any other kind) led by Newt Scamander (Eddie Redmayne) are humanity’s only hope.
And…while this worked well in the first series of film…this setup falls rather flat as it has a “been there done that” feel to it that is not really elevated above the ordinary.
The reason are numerous:
First, Newt Scamander is no Harry Potter. While Eddie Redymayne plays an interesting, quirky, central character - a character who’s unique skills were needed to defeat the bad guy in the first film - he is, really, a secondary character, yet he is the one we follow throughout the film. Kind of like watching the Harry Potter films through the eyes of Neville Longbottom.
Secondly, Grindewald (this time played by Mads Mikkelsen, replacing Johnny Depp) is no Voldemort. Grindewald was an interesting character set up in the first film, but by this film, he is pretty bland (and pretty blandly played by Mikkeslen who is, frankly, miscast).
Thirdly, Dumbledore (Jude Law in a very good performance, one that needed to be larger and more central) is sidelined for most of this film - a film about the battle between Grindewald and Dumbledore, a stumble (plotwise) to be sure in an awkward attempt to keeping the Newt Scamander character front and center.
Fortunately, the supporting cast is strong from Dan Fogler’s muggle, Jacob Kowalski to his love, Queenie (Alison Sudol) to Newt’s brother, Theseus (Callum Turner) to Newt’s assistant Bunty (Victoria Yeates) to Dumbledore’s brother, Aberforth (Richard Coyle) - all have their moments and are interesting (enough) to watch.
Unfortunately, Ezra Miller’s conflicted villain, Credence is poorly written with a crescendo to his character that lands with a thud. And, the inexplicable reason that Katherine Waterston’s main character of Tina is sidelined (rumors are she conflicted with J.K. Rowling) just doesn’t land, so, consequently, 2 major pieces from the first 2 films just don’t work.
What does work in this film is the magical sequences, as handled by Harry Potter veteran David Yates (who has now helmed 6 films in the Wizarding World franchise), the magical scenes are truly…magical. They are fun to watch and the real reason to watch this film, but the story is weak with a misguided viewpoint character that diminishes the fantasy for all.
Rumors are that this was supposed to be a 5 film franchise, but with box office diminishing for each successive Fantastic Beasts films, the filmmakers wisely decided to wrap up most storylines in this film.
It’s time to say goodbye to FANTASTIC BEASTS, but it should be time for the Wizarding World to go the way of Star Wars, Marvel and Star Trek - streaming TV series that breathes new life - and new, interesting characters - to a sagging franchise.
In the meantime, FANTASTIC BEASTS: THE SECRETS OF DUMBLEDORE is “good enough” and since it is all we have at the moment, it will have to do.
Letter Grade: B
7 stars (out of 10) - and you can take that to the Bank(ofMarquis)
Purple Phoenix Games (2266 KP) rated MechaTop in Tabletop Games
Jul 2, 2020
I think it goes without saying that we at Purple Phoenix Games love board games – otherwise I wouldn’t be sitting here writing this preview. That being said, wargames are not something that our group has really gotten around to playing. So when Tabletop Systems L.T.D. reached out about having us preview their newest wargame system, curiosity got the best of me and I couldn’t refuse. If you’re in the same boat we were, check out MechaTop – this system might surprise you!
Disclaimer: We were provided with a PnP version of this game for the purposes of this preview. Please excuse my lack of a color printer, and rest assured that the cards are colorful and eye-catching. The rulebook we have is not the finalized version, but rather an up-to-date draft detailing the overall rules and gameplay. Some changes will probably take place during the Kickstarter campaign, so the finalized game system might have some differences to this preview. For more details, check out the publisher’s website! -L
MechaTop is a tabletop wargame system in which players pilot large Mecha suits and battle their opponents. To begin a game, you must first decide which game mode you want to play. After selecting the game mode, players create their Mecha teams for battle. Each game mode has an associated cost score limit – the highest maximum cost you can spend on your team. For example, a Mecha suit might cost 300, and the cost score limit for the chosen mode is 600, leaving you with 300 to spend on upgrade cards for your suit. Once all players have chosen and upgraded their Mecha suits, those corresponding cards are placing in their play area. Everyone then selects a Pilot card to be assigned to their Mecha suit, and receives a set of Button tokens and a secret Twist card (kept secret until played at any time during the game). Decide which weapons to equip on your suit for the start of the game, roll a d6, and take turns placing your Mecha in the playing field in ascending numerical order of the die rolls. You are officially ready to start the game now!
