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Green Book (2018)
Green Book (2018)
2018 | Drama
Phenomenal
Sometimes a solid film can catch you off guard. Blockbusters, Marvel films, anything Disney, those are the ones you expect to succeed and most times they do. However, sometimes films come along that aren’t highly publicized that gives you a glimpse of its potential in a trailer you never even would have seen had you not gone to see a certain movie. Enter Green Book, the story of famous black pianist Dr. Don Shirley (Mahershala Ali) and his decision to embark on a tour in the deep south accompanied by his driver and protector, an American-Italian man named Tony Lip (Viggo Mortensen).

Acting: 10
You can tell someone is killing at their job as an actor in a movie when you don’t even recognize them. Viggo Mortensen is out of this world amazing in his performance as Tony. He’s tough as nails, but you can see his softer side coming forth as the movie progresses. He and Mahershala Ali have a phenomenal chemistry that carries the story and entertains you from start to finish. They make you feel as if they’re actually becoming the best of friends as their worlds collide. I loved the intensity of some of their scenes and how they could turn on a dime and bring you a little laughter. Also, not-so-small shout out to Linda Cardellini who plays Lip’s wife Dolores as her performance was extremely solid as well.

Beginning: 10

Characters: 10
Tony Lip is easily one of my favorite characters in any 2018 movie this year. He is the typical gruff male and the stereotypical American-Italian type, but it’s eye-opening and fun to watch a character like that in a setting that’s not a mafia movie. His progression is what makes him great, or adds to his greatness rather. I couldn’t imagine coming across a guy like Tony Lip and not liking him after five minutes of meeting him.

I don’t want to downplay Don Shirley’s character, although Lip does steal the show. Shirley is one we can learn from, a guy that fights through adversity and is determined to win at all costs. He is a lost soul that drowns himself in the highs and lows of alcohol and music. You pity him and you cheer for him at the same time.

Cinematography/Visuals: 9
I am always impressed with period pieces and how they are able to capture regions so well. There is such a great depiction here of the northeast vs. the deep south that transports you easily from one region to the next. One minute you’re on a bustling street in the middle of New York and the next you’re on country road surrounded by trees being taken to a backwoods gas station. Just thinking about it even now made me add another point on. I also loved the stark contrast between the beautiful venues where Shirley would play and the grimy hotels he had to stay in because of the color of his skin. It was a major eye-opener and a punch to the gut when you see it on screen.

Conflict: 10

Genre: 8

Memorability: 10
Great choice on the title as it alone helps the film to stand out. You will understand when you see it, trust me. Overall Green Book is a beautiful tale that ultimately breaks stereotypes and spin things in a different light we don’t quite expect. I loved how there were a number of scenes that were not only funny, but touching at the same time.

Pace: 10

Plot: 10

Resolution: 10
Slightly cheesy, slightly unrealistic. I don’t care. To me, it was a fitting ending to an overall solid story. It’s got my seal of approval.

Overall: 97
I love when unexpected gems hit me in the face like Green Book. Go see this film. You will not be disappointed.
  
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Purple Phoenix Games (2266 KP) rated Seasons in Tabletop Games

Jul 6, 2019 (Updated Nov 4, 2021)  
Seasons
Seasons
2012 | Card Game, Dice Game, Fantasy
I have mentioned before that I have a bad habit. Well several, but this one pertains to board games. You see, I once had a collection of games that I loved, but was pulled into the BGG Auctions and would engage in auctioning off many of games that I deemed of good return value. But then I would start to miss them. And then I would start to reacquire them. Then my wife stepped in and made me see how foolish I was to rid myself of them in the first place. Well, next up in this line is a game I recently reacquired and never should have let go in the first place – Seasons!

Seasons is a fantastical dice rolling, card drafting, hand management game for two to four players. In it, players are sorcerers competing in a legendary magical tournament that spans three years in an attempt to be crowned the next Archmage of the kingdom. As the seasons change, sorcerers may draw power from changing mana sources, and utilizing these sources most efficiently and effectively will earn victory over all. So tighten up your belt and get to casting, young mage!


