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Illeana Douglas recommended In a Lonely Place (1950) in Movies (curated)

Lottie disney bookworm (1056 KP) rated Scarlet Princess in Books
Aug 30, 2021
Death was a hefty price to pay for vodka.
I mean with an opening line like that you know it’s going to be a great book right?!
Regular readers will know I’m a bit of an ElBin fangirl and often devour their books in 1 or 2 days. Scarlet Princess was no exception: I kept my kids fed and held down my full-time job for the day but the rest of the time was spent reading this amazing return into the Lochlann world.
Scarlet Princess is the first in the Lochlann Feuds series which is based approximately 20 years after Autumn’s Reign, the final in the Lochlann Treaty series. However, you don’t have to read the Lochlann Treaty in order to read Scarlet Princess: the world building, plot and characters shine just as brightly for this to be a standalone novel.
“It’s a lotus flower. They’re rare, complex flowers. Difficult to keep alive.”
“That doesn’t sound like anyone I know”
Scarlet Princess introduces us to Rowan, the Princess of Lochlann and her cousin Davin, whom we briefly met in the Lochlann Treaty. The cousins give the impression that they either go looking for trouble, or trouble just finds them! Therefore, it shouldn’t be so surprising that when we meet them, Rowan and Davin are just about to find themselves imprisoned in the neighbouring kingdom of Socair.
Sadly, Socair and Lochlann don’t have the friendliest history so getting home will be no easy feat for the cousins, if they can escape death first.
“Amicable and accommodating, Princess. I wonder if you are capable of either.“
Rowan is, without a doubt, a product of her parents: with her fiery red curls and equally fiery attitude it is easy for us to assume that Rowan takes after her father but then you find yourself internally shouting (or externally- no judgement) “why did you do that?!” and suddenly you see her mother's emotional, impulsive nature.
The smart mouth and the booziness? Well that’s just what makes Rowan, Rowan! And we love her for it!
“Am I boring you Princess Rowan?” He sighed.
“Always”
As Rowan’s journey continues though we see that she has been deeply affected by her parents’ quest for love. Our princess is quite closed off to love and is happy for a marriage to be arranged for her. At her young age Rowan equates love with warring kingdoms, losing children, losing husbands: ultimately, she equates love with loss.
Maybe that is why Rowan hides behind a mask of sarcasm and glib comments, seldom ever facing the reality of her predicament until it is too late.
I didn’t want the kind of love that could break you.
Behind her sarcasm though it is clear Rowan cares deeply about issues such as poverty and equality. She is forced to see that her life is very different in Lochlann, where villagers are not suffering and are looked after by their leaders; women are not seen as quiet mice who need protecting as they are in Socair. Maybe, just maybe, her life in Lochlann wasn’t as bad as she thought? But will Rowan ever see Lochlann again?
Besides, I never had been good at making the smart choice.
The cast of characters surrounding Rowan are equally as amazing as our princess. Davin is a ladies’ man just like his father, Iiro is authoritative one minute but then casually tortures his brother sensibilities the next and Mila is a great friend who comes swooping into Rowan’s life – there is definitely more to Mila than meets the eye though.
Rowan’s escort through Socair and the poor soul on the other end of most of her sarcasm is Lord Theodore, her captor and the heir to the Elk clan. Theo is fair where Rowan is fiery; stoic where she is scandalous and the tension between them …. oof it’s enough to make you swoon!
“You know when something just catches your attention and you can’t explain it?“
I loved revisiting Lochlann only to be immersed in the Kingdom of Socair: the mysterious enemy lurking behind the mountain. The 9 clans created a whole new dynamic from the previous books and the plot arc could have easily got lost within all the clan politics but it flowed beautifully.
All I will say is that I really shouldn’t trust Robin and Elle with happy endings – they will always rip it away with a few chapters to go. These two are the Queens of cliff-hangers!
Grab your copy of Scarlet Princess on August 27th 2021. Devour it in one day and then join me anxiously anticipating the sequel, Tarnished Crown in November 2021.
I mean with an opening line like that you know it’s going to be a great book right?!
Regular readers will know I’m a bit of an ElBin fangirl and often devour their books in 1 or 2 days. Scarlet Princess was no exception: I kept my kids fed and held down my full-time job for the day but the rest of the time was spent reading this amazing return into the Lochlann world.
Scarlet Princess is the first in the Lochlann Feuds series which is based approximately 20 years after Autumn’s Reign, the final in the Lochlann Treaty series. However, you don’t have to read the Lochlann Treaty in order to read Scarlet Princess: the world building, plot and characters shine just as brightly for this to be a standalone novel.
“It’s a lotus flower. They’re rare, complex flowers. Difficult to keep alive.”
“That doesn’t sound like anyone I know”
Scarlet Princess introduces us to Rowan, the Princess of Lochlann and her cousin Davin, whom we briefly met in the Lochlann Treaty. The cousins give the impression that they either go looking for trouble, or trouble just finds them! Therefore, it shouldn’t be so surprising that when we meet them, Rowan and Davin are just about to find themselves imprisoned in the neighbouring kingdom of Socair.
Sadly, Socair and Lochlann don’t have the friendliest history so getting home will be no easy feat for the cousins, if they can escape death first.
“Amicable and accommodating, Princess. I wonder if you are capable of either.“
Rowan is, without a doubt, a product of her parents: with her fiery red curls and equally fiery attitude it is easy for us to assume that Rowan takes after her father but then you find yourself internally shouting (or externally- no judgement) “why did you do that?!” and suddenly you see her mother's emotional, impulsive nature.
The smart mouth and the booziness? Well that’s just what makes Rowan, Rowan! And we love her for it!
“Am I boring you Princess Rowan?” He sighed.
“Always”
As Rowan’s journey continues though we see that she has been deeply affected by her parents’ quest for love. Our princess is quite closed off to love and is happy for a marriage to be arranged for her. At her young age Rowan equates love with warring kingdoms, losing children, losing husbands: ultimately, she equates love with loss.
Maybe that is why Rowan hides behind a mask of sarcasm and glib comments, seldom ever facing the reality of her predicament until it is too late.
I didn’t want the kind of love that could break you.
Behind her sarcasm though it is clear Rowan cares deeply about issues such as poverty and equality. She is forced to see that her life is very different in Lochlann, where villagers are not suffering and are looked after by their leaders; women are not seen as quiet mice who need protecting as they are in Socair. Maybe, just maybe, her life in Lochlann wasn’t as bad as she thought? But will Rowan ever see Lochlann again?
Besides, I never had been good at making the smart choice.
The cast of characters surrounding Rowan are equally as amazing as our princess. Davin is a ladies’ man just like his father, Iiro is authoritative one minute but then casually tortures his brother sensibilities the next and Mila is a great friend who comes swooping into Rowan’s life – there is definitely more to Mila than meets the eye though.
Rowan’s escort through Socair and the poor soul on the other end of most of her sarcasm is Lord Theodore, her captor and the heir to the Elk clan. Theo is fair where Rowan is fiery; stoic where she is scandalous and the tension between them …. oof it’s enough to make you swoon!
“You know when something just catches your attention and you can’t explain it?“
I loved revisiting Lochlann only to be immersed in the Kingdom of Socair: the mysterious enemy lurking behind the mountain. The 9 clans created a whole new dynamic from the previous books and the plot arc could have easily got lost within all the clan politics but it flowed beautifully.
All I will say is that I really shouldn’t trust Robin and Elle with happy endings – they will always rip it away with a few chapters to go. These two are the Queens of cliff-hangers!