Each round begins with the Instinct Phase, where players decide which 2 Button tokens they want to play this round. The Button actions are: Attack, Movement/Rotation, Change Weapon/Reload, and possibly Telekinesis. After the Buttons have been selected, they are placed face-down on the playing field next to their corresponding Mecha suit. Next is the Initiative Phase, in which all players roll a d6 and the player who rolled the highest gets to act first in the round. On your turn, you may choose to activate 1 Button token, activate both Button tokens, or declare No Action and pass your turn. Choosing to activate only 1 Button allows you to perform a simple action, but activating both at the same time in certain combinations allows you to perform a more powerful type of the corresponding action. Choosing to do No Action allows you to keep both Button tokens facedown. The benefit to leaving either 1 or both Button tokens facedown is that you can then use them as reactions during an opponent’s turn. Let’s say an opponent tries to Attack you – if you have your Movement Button still at your disposal, you can use it to attempt to dodge the hit and negate that damage. If you don’t use a Button in that situation, or don’t have one left face-down, all the damage goes straight through on your suit, thus bringing you closer to losing the game. Be warned – some actions are automatic, but some are resolved by dice rolls, so you better hope luck is on your side! After all players have had a turn in Initiative Order, a new round begins with another Instinct Phase. Play continues in this manner until the win condition of the selected game mode has been met, and the winner is deemed victorious!
First and foremost, I think one of the coolest things about the MechaTop system is that it can be played using ANY mecha models, action figures, or standees that you choose. In my childhood, Transformers made up a decent amount of our household, so it’s neat that I am able to bring those back out again after all these years. The nostalgia is great in that sense, and it makes the game more enjoyable. Also along those lines, the game will come with blank Mecha and Pilot cards for you to create your own – the rulebook has a section dedicated to stat card creation. It’s a neat element that lets you add a personal twist to your game, and lets you sit in the pilot’s seat (see what I did there?) to make the game truly your own! In the team creation step, players also have the opportunity to buy Upgrades for their suits, and that gives you additional control over your game. You can create so many different combinations of Upgrades that keep each game unique and entertaining.
The overall game flow is pretty nice. The rounds are logical, and the Button tokens add a unique element of strategy that takes this game to the next level for me. Do you forego doing a special action this turn and save a Button token in case an opponent tries to attack you? Or are you willing to risk damage to your Mecha suit in order to execute the exact plan that you want? The Button tokens take MechaTop beyond a simple attack-and-defend wargame and incorporates strategy to help balance out the randomness of Initiative rolls. The Twist cards are a nice touch as well, because if played at the right time, they could literally turn the battle around for you! No matter how good your strategy is, however, all offensive/defensive actions are dictated by dice rolls. So there’s a bit of a luck element embedded in this game as well. You have to be able to adapt your strategy on the fly depending on how your die results are turning out!
There is a bit of a learning curve to this game that can make it seem daunting at first. Different actions require a different number of dice to roll, and knowing what results counts as a success or failure is not always easy to remember. Incorporating a Player Reference Sheet would eliminate some of the confusion, but it does get easier to remember the more you play the game. Probably the biggest drawback of the system for me is that there is no set game board or movement system. The rulebook details movement speeds and weapon ranges based on different scales of models you might use, but that honestly just went right over my head. Providing a set of bases for models, as well as a hex-grid board would take out that guess-work for players and make it easier to visualize movement and range. And that would help keep the game flowing smoothly because players would not have to spend time measuring distances across the play area.