To setup, follow the rules in the rulebook (there are many steps, and I have feeble and weak fingers) until the table looks somewhat similar to the photo below – except for the obvious oversight in placing the orange cube on the zero space of bonus actions. The main areas of interest are the main game board where the years and seasons are tracked, the Crystal score track, and player board/tableau area. Players will be dealt a hand of nine cards to start, and then draft one card at a time, passing to their neighbor each time, and deciding which three cards they would like to start the game with, and assigning three more cards each into the Library for rounds two and three. The game begins in Winter, and the black cube is placed on the number 1 of the seasons board. The game is now setup and ready to begin with the first player!
Each turn the active player will roll all dice in the current season (this game is setup for two players, so three total dice are used each turn). They will choose one die to use for the turn, and other players will choose theirs. The players then gather the resources present on the die face. These could be element tokens, crystals (VP), summon gauge stars, cards drawn from the deck, or even transmutation powers. Once resources are gained, the active player may then choose to play a card from their hand to their personal tableau, given they have adequate summoning power (the number of cards that can be played) available on their board. The cost to play the card is found under the illustration, and is usually paid in crystals, element tokens, or a combination of both. These Power Cards may allow the player immediate benefits, ongoing benefits, or benefits that may be activated at certain times during the game.

Another option players have from their chosen die is the ability to transmutate. When a player chooses a die with this option, they are able to consult the current season on the main board and exchange element tokens for crystals, depending on the provided exchange system. For example, a player wishing to exchange earth tokens (the green plant) during Winter will be provided with three crystals each, while attempting the same transmutation during Spring will only provide one crystal each.

Once each player has taken their turn to collect their resources, complete their turn actions, and pass onto the next player, the unchosen die is resolved. Each die face also shows a number of dotted pips at the bottom. The number of pips shown on the unchosen die refers to the number of spaces the cube on the main board season tracker is to be moved forward around the board. One pip, one space forward. This could result in the current season continuing or progressing into the next season. When the cube progresses from Fall to Winter, players will collect their cards set aside for year two or three, respectively. These cards are added to their hand and available to be used immediately on their turn. If, however, on their turn a player has little they can do, or simply wish to boost their turn, they may use one of four bonus actions, as printed on their player board. These actions allow the player to trade two element tokens from their reserves for any other two element tokens from the main supply, allow transmutation if the symbol is not present on their chosen die face, increase their summoning gauge by one, or draw two power cards from the deck and choose one to add to their hand instead of drawing one, per their die face. Each player can use three total bonus actions for each game at a cost of crystals for each usage. Certainly a trade-off.


Play continues in this fashion of choosing and resolving dice, playing cards, and transmuting tokens for crystals until the cube has completed its three year journey around the main board. At that time crystals are scored from cards and added to the tracker, with five points deducted for each card remaining in hand and points deducted for the usage of bonus actions. The player with the most crystals at the end of the game is the winner!
Components. I have a lot to say here, but will attempt to be as succinct as I can. The components in Seasons are simply phenomenal. Yes, the boards, cards, and cubes are all fine quality and unimpressive. However, the art style throughout the game and those big chunky dice are the real standouts to me. I mean, who DOESN’T like to roll big, chunky dice? And the player colors? Oh man, I love them! Players can choose orange, purple, gray, or lime green. Those are some great color options, and such a simple upgrade from primary colors used on many other games. The dice are primary colors, but I still enjoy them and I will let it slide. No real complaints on components from me. I have heard complaints about people not vibing on the color choices associate with the elements/energy, but I applaud the mold-breaking here. Why can’t Fall be red and associated with a feather? Why can’t Summer be yellow and associated with a flame? Fire doesn’t always have to be red. Go on, Seasons! Be you!

Our thoughts on each game should never be a surprise. I will say this for Seasons – I believe that when I auctioned it off the first time, part of the reasoning was because I did not fully understand the rules. I was a newer gamer at the time and was lured in by colors and art style (which are still stunning). More than likely I thought I was smarter than I truly am and included all the cards in my first plays instead of heeding the suggestions given by the rulebook for easier first games. Now, being a more seasoned (I couldn’t resist) gamer, I can better appreciate what is in this box. The unique card play, the dice drafting for resources and actions, the progression of time as a result of the rejected die, all come together to make a very solid and different game. I am trying to think my way through my collection to find a parallel that uses all these mechanics together as well as Seasons does and I am finding it difficult. It is so easy to just throw mechanics into a blender and see the goo that results, but everything with Seasons feels right and I am just in love.