Grab your copy of Scarlet Princess on August 27th 2021. Devour it in one day and then join me anxiously anticipating the sequel, Tarnished Crown in November 2021.

Debbiereadsbook (1437 KP) rated The Glasshouse (Lavender Shores #6) in Books
Apr 24, 2018
love love LOVE this series!
Independent reviewer for Archaeolibrarian, I was gifted my copy of this book.
This is book 6 in the series, but you don't need to have read there other books to follow this one. They can all be read as stand alones. But they are all 4 and 5 star reviews, from me!
I keep flipping from 4 to 5 stars and back to four again, and I have no idea why I keep crossing the numbers out at the top of the page, so gonna split the difference and call it 4.5 stars, rounded up to 5 for the blog!
A little bit more of an emotional read, this one. I felt for Harrison, I really did. I cried for him when he runs, first from Will then from Adrian. And cheered for him when he finds himself, after being someone else for everyone for so very long.
But equally, Adrian wrecks your heart too! While he fights for what he feels for Harrison in the beginning, then letting it all out and going all in, and when he was waiting for Harrison to come back to him. Oh Lord, the waiting was painful!
Harrison's brother Jasper plays a huge part here, and I think he should get a story too. Adrian's brother too, but to a lesser degree. He needs a happy ever after though, after such loss. OH!! Did I see that one being laid out?? Maybe not, we'll see!
But my overwhelming feeling (and ya'll know I'm all about sharing the feelings!) is that I want, no, I NEED the story of Adrian's uncles, Alex and Alan. Alex' diary was found in one of the couples (I forget which) house when they are remodeling. Adrian references Alex' diary here, and I so desperately want to hear their story. Although members of the Founding Families, they didn't have it as easy as the guys in Lavender Shores do now. I think THEIR story would be a welcome addition to this series.
As I read each one of these books, I find once I start, I cannot stop and I have read most of them in one sitting. They aren't short books, some 300 pages but everything just grinds to a halt when I start. So, please, keep them coming!
Ah stuff it!
5 full and shiny stars!
**same worded review will appear elsewhe
This is book 6 in the series, but you don't need to have read there other books to follow this one. They can all be read as stand alones. But they are all 4 and 5 star reviews, from me!
I keep flipping from 4 to 5 stars and back to four again, and I have no idea why I keep crossing the numbers out at the top of the page, so gonna split the difference and call it 4.5 stars, rounded up to 5 for the blog!
A little bit more of an emotional read, this one. I felt for Harrison, I really did. I cried for him when he runs, first from Will then from Adrian. And cheered for him when he finds himself, after being someone else for everyone for so very long.
But equally, Adrian wrecks your heart too! While he fights for what he feels for Harrison in the beginning, then letting it all out and going all in, and when he was waiting for Harrison to come back to him. Oh Lord, the waiting was painful!
Harrison's brother Jasper plays a huge part here, and I think he should get a story too. Adrian's brother too, but to a lesser degree. He needs a happy ever after though, after such loss. OH!! Did I see that one being laid out?? Maybe not, we'll see!
But my overwhelming feeling (and ya'll know I'm all about sharing the feelings!) is that I want, no, I NEED the story of Adrian's uncles, Alex and Alan. Alex' diary was found in one of the couples (I forget which) house when they are remodeling. Adrian references Alex' diary here, and I so desperately want to hear their story. Although members of the Founding Families, they didn't have it as easy as the guys in Lavender Shores do now. I think THEIR story would be a welcome addition to this series.
As I read each one of these books, I find once I start, I cannot stop and I have read most of them in one sitting. They aren't short books, some 300 pages but everything just grinds to a halt when I start. So, please, keep them coming!
Ah stuff it!
5 full and shiny stars!
**same worded review will appear elsewhe

Jessica - Where the Book Ends (15 KP) rated Upside Down (Off the Map, #1) in Books
Jan 30, 2019
*** I received this book in exchange for an honest review. ***
Let me first start off with... WOW! I thoroughly enjoyed this book! The pacing was perfect! The characters are so great! The journey was beautiful. The story on some levels almost made me feel like I was reading a Jessica Park novel.
The setting of Australia was an awesome choice, and something I'm completely unfamiliar with. Also, the way Lia Riley uses slang terms that Australians use really brought the atmosphere and setting to life for me.
I was so happy when I saw Lia Riley was going to tackle OCD (Obsessive Compulsive Disorder), and I wasn't sure how this was going to work, especially with love story and making sure that all the pieces fit perfectly in place. She did it. Boy, did she do it.
Talia its a great character. When you first meet her she's sad, safe, reserved and mourning the loss of her sister Pippa. Talia is on a mission, and going to Australia might be the answer to her problems, but she has no idea. See, Talia has OCD, and her father and her therapist is worried about her trying to move around the world for six months. But she's confidant that this is what she needs to create Talia 2.0.
Enter Bran. He's the perfectly hot surfer, and when he crosses paths with Talia his world changes forever. Bran has his own demons to try and escape, and he's been so emotionally damaged that he doesn't do love. He doesn't get close to people. Bran calls his parents by their first names, and he's slept with more girls than he can count.
The relationship that Talia and Bran have evolves so much throughout this book, and its a beautiful thing watching it grow. It isn't insta love, just add water. Nope, they are both damaged and trying to relearn love at it's basic most primitive level.
Upside Down is the first book in the Off the Map series, and I can't wait for the second book! I am sad I have to part with Bran and Talia, but I know more is coming soon. I gave this book four stars for its creativity and freshness. Upside Down is a beautiful tale of life, death, love, and two lives from opposite sides of the planet that bring two people together who fit perfectly.
Let me first start off with... WOW! I thoroughly enjoyed this book! The pacing was perfect! The characters are so great! The journey was beautiful. The story on some levels almost made me feel like I was reading a Jessica Park novel.
The setting of Australia was an awesome choice, and something I'm completely unfamiliar with. Also, the way Lia Riley uses slang terms that Australians use really brought the atmosphere and setting to life for me.
I was so happy when I saw Lia Riley was going to tackle OCD (Obsessive Compulsive Disorder), and I wasn't sure how this was going to work, especially with love story and making sure that all the pieces fit perfectly in place. She did it. Boy, did she do it.
Talia its a great character. When you first meet her she's sad, safe, reserved and mourning the loss of her sister Pippa. Talia is on a mission, and going to Australia might be the answer to her problems, but she has no idea. See, Talia has OCD, and her father and her therapist is worried about her trying to move around the world for six months. But she's confidant that this is what she needs to create Talia 2.0.
Enter Bran. He's the perfectly hot surfer, and when he crosses paths with Talia his world changes forever. Bran has his own demons to try and escape, and he's been so emotionally damaged that he doesn't do love. He doesn't get close to people. Bran calls his parents by their first names, and he's slept with more girls than he can count.
The relationship that Talia and Bran have evolves so much throughout this book, and its a beautiful thing watching it grow. It isn't insta love, just add water. Nope, they are both damaged and trying to relearn love at it's basic most primitive level.
Upside Down is the first book in the Off the Map series, and I can't wait for the second book! I am sad I have to part with Bran and Talia, but I know more is coming soon. I gave this book four stars for its creativity and freshness. Upside Down is a beautiful tale of life, death, love, and two lives from opposite sides of the planet that bring two people together who fit perfectly.

Debbiereadsbook (1437 KP) rated Confined Desires (Rehoboth Pact #1) in Books
Mar 25, 2021
It's not especially explicit, but it IS full of love and passion
Independent reviewer for Archaeolibrarian, I was gifted my copy of this book.