Let’s talk components. As I mentioned earlier, we only have a PnP copy of MechaTop, so admittedly our components are not the best. That being said, the finalized game should be coming with nice colorful cards, sturdy cardboard tokens, and good quality dice. Don’t let my drab version keep you from checking out the game on BGG or its own website!
All in all, MechaTop is a wargame system that I can see myself playing again. The gameplay itself is straight-forward and simple to grasp, but the strategic elements incorporated with Button tokens, Twist cards, and Upgrades ensure that you will never play the same game twice. If you’re looking to get into wargame systems, or are just looking for a unique wargame setting, definitely check out the MechaTop Kickstarter when it goes live later this month!
Disclaimer: We were provided with a PnP version of this game for the purposes of this preview. Please excuse my lack of a color printer, and rest assured that the cards are colorful and eye-catching. The rulebook we have is not the finalized version, but rather an up-to-date draft detailing the overall rules and gameplay. Some changes will probably take place during the Kickstarter campaign, so the finalized game system might have some differences to this preview. For more details, check out the publisher’s website! -L
MechaTop is a tabletop wargame system in which players pilot large Mecha suits and battle their opponents. To begin a game, you must first decide which game mode you want to play. After selecting the game mode, players create their Mecha teams for battle. Each game mode has an associated cost score limit – the highest maximum cost you can spend on your team. For example, a Mecha suit might cost 300, and the cost score limit for the chosen mode is 600, leaving you with 300 to spend on upgrade cards for your suit. Once all players have chosen and upgraded their Mecha suits, those corresponding cards are placing in their play area. Everyone then selects a Pilot card to be assigned to their Mecha suit, and receives a set of Button tokens and a secret Twist card (kept secret until played at any time during the game). Decide which weapons to equip on your suit for the start of the game, roll a d6, and take turns placing your Mecha in the playing field in ascending numerical order of the die rolls. You are officially ready to start the game now!
Each round begins with the Instinct Phase, where players decide which 2 Button tokens they want to play this round. The Button actions are: Attack, Movement/Rotation, Change Weapon/Reload, and possibly Telekinesis. After the Buttons have been selected, they are placed face-down on the playing field next to their corresponding Mecha suit. Next is the Initiative Phase, in which all players roll a d6 and the player who rolled the highest gets to act first in the round. On your turn, you may choose to activate 1 Button token, activate both Button tokens, or declare No Action and pass your turn. Choosing to activate only 1 Button allows you to perform a simple action, but activating both at the same time in certain combinations allows you to perform a more powerful type of the corresponding action. Choosing to do No Action allows you to keep both Button tokens facedown. The benefit to leaving either 1 or both Button tokens facedown is that you can then use them as reactions during an opponent’s turn. Let’s say an opponent tries to Attack you – if you have your Movement Button still at your disposal, you can use it to attempt to dodge the hit and negate that damage. If you don’t use a Button in that situation, or don’t have one left face-down, all the damage goes straight through on your suit, thus bringing you closer to losing the game. Be warned – some actions are automatic, but some are resolved by dice rolls, so you better hope luck is on your side! After all players have had a turn in Initiative Order, a new round begins with another Instinct Phase. Play continues in this manner until the win condition of the selected game mode has been met, and the winner is deemed victorious!
First and foremost, I think one of the coolest things about the MechaTop system is that it can be played using ANY mecha models, action figures, or standees that you choose. In my childhood, Transformers made up a decent amount of our household, so it’s neat that I am able to bring those back out again after all these years. The nostalgia is great in that sense, and it makes the game more enjoyable. Also along those lines, the game will come with blank Mecha and Pilot cards for you to create your own – the rulebook has a section dedicated to stat card creation. It’s a neat element that lets you add a personal twist to your game, and lets you sit in the pilot’s seat (see what I did there?) to make the game truly your own! In the team creation step, players also have the opportunity to buy Upgrades for their suits, and that gives you additional control over your game. You can create so many different combinations of Upgrades that keep each game unique and entertaining.