Why did I ever get rid of Seasons? I will claim young and dumb, though I wasn’t very young. Do not emulate my decision to shed this one out of your collection. You don’t have a copy? I would recommend visiting your FLGS to see if they might have a copy in stock. It’s a great one, and one that I will treasure from here on out. Purple Phoenix Games officially gives this one an amazingly colorful 5 / 6. I know the others will enjoy it too, but until they play it, I will be giddy with excitement each time I am able to play my copy. Why are you still here? Go get Seasons!
  
Dodos Riding Dinos
Dodos Riding Dinos
2020 | Racing
Ahh dinosaurs. One of my favorite themes! What’s this? Dodos on top of dinosaurs? And they seem to be running away from something? Well now I’m just intrigued. Oh, they’re running from THE meteor and you are trying to sabotage your opponents so they get destroyed first, and this is a race to see who is destroyed last? Ok I’m in.

Dodos Riding Dinos is a hand management, dexterity, racing card game where if while you are playing it you don’t feel like you have portaled into a prehistoric Mario Kart board game, you have missed the point.

DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and I know the final components will be a little different from these shown (upgrades!). Also, it is not my intention to detail every rule in the game. You are invited to download the rulebook, back the game through the Kickstarter campaign beginning April 28, 2020, purchase it from your FLGS, or through any retailers stocking it after fulfillment. -T

To setup, lay out the board in the middle of the table. Randomly deal each player a Dodo/Dino team card, give them the corresponding team player dodineeple, and deal each six cards. Place the meteoreeple, eggeeple, and bananeeple (jeepers) within reach. Determine the starting player order, placing the dodineeples on the corresponding hexes behind the starting line. The game can now begin!

Dodos Riding Dinos is played over a series of rounds until one player has either surpassed the finish line or is the furthest past the finish line at the end of the round. To accomplish this, Dinos will be moved using the cards dealt at the beginning of the game and that are drawn from the deck during play. There are three colors (types) of cards: blue (normal), red (aggressive), and green (fast). During a round, players will choose a red or blue card to be played. Once all have chosen, the cards are revealed simultaneously. Whomever has the active player marker will resolve their card first, moving their dino the number shown on the top of the card and resolving any special abilities on the bottom of the card. The round will continue this way around the table until every player has resolved their card.

That is, unless two or more players have revealed red cards during the round. When this happens, these dinos are enraged and can only move, canceling out any special abilities printed on the bottom of the cards. If a red card gets through, however, get ready for the crux of the game.

Usually these cards are those that introduce the dexterity element of the game. If a card mentions throwing a banana “with a damage of 2,” then the player will grab the bananeeple, anchor their elbow to the table, and try to throw the banana onto their opponents with a wrist flick. Those that are hit will take 2 damage, where damage is discarding cards from their hand. Should a player enact a card involving throwing the eggeeple, the player will move their piece aside, place the egg there, and flick the egg to the opponents without the assistance of thumb resistance. And finally, the meteor. To unleash the meteor’s fury, the player will hold the meteoreeple in their fist, hold their arm parallel to the game board at least 1ft above the surface, and drop the meteoreeple onto unsuspecting foes causing massive damage.

Play continues in this fashion until only one player has crossed the finish line at the end of a round or the winner is the player who is furthest past the finish line when the round is over.

Components. Again, this is a prototype that was sent to us so I cannot rightfully comment on the quality of components, but I can on the art style and direction. So I really love the presentation of the components. The game is colorful, and the art is cartoony and super-quirky, a style of which I am always a fan. I’m excited to see how these components will be upgraded as a result of a successful Kickstarter campaign, but even as is, the game is gorgeous and the components are fun to handle.

It is probably no surprise that I love this one. It is super simple to learn, gives the players tons of choices per round, and perfecting the meteor drop or egg flick is going to take lots of plays, so that’s a big winner for me. I was telling the publisher that even though the box recommends ages 8+ to play, we were able to fashion some house rules to allow our 3 year old to play and have fun with it. Simply play open-handed, with no special dino abilities, and give them endless mulligans. Works for us, but the original rules are even better for adults.

So if you are a fan of games where dinosaurs are involved, or dodos, or animals riding other animals, or dexterity games, then definitely check out Dodos Riding Dinos on Kickstarter. I think that I will be backing the deluxe version because I’m a sucker for KS upgrades and content. It’s a great game as long as you don’t take yourself too seriously and just have a great time flicking eggs and meatball meeples at each other.
  