Mia splits with her boyfriend and comes home, to Sky since she has nowhere else to go. Then the world comes crazy and there is stay at home order. Can Sky and Mia manage in a tiny one bed flat, in close proximity, and keep their hands off each other?
I have to commend Ms McIntyre. For a while she only wrote male/female pairings. The last book I read of her's was a M/M pairing, and this is a F/F pairing. And she nailed this, as she did Midnight Heist!
Sky has lusted, LOVED Mia since high school. She's not sure she can cope with them being so close for an extended time. Mia is, quite simply, the only woman for her. Mia, in turn has had feelings for Sky for equally as long. She just wasn't exactly sure WHAT she was feeling then, but she is now.
It's great watching them dance around each other for a while, and then fall headlong over that cliff. Only for Sky to mess it all up by keeping her mouth shut. Oh, I wanted to punch her then, I really did, especially as Mia poured her heart out to her!
It's not especially explicit, but it IS full of love and passion. It's emotional too, with Sky dealing with the loss of her sister, and Mia's female parental unit (I don't like her, can you tell?!?)
It is the first 'virus' book I've read, and I expect there to be more, but every one of those books will have to stand against this one, in that regard, cos it is so well done!
The title of the series is the Rehoboth Pact. I loved the reason for that, and that Aubrey evokes said pact when Sky acts stoopid! There is a third friend, Kyle, in the pact. We didn't meet her yet though. Aubs is here though, and she's a lot of fun! So, I'm assuming that the series will be around these three girls. Can't wait to read them!
It's not a compliacted read, just a story of two girls seeing who is right in front of them, and acting on your feelings.
4 solid stars
**same worded review will appear elsewhere**
Mia splits with her boyfriend and comes home, to Sky since she has nowhere else to go. Then the world comes crazy and there is stay at home order. Can Sky and Mia manage in a tiny one bed flat, in close proximity, and keep their hands off each other?
I have to commend Ms McIntyre. For a while she only wrote male/female pairings. The last book I read of her's was a M/M pairing, and this is a F/F pairing. And she nailed this, as she did Midnight Heist!
Sky has lusted, LOVED Mia since high school. She's not sure she can cope with them being so close for an extended time. Mia is, quite simply, the only woman for her. Mia, in turn has had feelings for Sky for equally as long. She just wasn't exactly sure WHAT she was feeling then, but she is now.
It's great watching them dance around each other for a while, and then fall headlong over that cliff. Only for Sky to mess it all up by keeping her mouth shut. Oh, I wanted to punch her then, I really did, especially as Mia poured her heart out to her!
It's not especially explicit, but it IS full of love and passion. It's emotional too, with Sky dealing with the loss of her sister, and Mia's female parental unit (I don't like her, can you tell?!?)
It is the first 'virus' book I've read, and I expect there to be more, but every one of those books will have to stand against this one, in that regard, cos it is so well done!
The title of the series is the Rehoboth Pact. I loved the reason for that, and that Aubrey evokes said pact when Sky acts stoopid! There is a third friend, Kyle, in the pact. We didn't meet her yet though. Aubs is here though, and she's a lot of fun! So, I'm assuming that the series will be around these three girls. Can't wait to read them!
It's not a compliacted read, just a story of two girls seeing who is right in front of them, and acting on your feelings.
4 solid stars
**same worded review will appear elsewhere**

Purple Phoenix Games (2266 KP) rated Tiny Epic Western in Tabletop Games
Dec 30, 2021
It’s no secret that we at Purple Phoenix Games are fans of the Tiny Epic series. But one that had evaded our reviews until this point was Tiny Epic Western. Admittedly, this one has been sitting on my shelf of shame for quite some time, so I finally decided it was time to take it off the shelf and bring it to the table! After squaring up with TEW, how does it compare to the rest in the series? Is this the rootinest tootinest of the bunch, or should it be bucked off my shelf?
Disclaimer: I do not intend to rehash the entire rulebook in this review, as there are just too many details, but will instead provide a more general overview of the rules and gameplay. -L
Tiny Epic Western is a game of worker placement and set collection in which players are trying to amass the most end-game victory points. Played over a series of rounds, players will be placing their Posse (Meeples), collecting Influence and taking actions, dueling opponents (if necessary), playing a bit of poker, and buying buildings in an effort to become the most powerful boss in this wild west town. To setup for a game, place the Location Mats as described in the rules, dealing a Building Card where appropriate. Each player receives a Boss card, 3 Posse tokens (Meeples), and one of each of the Influence trackers (Money, Law, and Force), placed on the 1 space of their card. Shuffle the decks of Building Cards and Poker Cards separately, choose a starting player (who receives the Dealer token), place the Wanted card/Gunslinger dice in the center of the play area, and the game is ready to begin! Pictured below is the starting setup for a 3-player game.
The game is played over 6 total rounds, each of which is broken into 4 phases: Shuffle and Deal, Posse Placement, Resolution, and Buy. To start a round, the Dealer shuffles the deck of Poker cards, and then deals 1 card face-up to the 6 empty spaces between the Location Mats. One Poker card is dealt face-down to the Rival Space (under the Town Hall Location Mat), and 2 Poker cards are dealt face-down to each player. Players look at both of their cards and pick 1 to keep, discarding the other. The round then moves to phase 2: Posse Placement. Starting with the Dealer, players will take turns placing Posse tokens onto the placement spots on any of the Location mats. All placement spots grant unique benefits (collecting different Influence or performing Building card actions) that are performed either immediately or during later phases of the round. What happens if an opponent took a placement spot that you wanted? Then it’s time for an old-fashioned duel! The dueling players each roll a Gunslinger die, modify it if they so choose, and determine a winner. Players continue taking turns placing Posse tokens until all available Posse tokens have been placed.
When all Posse tokens have been placed, the round moves to phase 3: Resolution. The first step of this phase is to reveal Poker cards – all players reveal their cards, and the card in the Rival Space is also revealed. Moving clockwise from the Town Hall, each Location will be resolved by ‘playing’ three-card poker. Each Location has 2 Poker cards directly adjacent to it (placed between the Locations in phase 1), and those 2 cards plus the one in your hand will form your Poker hand. Any players with Posse tokens on the Location will compare their Poker hands to determine a winner. If you win the hand, you collect the Winner’s Pot (extra benefits) and are able to collect any delayed benefits from placement spots in the Posse Placement phase. Losing the hand earns you nothing *womp womp*. If you are the only Posse on a Location (with no opponents) you will compare your hand to that of the Rival. The Rival’s hand uses the cards adjacent to the Town Hall, plus the revealed card in the Rival Space. If you have a better hand, you win the benefits on your Location. If the Rival wins, though, you do not collect these benefits. All Locations are resolved in this fashion before the last phase of the round, Buy, begins.
To start this phase, all players will compare their three-card Poker hands using the 2 Poker cards adjacent to the Town Hall. The player with the best hand will act first in this phase, followed by the next best hand, and so on. The first player may now choose to buy a Building card from any Location on which they have a Posse token. Pay the requisite amount of Influence to purchase a Building, and add it to the Porch Slot on your color-corresponding Location Mat. The power granted by this Building card is now available for use in future rounds. Once all players have had the option to purchase a Building, the player with the best hand will advance one of the Industry Tokens at Town Hall. The placements of Industry Tokens will affect end-game scoring, so keep that in mind as the game progresses. When all steps of the Buy phase are performed, the round now ends. Players collect all their Posse tokens back to their boss cards, all Poker cards are collected and re-shuffled, new Building cards are dealt to Locations from which they were purchased this round, and the Dealer token is passed to the next clockwise player. If a player did not buy a Building at all during the round, they have gained the Third Posse Benefit for the coming round – granting them an additional Posse token to place during phase 2. Otherwise, all players will only ever have 2 Posse tokens to place.