The overall game flow is pretty nice. The rounds are logical, and the Button tokens add a unique element of strategy that takes this game to the next level for me. Do you forego doing a special action this turn and save a Button token in case an opponent tries to attack you? Or are you willing to risk damage to your Mecha suit in order to execute the exact plan that you want? The Button tokens take MechaTop beyond a simple attack-and-defend wargame and incorporates strategy to help balance out the randomness of Initiative rolls. The Twist cards are a nice touch as well, because if played at the right time, they could literally turn the battle around for you! No matter how good your strategy is, however, all offensive/defensive actions are dictated by dice rolls. So there’s a bit of a luck element embedded in this game as well. You have to be able to adapt your strategy on the fly depending on how your die results are turning out!
There is a bit of a learning curve to this game that can make it seem daunting at first. Different actions require a different number of dice to roll, and knowing what results counts as a success or failure is not always easy to remember. Incorporating a Player Reference Sheet would eliminate some of the confusion, but it does get easier to remember the more you play the game. Probably the biggest drawback of the system for me is that there is no set game board or movement system. The rulebook details movement speeds and weapon ranges based on different scales of models you might use, but that honestly just went right over my head. Providing a set of bases for models, as well as a hex-grid board would take out that guess-work for players and make it easier to visualize movement and range. And that would help keep the game flowing smoothly because players would not have to spend time measuring distances across the play area.
Let’s talk components. As I mentioned earlier, we only have a PnP copy of MechaTop, so admittedly our components are not the best. That being said, the finalized game should be coming with nice colorful cards, sturdy cardboard tokens, and good quality dice. Don’t let my drab version keep you from checking out the game on BGG or its own website!
All in all, MechaTop is a wargame system that I can see myself playing again. The gameplay itself is straight-forward and simple to grasp, but the strategic elements incorporated with Button tokens, Twist cards, and Upgrades ensure that you will never play the same game twice. If you’re looking to get into wargame systems, or are just looking for a unique wargame setting, definitely check out the MechaTop Kickstarter when it goes live later this month!
Sarah (7800 KP) rated Samsung Galaxy S10 in Tech
Mar 11, 2019 (Updated Mar 18, 2019)
Impressive
I'll begin by saying that I upgraded from an S8 to an S10. So my opinion of the S10 is based on my experience of the S8.
Looks wise, this phone is stunning. The virtually bezel-less display looks amazing and the cut out hole for the front camera works surprisingly well. I love that they've kept the edge screen too. The back of the phone with the new cameras layout looks very sleek and the prism white version that I opted for looks beautiful. The gorilla glass casing too feels so smooth and makes for a very nice phone to hold. My only criticism, which in all fairness goes for all phones not just the S10, is that this is a stunning phone but because it's not indestructible, it has to have a chunky ugly case and/or screen protector to protect it. Which for me spoils the enjoyment of having a phone that's both nice to look at and hold, and I just wish they'd find a way of making the phone more durable. Size wise it's ever so slightly bigger than the S8 but yet feels just as thin and light.
The display is visually flawless and vivid, and the processor is impressively fast. I'd thought my old S8 was fine and quick to use, but I can really see the difference in the processing speed in this. Storage capacity now comes at 128GB as standard - how we used to cope with phones with 16GB I'll never know. The cameras are definitely better than the S8 and more than good enough for what I use them for, with some manual features that would put some digital cameras to shame. The battery seems much improved although it's still early days to see whether it depletes over time. The new interface itself looks noticeably different but without making any major changes, and I really like it. And I'm glad they haven't done anything drastic. The only change I don't like is to Bixby, but I've never been a fan so its hardly worth caring.