Broom Service
Broom Service
2015 | Card Game, Fantasy
A show of hands for all of us who have dressed for Halloween as a witch, wizard, druid, fairy, or the like. My hand is raised. How awesome would it be to actually have power to fly – even by broomstick? Or to make some excellent magic potions? Well daydream no more. Broom Service puts you into the world of flying witches and gathering druids and even Weather Fairies all to help your business deliver potions to towers and other buildings with magical tenants.


At its heart Broom Service is a trick-taking card game with pick-up-and-deliver mechanics flowing to the board. Each player will be attempting to supply the board’s towers and castles with magic potions, but they will need to craft them first. AND one does not simply HAVE potion ingredients handy – they need to gather the correct supplies. The winner of Broom Service is the player who best can supply areas of the board by claiming tricks to increase production of said potions.
To setup place the board in the middle of the table (I am waiting for a game to come along that asks you to place the board in the Northwest quadrant of the table or something similar). Populate the board with the proper Heavy Cloud tokens to be whisked away by players for points and access to additional board areas. Place player score tokens on 10 VP along the VP track. Shuffle the Event deck and randomly place seven cards in a draw pile, revealing one into the discard. Each player will receive their two witch hat pawns to be placed on the main castles, a deck of 10 role cards from which they will choose four each round, a set of one each of the three colors of potions, and magic wands per the rules. The game can now begin!

On a player’s turn they will choose one of their four role cards and place it face down in front of themselves. Once all have done this, the starting player will announce their chosen role and declare that they wish to be Cowardly or Brave. For instance, a player may say, “I am a Cowardly Fruit Gatherer” whilst revealing their role card. By declaring Cowardly, the player immediately performs the action on the bottom of the card for Cowardly Fruit Gatherers: produce one purple potion. In order to perform the actions on top of the card the player would need to declare that they are Brave. The player will not perform the action quite yet as now play continues to the next player in line who, if they also chose to play the Fruit Gatherer card, will declare if they will also be Brave. If so, the newest player to claim Brave will be essentially winning the Brave Fruit Gatherer trick. This continues around the table until the very last Brave Fruit Gatherer has declared and won the trick. The winning player then performs the action while all other previous Brave Fruit Gatherers receive NOTHING. Brutal.

The game continues in this fashion of players bidding on Brave roles for better results (as in the example, a Brave Fruit Gatherer is able to make two purple potions AND another potion of their choice) until players have played seven rounds. They then add up their points per the rule book and the winner is determined!


Now, this is a brief explanation of the trick-taking aspect of the game, but other roles actually allow players to deliver the potions made, and still others allow players to use their magic wands to whisk away Heavy Clouds for VPs and remove their board space blocking qualities. Each time a potion is delivered, the player will earn VPs. The trick-taking aspect is simply the gist and also crux of the game.
Components. I love the components in Broom Service. The board is nice and super colorful, with all areas easy to read and understand (though some players have issues with where the towers actually lie on the board, but you must look at which area the BASES of the towers touch to determine this). The cards have wistful artwork on them and the art throughout is stellar. The wooden witch hats and potions are all great, and I love the colors used on these – I mean, orange and purple go super well together. And then there’s green. All in all the components in Broom Service are just great.

That said, I give Broom Service excellent marks because it truly is a better implementation of its predecessor, Witch’s Brew, in almost every aspect (even though my wife disagrees). The art is better, the components are better, the addition of the board and its mechanics add so much to the game. I love being able to travel to different areas of the board to deliver items, and I really don’t have too many pick-up-and-deliver style games, so this really fills a niche in my collection. Also, on another personal note, Halloween happens to be my favorite holiday and Broom Service is certainly a game for that season. I am definitely not alone in my assessment of this one, as Purple Phoenix Games gives Broom Service a whooshy 14 / 18. Come at me on this one because I am defo a Brave Mountain Witch… or just a normal reviewer who likes this game a whole lot.
  