After a total of 6 complete rounds, the game ends and points are tallied. Victory Points are earned from Building cards bought throughout the game. Building cards have a specified VP amount, and also have a collection of Industry Icons on them. Using the final placement of the Industry Tokens on the board, players will earn points for Industry Icon sets they have collected. And finally, whomever holds the Wanted card (won the last duel) gains an additional 2 VP. Points are all counted, and the player with the highest score is the winner.
That all probably sounds pretty complicated. But I do have to say that verbally explaining/teaching the game (and being able to use components for examples) is waaaaay easier than doing so through a text review. So please do not let the seemingly complex gameplay turn you off from this game. Once you get a basic understanding of the phases of each round, the game moves along pretty seamlessly. Honestly, the biggest learning curve for me to conquer was playing three-card poker. As someone who has never played any form of poker before, this was probably what had me most hesitant about learning TEW. After having played it now, three-card poker really isn’t too complicated, and there are some nice player reference cards to help you figure it out.
Aside from the poker element, this game really comes down to worker placement and strategy. Each Location card only has a finite number of placement spots, and the resources required to buy Buildings are not exactly in abundance. This affects your strategy, as you must decide which resources to collect at what times, as well as deciding whether you need to duel someone for a coveted resource. Another element to your strategy? You may only buy Building cards from Locations on which you have a Posse token. Maybe none of those placement spots really appeal to you this round, but you reaaaaally want that specific Building card. Are you willing to ‘burn’ a Posse token for the chance to buy it? Or is there a different Location that offers a useful resources and a desirable Building card? Also, keep in mind how your poker hand will come into play. Since poker cards are dealt to each Location at the start of a round, you are able to see what your hand will be for each Location. Maybe you have a pretty strong hand at the Bank Location, but at the Courthouse the cards end up being a bust. Are you willing to risk a placement in hopes that you have the best hand of the bunch? Because remember – if you don’t have the best hand at a Location, you get no resources/rewards! There are so many elements to a successful strategy with this game, and it really keeps all players engaged at all times. Be warned though – the variety of strategic options could be difficult for some AP-prone players.
Let me touch on components for a minute. As with all Tiny Epic games, the production quality of TEW is pretty stellar. The cards are nice and sturdy, and the iconography is clear. The Posse tokens are cute Meeples with cowboy hats, and they are nice and chunky. The only thing I don’t really like about this game are the Gunslinger dice. In theory, they are super cool, but in actual execution, they leave much to be desired. The numbers aren’t really clearly define, so they’re a bit tricky to read. Aside from that, a pretty high quality game here.
So all in all, how does Tiny Epic Western stand up in the series? It is definitely one of the heavier games of the bunch, and there is so much more going on than initially meets the eye. It feels daunting for the first few plays, but once you get the phases under your belt, it really flows pretty well. I can’t say that it is my favorite Tiny Epic game, as I just personally feel like there are too many elements going on at the same time. You’re strategizing your worker placement, but also need to consider buying Buildings for VP and to collect sets of Industry Icons and for their specific abilities, as well as figuring out your poker hand for 5 different Locations, and dealing with duels. Some people might really be into that amount of strategic forethought, but it feels a bit cumbersome to me. That being said, Purple Phoenix Games gives this three-card poker game a 3/6. The gameplay is decent, just not really my kind of game.
Disclaimer: I do not intend to rehash the entire rulebook in this review, as there are just too many details, but will instead provide a more general overview of the rules and gameplay. -L
Tiny Epic Western is a game of worker placement and set collection in which players are trying to amass the most end-game victory points. Played over a series of rounds, players will be placing their Posse (Meeples), collecting Influence and taking actions, dueling opponents (if necessary), playing a bit of poker, and buying buildings in an effort to become the most powerful boss in this wild west town. To setup for a game, place the Location Mats as described in the rules, dealing a Building Card where appropriate. Each player receives a Boss card, 3 Posse tokens (Meeples), and one of each of the Influence trackers (Money, Law, and Force), placed on the 1 space of their card. Shuffle the decks of Building Cards and Poker Cards separately, choose a starting player (who receives the Dealer token), place the Wanted card/Gunslinger dice in the center of the play area, and the game is ready to begin! Pictured below is the starting setup for a 3-player game.
The game is played over 6 total rounds, each of which is broken into 4 phases: Shuffle and Deal, Posse Placement, Resolution, and Buy. To start a round, the Dealer shuffles the deck of Poker cards, and then deals 1 card face-up to the 6 empty spaces between the Location Mats. One Poker card is dealt face-down to the Rival Space (under the Town Hall Location Mat), and 2 Poker cards are dealt face-down to each player. Players look at both of their cards and pick 1 to keep, discarding the other. The round then moves to phase 2: Posse Placement. Starting with the Dealer, players will take turns placing Posse tokens onto the placement spots on any of the Location mats. All placement spots grant unique benefits (collecting different Influence or performing Building card actions) that are performed either immediately or during later phases of the round. What happens if an opponent took a placement spot that you wanted? Then it’s time for an old-fashioned duel! The dueling players each roll a Gunslinger die, modify it if they so choose, and determine a winner. Players continue taking turns placing Posse tokens until all available Posse tokens have been placed.
When all Posse tokens have been placed, the round moves to phase 3: Resolution. The first step of this phase is to reveal Poker cards – all players reveal their cards, and the card in the Rival Space is also revealed. Moving clockwise from the Town Hall, each Location will be resolved by ‘playing’ three-card poker. Each Location has 2 Poker cards directly adjacent to it (placed between the Locations in phase 1), and those 2 cards plus the one in your hand will form your Poker hand. Any players with Posse tokens on the Location will compare their Poker hands to determine a winner. If you win the hand, you collect the Winner’s Pot (extra benefits) and are able to collect any delayed benefits from placement spots in the Posse Placement phase. Losing the hand earns you nothing *womp womp*. If you are the only Posse on a Location (with no opponents) you will compare your hand to that of the Rival. The Rival’s hand uses the cards adjacent to the Town Hall, plus the revealed card in the Rival Space. If you have a better hand, you win the benefits on your Location. If the Rival wins, though, you do not collect these benefits. All Locations are resolved in this fashion before the last phase of the round, Buy, begins.
To start this phase, all players will compare their three-card Poker hands using the 2 Poker cards adjacent to the Town Hall. The player with the best hand will act first in this phase, followed by the next best hand, and so on. The first player may now choose to buy a Building card from any Location on which they have a Posse token. Pay the requisite amount of Influence to purchase a Building, and add it to the Porch Slot on your color-corresponding Location Mat. The power granted by this Building card is now available for use in future rounds. Once all players have had the option to purchase a Building, the player with the best hand will advance one of the Industry Tokens at Town Hall. The placements of Industry Tokens will affect end-game scoring, so keep that in mind as the game progresses. When all steps of the Buy phase are performed, the round now ends. Players collect all their Posse tokens back to their boss cards, all Poker cards are collected and re-shuffled, new Building cards are dealt to Locations from which they were purchased this round, and the Dealer token is passed to the next clockwise player. If a player did not buy a Building at all during the round, they have gained the Third Posse Benefit for the coming round – granting them an additional Posse token to place during phase 2. Otherwise, all players will only ever have 2 Posse tokens to place.