I'm intrigued with features like the wireless power share, although I'm not sure when I'd get the chance to test this out. For me though the biggest feature change is the fingerprint sensor in the screen. And at the moment, I'm going to need a little convincing. Having the fingerprint sensor built into the sensor is a smart move and is definitely a much better location than the back like the S8. However it seems a little too specific and temperamental sometimes. If you don't put your finger in exactly the right place/position, it doesn't work. It doesn't even seem to like it when you are doing the right thing. I may reserve judgement on this for a while and hope that this is down to me getting used to a different type of sensor.
The only other glitch that I've spotted is with the use of headphones and Spotify. The headphone controls & screen lock don't seem to register with Spotify immediately and cutout or dont work. Annoying, but I have figured out a quick fix by using the lock screen controls first before using the headphones. With this being a new phone, I'm hoping this will get resolved in an update soon.
In short, this is a stunning looking phone that works well and is very slick. It may not have a massive amount of new features, but phone technology advances do appear to be slowing down and this is a much better upgrade than the S9 claimed to be.
Edit: I completely forgot another slightly irritating feature (or lack of) on the S10 - they've removed the LED indicator! I always loved this about the earlier Samsungs and while I know you have the AED to check notifications, it's not quite the same as a multicoloured flashing LED...
Looks wise, this phone is stunning. The virtually bezel-less display looks amazing and the cut out hole for the front camera works surprisingly well. I love that they've kept the edge screen too. The back of the phone with the new cameras layout looks very sleek and the prism white version that I opted for looks beautiful. The gorilla glass casing too feels so smooth and makes for a very nice phone to hold. My only criticism, which in all fairness goes for all phones not just the S10, is that this is a stunning phone but because it's not indestructible, it has to have a chunky ugly case and/or screen protector to protect it. Which for me spoils the enjoyment of having a phone that's both nice to look at and hold, and I just wish they'd find a way of making the phone more durable. Size wise it's ever so slightly bigger than the S8 but yet feels just as thin and light.
The display is visually flawless and vivid, and the processor is impressively fast. I'd thought my old S8 was fine and quick to use, but I can really see the difference in the processing speed in this. Storage capacity now comes at 128GB as standard - how we used to cope with phones with 16GB I'll never know. The cameras are definitely better than the S8 and more than good enough for what I use them for, with some manual features that would put some digital cameras to shame. The battery seems much improved although it's still early days to see whether it depletes over time. The new interface itself looks noticeably different but without making any major changes, and I really like it. And I'm glad they haven't done anything drastic. The only change I don't like is to Bixby, but I've never been a fan so its hardly worth caring.
I'm intrigued with features like the wireless power share, although I'm not sure when I'd get the chance to test this out. For me though the biggest feature change is the fingerprint sensor in the screen. And at the moment, I'm going to need a little convincing. Having the fingerprint sensor built into the sensor is a smart move and is definitely a much better location than the back like the S8. However it seems a little too specific and temperamental sometimes. If you don't put your finger in exactly the right place/position, it doesn't work. It doesn't even seem to like it when you are doing the right thing. I may reserve judgement on this for a while and hope that this is down to me getting used to a different type of sensor.
The only other glitch that I've spotted is with the use of headphones and Spotify. The headphone controls & screen lock don't seem to register with Spotify immediately and cutout or dont work. Annoying, but I have figured out a quick fix by using the lock screen controls first before using the headphones. With this being a new phone, I'm hoping this will get resolved in an update soon.
In short, this is a stunning looking phone that works well and is very slick. It may not have a massive amount of new features, but phone technology advances do appear to be slowing down and this is a much better upgrade than the S9 claimed to be.
Edit: I completely forgot another slightly irritating feature (or lack of) on the S10 - they've removed the LED indicator! I always loved this about the earlier Samsungs and while I know you have the AED to check notifications, it's not quite the same as a multicoloured flashing LED...
Purple Phoenix Games (2266 KP) rated The Quest Kids: Matching Adventure in Tabletop Games
Mar 25, 2021
Those of you with kids: you know how you are just aching for a good game to come out that will satisfy your 3-year-old’s interest, keep their attention throughout, and even get them talking about board games afterward? At least a game that isn’t super-basic and boring? Well have I a treat for you today. I may have just found the game for us!