12 Strong (2018)
12 Strong (2018)
2018 | Drama, History, War
In the direct aftermath of terrorist attacks of 09/11 the US military was tasked with assisting the people of Afghanistan in taking back control from the Taliban and Al-Qaeda. The one of the first objectives was to help The Northern Alliance, a group of warlords who opposed the Taliban rule, take the strategically critical city of Mazar-i-Sharif in Northern Afghanistan. A team of twelve Green Berets, code name Task Force Dagger, led by Captain Mitch Nelson (Chris Hemsworth) will have to help one of the warlords, General Dostum (Navid Negahban), overtake several Afghan villages before reaching Mazar-i-Sharif. Dostum leads about 200 soldiers and a varying number of militia. They have small arms are the only mode of transportation through the narrow mountain passes is by horse. The Taliban, led by Mullah Razzan (Numan Acar), have over 50,000 soldiers. They also have tanks, missiles, heavy machine guns and a supply line of more men and machinery coming in every day. Nelson and his team will have to go against these overwhelming odds in unknown terrain all on horseback. But these “Horse Soldiers” don’t hesitate and know that they have a job to and if they don’t terrorist will take control of the country and further terrorism will only escalate.

This true story is a well told and evenly paced film. It showed a moment in history and the immediate response by the military. It also told one of the more original stories of war. The Nicolai Fuglsig (Exfil) has some well-done action scenes and overall interesting cinematography. I enjoyed the story and for the most part the cast, which also includes Michael Shannon (The Shape of Water, Boardwalk Empire), Michael Pena (End of Watch, Crash) and Trevante Rhodes (Moonlight). Negahban as Dostum is good as the tough, untrusting warlord. I also enjoyed the mix of action and dialog on strategy. Where this film tends to fail is that for a true story it is made more like a typical action film. It is full of semi-cheesy one liners and poorly timed cliché a motivational moments. I really did enjoy the film but at times I found myself trying not to laugh out loud during what should have been serious plot points.

As far as an action film this was a fun story and brought the gun fights and explosions that you would definitely look for. It also shows some the strategic side of the war. At the end of the night I enjoyed the film even though I thought that it could have been a little more serious and a little less campy.
  
Green Darkness
Green Darkness
Anya Seton | 2013 | History & Politics, Romance
8
8.0 (2 Ratings)
Book Rating
Having picked <i>Green Darkness</i> up from the local library bookstore sale for only a quarter, I truly had no idea what I was getting myself into. Historical fiction, in any form, is not a genre that I've spent much time with, and coupling that with paranormal romance? Well, we can safely say that I was in for a ride.

<i>Green Darkness</i> shares the harrowing tale of forbidden love in mid-1500s England between an unfortunate peasant girl and a Benedictine monk, betwixt the reigns of King Edward VI, Queen Mary I, and Queen Elizabeth - a time when Catholicism and Protestantism (depending on the ruler) were met with persecution. It doesn't begin in that era, however; rather, the story starts in the 1960s, when Celia and her newly wedded husband, Richard Marsdon, arrive at his family's ancestral estate in Sussex. A baffling illness befalls the Marsdons, leaving the unorthodox physician, Doctor Akananda, to unravel the mysterious past that haunts the pair from hundreds of years before.

The twisting tale that unravels of that love affair is only a small part of what I enjoyed about this book, as romance is not typically my cup of tea. What truly enticed me was [a:Anya Seton|18930|Anya Seton|https://d.gr-assets.com/authors/1224813438p2/18930.jpg]'s faithfulness not only to history, but to location, legend, and use of historical figures. Cowdray House and Ightham Mote are real places, and an unfounded rumor regarding the Mote suggests that a female skeleton was found within its walls - which Seton used as a basis for her story. Through Seton, I discovered an unknown love for Tudor England, and undoubtedly I will read more books set in that time period.

Despite my praise for the book, I was unable to give it a five star rating because of its conclusion: it was as if Seton ran out of fuel. The idea of reincarnation takes a more ridiculous turn when Doctor Akananda hints at more pasts that conveniently interlock the same people. As if that were not enough of an affront, the resolution itself fell flat. With the Marsdon family tragedy conveniently wrapped up, Celia and Stephen seem aloof and their interaction felt a bit too forced. It is for this reason that I gave the book four stars.
  
Ghoulash: The Game of Card Calamity
Ghoulash: The Game of Card Calamity
2019 | Adventure, Fighting, Science Fiction
Ghoulash! I cannot say that word without using a Dracula-esque accent nor without my tummy grumbling (goulash is a yummy traditional Hungarian dish). Anyway, lunch time hangriness aside, Ghoulash is not a new game. In fact, the original version of Ghoulash was released in 2001 under Ghoulash Games. It is a pen-and-paper dungeon crawler for 2 players that we are reviewing as well. This game we are reviewing here is a card version prototype. So how does it play?