After a total of 6 complete rounds, the game ends and points are tallied. Victory Points are earned from Building cards bought throughout the game. Building cards have a specified VP amount, and also have a collection of Industry Icons on them. Using the final placement of the Industry Tokens on the board, players will earn points for Industry Icon sets they have collected. And finally, whomever holds the Wanted card (won the last duel) gains an additional 2 VP. Points are all counted, and the player with the highest score is the winner.
That all probably sounds pretty complicated. But I do have to say that verbally explaining/teaching the game (and being able to use components for examples) is waaaaay easier than doing so through a text review. So please do not let the seemingly complex gameplay turn you off from this game. Once you get a basic understanding of the phases of each round, the game moves along pretty seamlessly. Honestly, the biggest learning curve for me to conquer was playing three-card poker. As someone who has never played any form of poker before, this was probably what had me most hesitant about learning TEW. After having played it now, three-card poker really isn’t too complicated, and there are some nice player reference cards to help you figure it out.
Aside from the poker element, this game really comes down to worker placement and strategy. Each Location card only has a finite number of placement spots, and the resources required to buy Buildings are not exactly in abundance. This affects your strategy, as you must decide which resources to collect at what times, as well as deciding whether you need to duel someone for a coveted resource. Another element to your strategy? You may only buy Building cards from Locations on which you have a Posse token. Maybe none of those placement spots really appeal to you this round, but you reaaaaally want that specific Building card. Are you willing to ‘burn’ a Posse token for the chance to buy it? Or is there a different Location that offers a useful resources and a desirable Building card? Also, keep in mind how your poker hand will come into play. Since poker cards are dealt to each Location at the start of a round, you are able to see what your hand will be for each Location. Maybe you have a pretty strong hand at the Bank Location, but at the Courthouse the cards end up being a bust. Are you willing to risk a placement in hopes that you have the best hand of the bunch? Because remember – if you don’t have the best hand at a Location, you get no resources/rewards! There are so many elements to a successful strategy with this game, and it really keeps all players engaged at all times. Be warned though – the variety of strategic options could be difficult for some AP-prone players.
Let me touch on components for a minute. As with all Tiny Epic games, the production quality of TEW is pretty stellar. The cards are nice and sturdy, and the iconography is clear. The Posse tokens are cute Meeples with cowboy hats, and they are nice and chunky. The only thing I don’t really like about this game are the Gunslinger dice. In theory, they are super cool, but in actual execution, they leave much to be desired. The numbers aren’t really clearly define, so they’re a bit tricky to read. Aside from that, a pretty high quality game here.
So all in all, how does Tiny Epic Western stand up in the series? It is definitely one of the heavier games of the bunch, and there is so much more going on than initially meets the eye. It feels daunting for the first few plays, but once you get the phases under your belt, it really flows pretty well. I can’t say that it is my favorite Tiny Epic game, as I just personally feel like there are too many elements going on at the same time. You’re strategizing your worker placement, but also need to consider buying Buildings for VP and to collect sets of Industry Icons and for their specific abilities, as well as figuring out your poker hand for 5 different Locations, and dealing with duels. Some people might really be into that amount of strategic forethought, but it feels a bit cumbersome to me. That being said, Purple Phoenix Games gives this three-card poker game a 3/6. The gameplay is decent, just not really my kind of game.

BankofMarquis (1832 KP) rated Batman Begins (2005) in Movies
Feb 25, 2018
Good start to the DARK KNIGHT trilogy
BATMAN BEGINS is a seminal film in the oeuvre of Christopher Nolan for a variety of reasons. Certainly, it became his biggest Box Office success to date and marked him as an "A" list Director. Also, you start seeing the recurring actors that I call "the Nolan players" in his films - Michael Caine, Cillian Murphy, Ken Watanabe. But, most importantly, BATMAN BEGINS starts showing the Hallmarks of what a "Christopher Nolan" film is.
What are "hallmarks of a Christopher Nolan" film? Well...the film starts with a long tracking shot.. If you just showed me this shot, I would have instantly said "Christopher Nolan". Nolan plays with time (as usual) in this film, albeit, in a "standard" flash back, flash forward way. And, of course, there is the driving Hans Zimmer score and marvelous Cinematography by frequent Nolan collaborator Wally Pfister. All sure signs that you are watching something directed by Nolan.
BATMAN BEGINS, of course, tells the origin story of Bruce Wayne/Batman. While most of us (including me) rolled their eyes in 2005 at the thought of another Batman flick (the memories of George Clooney and his "Bat-Nipples" still fresh), Nolan had a different idea - a serious take on the material. And it is the realism and grit that make this film work. Instead of making a COMIC BOOK movie, Nolan made a movie BASED ON a comic book (an important distinction) and this spin on this genre works very well.
Downing the cowl in this film is Christian Bale. At the time, he was NOT a household name. As a matter of fact, he was beginning to be branded as a young, talented actor who was somewhat difficult to work with. Casting Bale in the title role was a stroke of genius by Nolan. He is the perfect embodiment of this character. Showing the dark side - and intensity - that this character needs, Bale also brings a bit of playfullness that I did not remember to the part - and this helps balance the character, he is just not all "Dark Knight" (do you hear me current JUSTICE LEAGUE Directors/Writers)?
Michael Caine is also perfectly cast as the fatherly figure, Alfred Pennywise (Bruce Wayne's Butler) as is Gary Oldman as Police Sgt. Jim Gordon. What makes Oldman's casting so interesting is that it was so against type for him. The same can be said for Liam Neeson's casting as Ducard. You could argue that "Liam Neeson - Action Star" grew from this role. Along for the ride is good ol' Morgan Freeman as Lucius Fox, the "Q" of this series, so we get an answer to the age old question "how does Batman get all those wonderful toys". Finally, I have to admit that - upon rewatching this film - I was surprised at how good Katie Holmes is in the role of Rachel Dawes. Sure, it ends up being the typical "damsel in distress" role at the end, but until then she brings a character of strength to the screen that more than holds her own against Bale.
But, make no mistake about it, this film is not just about the characters, it is about the vision - and the action - that Nolan brings to the screen and he brings it hard. This film is dark - and works here. Up until now, SuperHero films were multi-colored, bright COMIC BOOK looking films, but Nolan brings grit, realism and darkness to the proceedings here. It is a jarring change that instantly made this film very interesting to watch (of course, it also ushered in the era of "dark" films, but I can't blame Nolan for poor copycats).
Nolan also relied on - primarily - practical effectst througout this film and the movie has a heaviness to it because of it. When a train crashes, you feel that a train has crashed. When Batman breaks through the window, you can FEEL the window break. This sort of visceral experience just can't be duplicated on a green screen.
Not everything in this film works - Tom Wilkerson's mob boss Falcone is a bit too cartoon-y for my tastes and Cillian Murphy's villain SCARECROW just isn't villiany enough for me - but these are quibbles in a film that was unique for it's time - and ushered in a whole new way to make SuperHero films. A type of film that Nolan will continue to tweak - and improve on - in the subsequent films in this Dark Knight series.
One final note, when rewatching a film from over 10 years ago, it is fun (at least for me) to see "stars before they were stars" in small roles. In this one, Katie Holme's Rachel Dawes character helps a little boy through the carnage of the final battle. I kept looking at that little boy and saying to myself - who is that? GAME OF THRONES fans will recognize that little boy is none other than King Joffrey himself, Jack Gleeson.
If you haven't seen BATMAN BEGINS in awhile, check it out - it holds up well.