The Quest Kids: Matching Adventure (can I please just call it MA from here please?) is a tile matching game based off the old evergreen Memory mechanic. However, this isn’t your gramma’s Memory. In it players are recruiting The Quest Kids to scare off the silly bad guys by matching tiles and collecting treasures. The player with the most stars at the end of the game will be the winner! But in actuality, all the players will be winners because all will have had a great time.
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, shuffle the brown tiles, forest tiles, and river tiles separately. Lay out the brown treehouse tiles face-down into a 5 x 4 grid. Around these brown tiles will be placed the river tiles and forest tiles, the numbers of which are dependent upon how lengthy the players wish the game to be. Add the appropriate types of treasure tokens to the provided treasure chest and the game is ready to begin! We ALWAYS let our little go first. They like that.
On a turn each player will attempt to recruit a Quest Kid Hero from the brown treehouse tiles. Once a match has been found the player may begin taking their hero on an adventure! Adventures can only be attempted when a player has matched two Hero tiles from the treehouse. An adventure consists of finding a matching pair of bad guys, one each from the forest and river. For example, in order to find the matching Honey Beard bad guy tiles a Hero would need to search the river for one tile AND the forest for its match.
When bad guys are matched they provide the player with a certain number of treasures, as printed on their tile. The player reaches into the treasure chest and pulls out the correct number of treasures (my son’s favorite part). These treasures provide a number of stars (VP) depending on whether the player has matched a specific hero or not. Less stars are awarded if the appropriate hero is absent, more stars if that hero has been matched by the player.
Some treehouse tiles contain Quest Kid Allies. These Allies provide stars, but also very helpful special abilities to be used on a future turn. When these Allies are matched, the active player keeps the tile with stars and gives away the matching tile to another player. So that other player may also use the Ally for its special ability on a future turn. Alliances with a 3-year-old? I can dig it! Alliances that do not involve said 3-year-old? Watch out for the forthcoming tantrum.
Play continues in this fashion of matching tiles, scaring away bad guys and receiving treasures, and utilizing Ally special abilities until all tiles have been matched and claimed. Players all add up their stars on their collected tiles and treasures, and the most stars collected wins the game!
Components. This game is a ton of tiles and treasure tokens. That equates to, well, a whole bunch of thick cardboard in a box. The material quality is very good, but I am most impressed with the art style. I love game art that can be cartoony while also being interesting and detailed. Such is the art here. The characters are really well illustrated and each have their own personality. I have one gripe about the components: the treasure tokens feature a small picture of the Hero that allows it to be worth more stars. That Hero picture is very very tiny and details do not really transfer well to the small space, so it IS difficult to know which Kid will power up the treasure. I did find a workaround if players are not colorblind: each Hero is featured along with a color. That same color is used as the token icon and can more easily be matched to the Hero. It may save some headache if players are able to use the color as the indicator instead of the tiny picture.
In a nutshell this is Memory with strategy. The main game mechanic is memory – matching up the tiles in order to collect them. However, by throwing in the randomness of treasure token pulls and the Ally special abilities, MA just becomes a thousand percent more compelling for children and adults alike. At the end of the game my son is having a great time and almost always asks to play again. The adults are also impressed that Memory can be so much fun!
So if you are looking for that game to introduce to your youngster that actually challenges their little minds, then I strongly recommend The Quest Kids: Matching Adventure. Yes, it’s Memory, but it’s Memory that is actually fun. It’s Memory with a theme, and a kid-based theme at that. It gives the littles an opportunity to look up to these kid heroes and lets them imagine being heroes themselves. Any game that helps to empower my children will definitely be a well-loved addition to my collection. Purple Phoenix Games (well, my wife, my son, and I) give this one a victoriously heroic 16 / 18. I won’t say that I will beat you every time, but my son may. I dare you to play against him. Just make sure you throw all your extra Allies to him or he will get real mad real quick.