In Ghoulash: The Game of Card Calamity (which I will shorten to Ghoulash for the purpose of this review – even though there is the OG Ghoulash as well, I think you know what I’m talking about) players are Ghoul hunters. Ghouls are monstrous green blobsters that are coming for you. You fight them by shooting Ghoo, a purply substance, at them to exploit their weak spots and vanquish them. The first Ghoul hunter to reach 10 Victory Points (VPs) will be crowned the winner!

DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. As this is a preview copy of the game, I do not know if the final rules or components will be similar or different to what we were provided. -T

To setup the game, shuffle the deck and place a 6×3 grid of cards in the middle of the table. This is the “floor” and will be the game board for the duration of the game. When the floor is out of cards (I will explain), set out a new 6×3 grid floor and continue play. Deal each hunter a hand of seven cards and you are ready to play!

Each of the face down cards that comprise the floor are opportunities for encounters. You, as a Ghoul hunter, will enter the floor from any border card. On your turn you may fill your hand up to your current hand limit – which changes based on whether you have taken wounds or not. Next you must move orthogonally onto a space that contains a card or an empty space, but you must move – or take your Action first, THEN move. If you move to a space with a card, you encounter the card. Depending on what type of card is flipped face up you will be taking cards into your hand, following Command instructions, or fighting Ghouls. When you have finished your turn it is the next hunter’s turn.

Should your flipped card reveal an Action or Special card, you simply collect the card into your hand. If the flipped card is an Battle card (which has Ghoo splats – like the ones pictured above on the far right), you must follow the Command instructions at the bottom of the card before collecting to your hand. And if it’s a Ghoul you will begin battle!

Battling Ghouls is mechanically simple, but the overall battle may not be. When you face a Ghoul its card will tell you what the strength of the monster is (the white number). It could have four, five, or six hit points (HPs). To vanquish the Ghoul you will need to play cards whose Ghoo value (splats) is equal to or greater than the Ghoul’s HP amount. From this point the other hunters can intervene in the battle by playing cards whose battle Ghoo tips the scales toward the Ghoul thus making it more difficult to defeat (a la the ganging up mechanic in Munchkin). As only one hunter may affect the battle in this way, it is the player’s cards whose strength is greater that wins the challenge. Now the original combatant must spend more Ghoo cards to overcome the super-buffed Ghoul. Should the hunter prevail they will collect the Ghoul card and display it in front of them to show the table how many VPs they have earned. If the hunter is unsuccessful in the battle, they suffer wounds in the amount of VPs that would have been awarded with a successful battle (the green dots at the bottom of the card). Wounds are reflected by cards in hand, so if a hunter suffers two wounds, their hand limit is now five instead of the original seven. Play continues in this fashion until a hunter has accumulated 10 VPs and earned victory!

Components. Per my disclaimer, the game that was sent to us is a prototype version of the completed game, so components may (and probably will) change or be improved as a result of further development, and/or a successful Kickstarter campaign. That said, I can comment only on the components that were provided to us. The game is a deck of cards in a deck box. The cards themselves are of fine quality. The art upon them is okay. Nothing too stellar, but it gets the job done. I think the art is one thing that can be improved with development. Don’t get me wrong, the art is not at all bad. Perhaps it’s the card layout or graphic design. Something with a bit more punch would be appreciated.

Our thoughts on this one are that it needs some sprucing up a bit. Yes, it is in prototype format currently, and we know that. The card design needs to be updated a bit, but the game itself was also lacking a bit. One of the major concerns we had when playing through it was the card grid of the floor. We did not use any sort of player marker, token, meeple, or anything to mark our locations, and I really think that may have helped. We just had a hard time visualizing where our hunter was in relation to the face-down cards and how many turns it would take us to travel to them. There were several times where we just guessed as to who was actually closer and they were able to encounter the card. I am unsure how to fix that without supplying a grid or some sort of tracker. We should have maybe just played with meeples or dice for position markers. Oh heck I just thought of this: we could have also placed out dice or whatever on an x and y axis to denote where floor cards should be. Ugh. Battles were run somewhat smoothly, even though there were times where I was down to one card because I had suffered so many wounds and I could not get a First-Aid Kit to save my life (literally). The battle challenges did not work with us and we were trying to find a good way to make them happen, but our minds must not have been at their peak. We weren’t quite sure if, like in Munchkin, you could just add one card to your challenge total, or if you had to commit the entire bunch of cards you wish to play. It is not clear in the rules, so we went with our guts.