Letter Grade: A-
8 (out of 10) stars and you can take that to the Bank(ofMarquis)
What are "hallmarks of a Christopher Nolan" film? Well...the film starts with a long tracking shot.. If you just showed me this shot, I would have instantly said "Christopher Nolan". Nolan plays with time (as usual) in this film, albeit, in a "standard" flash back, flash forward way. And, of course, there is the driving Hans Zimmer score and marvelous Cinematography by frequent Nolan collaborator Wally Pfister. All sure signs that you are watching something directed by Nolan.
BATMAN BEGINS, of course, tells the origin story of Bruce Wayne/Batman. While most of us (including me) rolled their eyes in 2005 at the thought of another Batman flick (the memories of George Clooney and his "Bat-Nipples" still fresh), Nolan had a different idea - a serious take on the material. And it is the realism and grit that make this film work. Instead of making a COMIC BOOK movie, Nolan made a movie BASED ON a comic book (an important distinction) and this spin on this genre works very well.
Downing the cowl in this film is Christian Bale. At the time, he was NOT a household name. As a matter of fact, he was beginning to be branded as a young, talented actor who was somewhat difficult to work with. Casting Bale in the title role was a stroke of genius by Nolan. He is the perfect embodiment of this character. Showing the dark side - and intensity - that this character needs, Bale also brings a bit of playfullness that I did not remember to the part - and this helps balance the character, he is just not all "Dark Knight" (do you hear me current JUSTICE LEAGUE Directors/Writers)?
Michael Caine is also perfectly cast as the fatherly figure, Alfred Pennywise (Bruce Wayne's Butler) as is Gary Oldman as Police Sgt. Jim Gordon. What makes Oldman's casting so interesting is that it was so against type for him. The same can be said for Liam Neeson's casting as Ducard. You could argue that "Liam Neeson - Action Star" grew from this role. Along for the ride is good ol' Morgan Freeman as Lucius Fox, the "Q" of this series, so we get an answer to the age old question "how does Batman get all those wonderful toys". Finally, I have to admit that - upon rewatching this film - I was surprised at how good Katie Holmes is in the role of Rachel Dawes. Sure, it ends up being the typical "damsel in distress" role at the end, but until then she brings a character of strength to the screen that more than holds her own against Bale.
But, make no mistake about it, this film is not just about the characters, it is about the vision - and the action - that Nolan brings to the screen and he brings it hard. This film is dark - and works here. Up until now, SuperHero films were multi-colored, bright COMIC BOOK looking films, but Nolan brings grit, realism and darkness to the proceedings here. It is a jarring change that instantly made this film very interesting to watch (of course, it also ushered in the era of "dark" films, but I can't blame Nolan for poor copycats).
Nolan also relied on - primarily - practical effectst througout this film and the movie has a heaviness to it because of it. When a train crashes, you feel that a train has crashed. When Batman breaks through the window, you can FEEL the window break. This sort of visceral experience just can't be duplicated on a green screen.
Not everything in this film works - Tom Wilkerson's mob boss Falcone is a bit too cartoon-y for my tastes and Cillian Murphy's villain SCARECROW just isn't villiany enough for me - but these are quibbles in a film that was unique for it's time - and ushered in a whole new way to make SuperHero films. A type of film that Nolan will continue to tweak - and improve on - in the subsequent films in this Dark Knight series.
One final note, when rewatching a film from over 10 years ago, it is fun (at least for me) to see "stars before they were stars" in small roles. In this one, Katie Holme's Rachel Dawes character helps a little boy through the carnage of the final battle. I kept looking at that little boy and saying to myself - who is that? GAME OF THRONES fans will recognize that little boy is none other than King Joffrey himself, Jack Gleeson.
If you haven't seen BATMAN BEGINS in awhile, check it out - it holds up well.
Letter Grade: A-
8 (out of 10) stars and you can take that to the Bank(ofMarquis)

Chris Sawin (602 KP) rated Halloween II (2009) in Movies
Jun 22, 2019 (Updated Jun 23, 2019)
Contains spoilers, click to show
That fateful night in Haddonfield, Laurie Strode shot and killed Michael Myers or so she thought. As the ambulance that pulled what was thought to be the corpse of the world's most notorious serial killer, Michael Myers made sure everyone knew he was still alive the best way he could; by slaughtering whoever got in his way. Now, two years later, Laurie lives with Sheriff Brackett and his daughter Annie. Laurie struggles with hallucinations and panic attacks while believing the therapy she's receiving is only making her worse. As Laurie struggles with her newfound issues, Michael tries to reunite his family. Michael has visions of his mother with a white horse accompanied by his younger self. Michael is returning to Haddonfield to finish the job.
This film has to set the record for dream sequences, which makes you wonder if the entire film is nothing more than a dream. I wasn't exactly a big fan of the remake from 2007 and expectations for this film were incredibly low, nobody can really be prepared for how terrible this film really is. Since there's so much wrong with this film, we'll try and start with what was actually was enjoyable.
Brad Dourif as Sheriff Brackett is really the highlight of the film as far as acting goes. While that probably isn't saying much and his role isn't as big as you may expect, he does a good job with the screen time he gets. His character is intense right from the start, but as things take a turn for the worse for his character his downward spiral is the most enthralling aspect of the film. A few of the deaths were also really satisfying. Mainly Buddy the Secuirty Guard. There's a night scene where an officer is out on Sheriff Brackett's lawn and we're looking at the silhouette of a tree while the officer searches the premises. Before you know it, we see Michael emerge from that tree silhouette and kill the officer.
Everything else in the film was just horrendous. The flaws are almost so overwhelming that it's nearly impossible to know where to begin. The whole white horse thing is ridiculous. So if Deborah Myers tells young Michael that he can think of her whenever he looks at the white horse figurine she gave him, wouldn't that make her a horse by default? The inconsistencies in the film are incredibly glaring, as well. Laurie and Annie's injuries from the previous film seem more severe at the start of this one, Laurie being able to put weight on an injured leg by walking on it but it causing her extreme pain when she's lifted from a stretcher to a bed at the hospital, Michael chopping off a guy's head with a shard of glass, etc. The "Nights in White Satin" thing was literally beaten into your skull by the time the film ended. If you sit through the film, it's like Rob is sitting next to you each time the song comes on nudging you with his elbow going, "Eh? Do you get it? You get it?"
Michael was way too vocal for my liking. Heavy breathing is one thing, but when we're hearing him grunt loudly every time he stabs somebody then it takes a lot of it. When he actually talked at the end of the film, I was done. He also seemed to spend more time stabbing women than men in the film. Guys get their head chopped off or an axe to the back while women get stabbed a dozen times or have their face smashed against a mirror nine times. The choreography didn't seem as good as the remake either. There's a scene where water gets on the camera and it's on there the entire scene. It's interesting at first, but after a few minutes you just want someone to get a towel to wipe it down.
As powerful as Michael seems to be, it at least made a bit more sense in the original film by John Carpenter. Michael was pure evil. That was the explanation, so him not being able to die at least sort of made sense. Now that he's been given this white trash upbringing in the remake, his super strength and inability to die just seems even more farfetched than it originally did. So when Michael is busting through walls and lifting cars with his bare hands all Incredible Hulk style in this film, it's laughable. Not to mention what happened to the Dr. Loomis character. There are just way too many things wrong with this sequel to list here.
Rob Zombie has certainly made Halloween his own with Halloween II. It's just a shame that it's really not worth watching seriously. Let's put it this way, the highlight of the film is Weird Al's cameo. After five films of dealing with white trash families, it's time for Zombie to move on to something different. It's safe to say he's bled that idea bone dry. I wouldn't seriously recommend this film to anyone, but if you're looking for a film to watch with some friends to laugh at and make fun of while it's going then this is the perfect film.