The Quest Kids: Matching Adventure (can I please just call it MA from here please?) is a tile matching game based off the old evergreen Memory mechanic. However, this isn’t your gramma’s Memory. In it players are recruiting The Quest Kids to scare off the silly bad guys by matching tiles and collecting treasures. The player with the most stars at the end of the game will be the winner! But in actuality, all the players will be winners because all will have had a great time.
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, shuffle the brown tiles, forest tiles, and river tiles separately. Lay out the brown treehouse tiles face-down into a 5 x 4 grid. Around these brown tiles will be placed the river tiles and forest tiles, the numbers of which are dependent upon how lengthy the players wish the game to be. Add the appropriate types of treasure tokens to the provided treasure chest and the game is ready to begin! We ALWAYS let our little go first. They like that.
On a turn each player will attempt to recruit a Quest Kid Hero from the brown treehouse tiles. Once a match has been found the player may begin taking their hero on an adventure! Adventures can only be attempted when a player has matched two Hero tiles from the treehouse. An adventure consists of finding a matching pair of bad guys, one each from the forest and river. For example, in order to find the matching Honey Beard bad guy tiles a Hero would need to search the river for one tile AND the forest for its match.
When bad guys are matched they provide the player with a certain number of treasures, as printed on their tile. The player reaches into the treasure chest and pulls out the correct number of treasures (my son’s favorite part). These treasures provide a number of stars (VP) depending on whether the player has matched a specific hero or not. Less stars are awarded if the appropriate hero is absent, more stars if that hero has been matched by the player.
Some treehouse tiles contain Quest Kid Allies. These Allies provide stars, but also very helpful special abilities to be used on a future turn. When these Allies are matched, the active player keeps the tile with stars and gives away the matching tile to another player. So that other player may also use the Ally for its special ability on a future turn. Alliances with a 3-year-old? I can dig it! Alliances that do not involve said 3-year-old? Watch out for the forthcoming tantrum.
Play continues in this fashion of matching tiles, scaring away bad guys and receiving treasures, and utilizing Ally special abilities until all tiles have been matched and claimed. Players all add up their stars on their collected tiles and treasures, and the most stars collected wins the game!
Components. This game is a ton of tiles and treasure tokens. That equates to, well, a whole bunch of thick cardboard in a box. The material quality is very good, but I am most impressed with the art style. I love game art that can be cartoony while also being interesting and detailed. Such is the art here. The characters are really well illustrated and each have their own personality. I have one gripe about the components: the treasure tokens feature a small picture of the Hero that allows it to be worth more stars. That Hero picture is very very tiny and details do not really transfer well to the small space, so it IS difficult to know which Kid will power up the treasure. I did find a workaround if players are not colorblind: each Hero is featured along with a color. That same color is used as the token icon and can more easily be matched to the Hero. It may save some headache if players are able to use the color as the indicator instead of the tiny picture.
In a nutshell this is Memory with strategy. The main game mechanic is memory – matching up the tiles in order to collect them. However, by throwing in the randomness of treasure token pulls and the Ally special abilities, MA just becomes a thousand percent more compelling for children and adults alike. At the end of the game my son is having a great time and almost always asks to play again. The adults are also impressed that Memory can be so much fun!
So if you are looking for that game to introduce to your youngster that actually challenges their little minds, then I strongly recommend The Quest Kids: Matching Adventure. Yes, it’s Memory, but it’s Memory that is actually fun. It’s Memory with a theme, and a kid-based theme at that. It gives the littles an opportunity to look up to these kid heroes and lets them imagine being heroes themselves. Any game that helps to empower my children will definitely be a well-loved addition to my collection. Purple Phoenix Games (well, my wife, my son, and I) give this one a victoriously heroic 16 / 18. I won’t say that I will beat you every time, but my son may. I dare you to play against him. Just make sure you throw all your extra Allies to him or he will get real mad real quick.