Overall, this could be a good dungeon crawler type card game. The theme is good, but for us it didn’t quite click…yet. If it sounds like something you would like to have in your collection, check Kickstarter for the campaign (if Ghoulash Games decides to crowd-fund this), contact the publisher directly, or (depending on date you read this) purchase from your FLGS. Oh, and keep the Ghoo Gone away – this time Ghoo is good for your health!
  
LF
Look for Ladybug in Plant City
8
9.0 (2 Ratings)
Book Rating
Look for Ladybug in Plant City by Katherina Manolessou is a beautiful book. The colors are vibrant and there’s so much to look at. My students enjoyed this book and wanted more of it.  A lot of time could be spend going through a book like this since the detail details will most likely inspire children to ask questions about the content on the pages. Additionally, the little text segments on each page encourage to look for certain things, for example a picture of a pineapple or a taxi full of owls.

Daisy and Ladybug are really close, but Ladybug goes missing and this book is a story of finding Ladybug. Every two pages is a new part of the city, and in every part you have to find the Ladybug. However this can be challenging, as there are tons of things that looks similar to him or that are colored the same way.  

The pages are delight to look at, you can see all sorts of things, and I just adore that the creatures are all colored in an abundance of colours. From pink to green, anything is possible in this story. The illustrator definitely did a wonderful job on the illustrations.

I received an ARC from Quarto Publishing Group and Frances Lincoln Childrens via NetGalley in exchange for an honest review. 

I give this book 3.5/5 stars based on the fact the book has an abrupt ending.
  
Some Girls Bite (Chicagoland Vampires, #1)
Some Girls Bite (Chicagoland Vampires, #1)
Chloe Neill | 2009 | Fiction & Poetry
9
8.1 (7 Ratings)
Book Rating
They killed me. They healed me. They changed me.

Sure, the life of a graduate student wasn’t exactly glamorous, but it was Merit’s. She was doing fine until a rogue vampire attacked her. But he only got a sip before he was scared away by another bloodsucker–and this one decided the best way to save her life was to make her the walking undead.

Turns out her savior was the master vampire of Cadogan House. Now she’s traded sweating over her thesis for learning to fit in at a Hyde Park mansion full of vamps loyal to Ethan Sullivan. Of course, as a tall, green-eyed, four-hundred-year-old vampire, he has centuries’ worth of charm, but unfortunately, he expects her gratitude–and servitude.

But an inconvenient sunlight allergy and Ethan’s attitude are the least of her concerns. Someone’s still out to get her. Her initiation into Chicago’s nightlife may be the first skirmish in a war–and there will be blood.

This is a reread for me and can't remember if I reviewed the first time. Possibly not as I didn't tend to back then! I have had Merit withdrawals I absolutely love this series it's one of my favourites. I forgot how much of an ass Ethan was at the beginning! Love to see the early sparring between them!!


If your a first time reader to this series buckle up it one heck of a ride!!
  
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Awix (3310 KP) rated Greed (2019) in Movies

Feb 24, 2020  
Greed (2019)
Greed (2019)
2019 | Comedy, Drama
8
7.0 (4 Ratings)
Movie Rating
The latest Coogan-Winterbottom collaboration is the kind of satire that draws blood, so it's lucky they have a note from the lawyers making it clear that it's absolutely and positively not based on the life of Sir Philip Green. A crass and amoral entrepreneur prepares for a lavish and decadent birthday celebration, in part to restore his image following some very bad publicity. Friends, family, and various hangers-on assemble; all does not go quite to plan - meanwhile, the ugly tale of the man's rise unfolds in flashback.

A friend initially demurred from seeing Greed, suggesting that he didn't need to see a movie to know how screwed up capitalism is - but I dragged him along anyway and we both enjoyed it. Mainly this is because it has a strong cast and a good script, although Steve Coogan is doing one of his comic grotesques and David Mitchell is basically just playing his usual comic persona under a different name. The shift from comedy to darker and more serious material as the film goes on is well handled, although you could argue the film is pushing it by attempting to be anti-capitalist, pro-feminist and pro-refugee all at the same time. Manages to be crowd-pleasing entertainment while scoring some serious points about the nature of the world in which we live. It may not teach you anything new, but it will probably make you care more about things you already know.