This film has to set the record for dream sequences, which makes you wonder if the entire film is nothing more than a dream. I wasn't exactly a big fan of the remake from 2007 and expectations for this film were incredibly low, nobody can really be prepared for how terrible this film really is. Since there's so much wrong with this film, we'll try and start with what was actually was enjoyable.
Brad Dourif as Sheriff Brackett is really the highlight of the film as far as acting goes. While that probably isn't saying much and his role isn't as big as you may expect, he does a good job with the screen time he gets. His character is intense right from the start, but as things take a turn for the worse for his character his downward spiral is the most enthralling aspect of the film. A few of the deaths were also really satisfying. Mainly Buddy the Secuirty Guard. There's a night scene where an officer is out on Sheriff Brackett's lawn and we're looking at the silhouette of a tree while the officer searches the premises. Before you know it, we see Michael emerge from that tree silhouette and kill the officer.
Everything else in the film was just horrendous. The flaws are almost so overwhelming that it's nearly impossible to know where to begin. The whole white horse thing is ridiculous. So if Deborah Myers tells young Michael that he can think of her whenever he looks at the white horse figurine she gave him, wouldn't that make her a horse by default? The inconsistencies in the film are incredibly glaring, as well. Laurie and Annie's injuries from the previous film seem more severe at the start of this one, Laurie being able to put weight on an injured leg by walking on it but it causing her extreme pain when she's lifted from a stretcher to a bed at the hospital, Michael chopping off a guy's head with a shard of glass, etc. The "Nights in White Satin" thing was literally beaten into your skull by the time the film ended. If you sit through the film, it's like Rob is sitting next to you each time the song comes on nudging you with his elbow going, "Eh? Do you get it? You get it?"
Michael was way too vocal for my liking. Heavy breathing is one thing, but when we're hearing him grunt loudly every time he stabs somebody then it takes a lot of it. When he actually talked at the end of the film, I was done. He also seemed to spend more time stabbing women than men in the film. Guys get their head chopped off or an axe to the back while women get stabbed a dozen times or have their face smashed against a mirror nine times. The choreography didn't seem as good as the remake either. There's a scene where water gets on the camera and it's on there the entire scene. It's interesting at first, but after a few minutes you just want someone to get a towel to wipe it down.
As powerful as Michael seems to be, it at least made a bit more sense in the original film by John Carpenter. Michael was pure evil. That was the explanation, so him not being able to die at least sort of made sense. Now that he's been given this white trash upbringing in the remake, his super strength and inability to die just seems even more farfetched than it originally did. So when Michael is busting through walls and lifting cars with his bare hands all Incredible Hulk style in this film, it's laughable. Not to mention what happened to the Dr. Loomis character. There are just way too many things wrong with this sequel to list here.
Rob Zombie has certainly made Halloween his own with Halloween II. It's just a shame that it's really not worth watching seriously. Let's put it this way, the highlight of the film is Weird Al's cameo. After five films of dealing with white trash families, it's time for Zombie to move on to something different. It's safe to say he's bled that idea bone dry. I wouldn't seriously recommend this film to anyone, but if you're looking for a film to watch with some friends to laugh at and make fun of while it's going then this is the perfect film.

Purple Phoenix Games (2266 KP) rated Slip Strike in Tabletop Games
Jan 28, 2020
Super spies. We have all dreamed of being one – don’t lie! What about teleporting super spies? What about time-traveling teleporting super spies?! As a huge Doctor Who fan, that is right up my alley. Well, minus the eventual assassination that comes with winning the game. Dat theme tho…
Slip Strike is a card game of bluffing, running, and managing your resources. The goal of the game is to get one hit on your opponent: the final strike. This could come from a bullet, a knife wound, or several other injuries that lead to your opponent’s demise. You each have ways of “slipping” out of trouble, but they are limited and certainly give your opponent the upper hand.
DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and the final components will probably be different from these shown. Also, it is not my intention to detail every rule in the game, but to give our readers an idea of how the game plays. If you would like to read the rulebook, you may purchase the game through the publisher, back the game through the Kickstarter campaign, or through any retailers stocking it after fulfillment. -T
To setup, each player chooses a color (in this edition either blue or black) and receives the cards and spy-eeple (speeple?) of that color. Randomly place the location cards in a circle, or pentagon shape, to mark the map. Each player will select a location card at which they would like to begin the game, and reveal these simultaneously. Players will place their speeples on those locations and the game is setup and ready to play! For a more hardcore game, you may include one or two special Asset cards. We did that.
Slip Strike has no “turns” in the traditional sense. Instead, players will be choosing two cards to be played in succession. These cards are all from their hands and can include movement, teleportation, and weapon cards. Once the players have set their two cards in front of themselves, the cards in the first slot will be revealed simultaneously and resolved. Movement happens first, then any teleportations, then weapon effects.
If a player chose to play a movement card (left or right), simply move the speeple one space in that direction. Teleportation cards have the speeples moving directly to the location specified on the card. Weapon cards will have text on them referring to which spaces will be affected by the weapon – same space, one space away, or two spaces away usually. Should an enemy speeple reside in a space and is to be hit, the attacking player either wins with a successful strike or the defending player will need to “slip” to another location by playing (and therefore also discarding) a location card. This location card is now out of play and essentially is used as a countdown to their end, as players only have one card per location to use for a future slip.
Each card will also feature a cooldown number on it. This number reflects how many game rounds this card will need to sit on the table before it can be shuffled back into the player’s hand. I believe this to be the greatest aspect of this game: utilizing the cool downs effectively in order to exact the most damaging tactics for victory. Some more powerful cards will also show an asterisk in place of a cool down number. This means that the card must remain out of play for three or more rounds before entering the player’s hand (see photo below for the Flamethrower Asset).
The player that can guess their opponent’s next moves, play their corresponding cards, and whittle down the location slips the fastest will become the ultimate spy and someone I definitely do NOT want to play against.
Components. As previously mentioned, we were provided a prototype copy of Slip Strike, and the components may change during the Kickstarter campaign. That said, this game is a bunch of cards and two speeples. The cards look incredible and the art is spot-in with the theme. I quite enjoy the art style and it stays out of the way while playing, but is also interesting enough that you can spend lots of time inspecting it when playing against AP-prone opponents. The speeples are cool, and I am excited to see where they end up as a result of a successful Kickstarter campaign. All thumbs up from us on components!
The game play is super solid. We had no questions on how to play the game after reading the rules (which are super short – thank you!), and we were off to murder each other in seconds flat. What I really appreciate about this game is that anyone can be successful with it and really get into the theme. Do you want to play as Agent Smith from The Matrix? Go for it! Want to play as Hiro Nakamura from Heroes (when he could control his powers, that is)? Do it! Slip Strike is quick, super engaging, and gives me the feeling of high-stakes, adrenaline rushing, globetrotting secret agents that I have been looking for. If you are interested in picking this one up, consider backing it on Kickstarter, purchasing from the publisher directly, from your FLGS, or your favorite online retailer once this one hits market. You won’t regret it.
Slip Strike is a card game of bluffing, running, and managing your resources. The goal of the game is to get one hit on your opponent: the final strike. This could come from a bullet, a knife wound, or several other injuries that lead to your opponent’s demise. You each have ways of “slipping” out of trouble, but they are limited and certainly give your opponent the upper hand.
DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and the final components will probably be different from these shown. Also, it is not my intention to detail every rule in the game, but to give our readers an idea of how the game plays. If you would like to read the rulebook, you may purchase the game through the publisher, back the game through the Kickstarter campaign, or through any retailers stocking it after fulfillment. -T
To setup, each player chooses a color (in this edition either blue or black) and receives the cards and spy-eeple (speeple?) of that color. Randomly place the location cards in a circle, or pentagon shape, to mark the map. Each player will select a location card at which they would like to begin the game, and reveal these simultaneously. Players will place their speeples on those locations and the game is setup and ready to play! For a more hardcore game, you may include one or two special Asset cards. We did that.
Slip Strike has no “turns” in the traditional sense. Instead, players will be choosing two cards to be played in succession. These cards are all from their hands and can include movement, teleportation, and weapon cards. Once the players have set their two cards in front of themselves, the cards in the first slot will be revealed simultaneously and resolved. Movement happens first, then any teleportations, then weapon effects.
If a player chose to play a movement card (left or right), simply move the speeple one space in that direction. Teleportation cards have the speeples moving directly to the location specified on the card. Weapon cards will have text on them referring to which spaces will be affected by the weapon – same space, one space away, or two spaces away usually. Should an enemy speeple reside in a space and is to be hit, the attacking player either wins with a successful strike or the defending player will need to “slip” to another location by playing (and therefore also discarding) a location card. This location card is now out of play and essentially is used as a countdown to their end, as players only have one card per location to use for a future slip.
Each card will also feature a cooldown number on it. This number reflects how many game rounds this card will need to sit on the table before it can be shuffled back into the player’s hand. I believe this to be the greatest aspect of this game: utilizing the cool downs effectively in order to exact the most damaging tactics for victory. Some more powerful cards will also show an asterisk in place of a cool down number. This means that the card must remain out of play for three or more rounds before entering the player’s hand (see photo below for the Flamethrower Asset).
The player that can guess their opponent’s next moves, play their corresponding cards, and whittle down the location slips the fastest will become the ultimate spy and someone I definitely do NOT want to play against.
Components. As previously mentioned, we were provided a prototype copy of Slip Strike, and the components may change during the Kickstarter campaign. That said, this game is a bunch of cards and two speeples. The cards look incredible and the art is spot-in with the theme. I quite enjoy the art style and it stays out of the way while playing, but is also interesting enough that you can spend lots of time inspecting it when playing against AP-prone opponents. The speeples are cool, and I am excited to see where they end up as a result of a successful Kickstarter campaign. All thumbs up from us on components!
The game play is super solid. We had no questions on how to play the game after reading the rules (which are super short – thank you!), and we were off to murder each other in seconds flat. What I really appreciate about this game is that anyone can be successful with it and really get into the theme. Do you want to play as Agent Smith from The Matrix? Go for it! Want to play as Hiro Nakamura from Heroes (when he could control his powers, that is)? Do it! Slip Strike is quick, super engaging, and gives me the feeling of high-stakes, adrenaline rushing, globetrotting secret agents that I have been looking for. If you are interested in picking this one up, consider backing it on Kickstarter, purchasing from the publisher directly, from your FLGS, or your favorite online retailer once this one hits market. You won’t regret it.

Midge (525 KP) rated Who (Stalker #1) in Books
Feb 9, 2019
A Touch Of Brilliance!
Who scares you the most, a complete stranger or a person you know that has you in their sight?
Megan Mitcham’s latest novel, "WHO," delivers an intensely evocative story in this first book of her new Stalker series. With intelligently crafted words and an intriguing plot that has plenty of suspenseful twists, this novel made me want to keep on turning the pages. At first, I found the book a little slow and I was worried that the story wouldn’t live up to its promise, however, the pace soon picked up and I knew I was reading a book that I would come to really enjoy.
Billionaire Larkin Ashford is the fiercely independent owner of her fashion empire which was founded on the back of wedlock. When her company has the opportunity to go public, her Board of Directors won’t give her the green light, unless she agrees to marry. A series of threatening messages aren’t making her decision any easier. As she retreats to her rooftop hideaway to clear her head, she finds herself imprisoned in the strong arms of a mysterious chap who thinks she was about to jump…
Despite her friends’ warnings that her knight in shining armour could be her stalker, she can’t get him out of her head. Determined to find the truth, she searches for her mystery man and discovers a dark secret that could destroy everything that she holds dear. With her empire in danger, she’ll have to uncover the truth before her fortune and her life are reduced to tatters.
I loved the character of Larkin who is efficient, imaginative and extremely shrewd. She has deep-rooted issues with trust from her past and she doesn’t believe in love or long-term relationships. Her mother died when she was thirteen, and she has a tense relationship with her emotionally distant father. She does have a few really close friends that are supportive and loyal. I loved that Megan Mitcham introduced us to an abundance of wonderful characters, especially Larkin’s girlfriends, Genevieve, Marlis and Libby. Their exuberance collectively provides many moments of fun, support and girlie laughter.
Larkin’s high profile life is very much lived in the limelight and with major personal and business decisions needing to be made, who is causing so much trouble for her and what will be the price she has to pay?
I had so many different scenarios playing out in my head, and even though I anticipated some of the twists, I couldn’t settle on the outcome and I was kept guessing until the end. The author definitely did not disappoint with the conclusion of this book!
If you love dramatic plots, intrigue and enjoy crime novels with a bit of romance, then Megan Mitcham delivers with abundance in "WHO."
Thank you to Hidden Gems and the author, Megan Mitcham for a free ARC of this book in exchange for a voluntary, honest review.
Megan Mitcham’s latest novel, "WHO," delivers an intensely evocative story in this first book of her new Stalker series. With intelligently crafted words and an intriguing plot that has plenty of suspenseful twists, this novel made me want to keep on turning the pages. At first, I found the book a little slow and I was worried that the story wouldn’t live up to its promise, however, the pace soon picked up and I knew I was reading a book that I would come to really enjoy.
Billionaire Larkin Ashford is the fiercely independent owner of her fashion empire which was founded on the back of wedlock. When her company has the opportunity to go public, her Board of Directors won’t give her the green light, unless she agrees to marry. A series of threatening messages aren’t making her decision any easier. As she retreats to her rooftop hideaway to clear her head, she finds herself imprisoned in the strong arms of a mysterious chap who thinks she was about to jump…
Despite her friends’ warnings that her knight in shining armour could be her stalker, she can’t get him out of her head. Determined to find the truth, she searches for her mystery man and discovers a dark secret that could destroy everything that she holds dear. With her empire in danger, she’ll have to uncover the truth before her fortune and her life are reduced to tatters.
I loved the character of Larkin who is efficient, imaginative and extremely shrewd. She has deep-rooted issues with trust from her past and she doesn’t believe in love or long-term relationships. Her mother died when she was thirteen, and she has a tense relationship with her emotionally distant father. She does have a few really close friends that are supportive and loyal. I loved that Megan Mitcham introduced us to an abundance of wonderful characters, especially Larkin’s girlfriends, Genevieve, Marlis and Libby. Their exuberance collectively provides many moments of fun, support and girlie laughter.
Larkin’s high profile life is very much lived in the limelight and with major personal and business decisions needing to be made, who is causing so much trouble for her and what will be the price she has to pay?
I had so many different scenarios playing out in my head, and even though I anticipated some of the twists, I couldn’t settle on the outcome and I was kept guessing until the end. The author definitely did not disappoint with the conclusion of this book!
If you love dramatic plots, intrigue and enjoy crime novels with a bit of romance, then Megan Mitcham delivers with abundance in "WHO."
Thank you to Hidden Gems and the author, Megan Mitcham for a free ARC of this book in exchange for a voluntary, honest review.