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Housewife of Horror (12 KP) rated Bad Dreams (1988) in Movies
Aug 25, 2018
Contains spoilers, click to show
Bad Dreams
Cast: Bruce Abbott (Re-Animator; Bride of Re-Animator); Jennifer Rubin (Nightmare on Elm Street 3: Dream Warriors)
Release date: April 8th 1988
Blu-ray release date: 23rd July 2018
Genre: Horror
Directed by: Andrew Fleming
Run time: 84 mins (approx)
'When Cynthia wakes up, she'll wish she were dead...'
Cynthia (Jennifer Rubin) wakes up from her coma after 13 years. She was the only survivor of a Jonestown-style suicide cult, a suicide-by-fire pact, instigated by Unity Fields cult leader Franklin Harris (Richard Lynch). We see in a later flashback that she began to retreat after the fire was started, she was just far enough away from the source of the resulting explosion that she lived, badly hurt, but alive.
When she wakes, she begins to have nightmarish visions of Harris, burnt and bloodied from the fire that destroyed all bar herself at Unity Fields.
Cynthia is inserted into a group therapy session, for borderline personality disorder treatment, run by Dr Alex Karmen (Bruce Abbott). Here she meets an eclectic bunch of individuals, including masochist Ralph (Dean Cameron), who takes an instant shine to Cynthia. The film is worth a watch for Dean Cameron's performance, he portrays a very likable psychotic patient perfectly.
The first of Dr Karmen's patients to die is Lana (E.G.Daily). an upset Cynthia has a flashback/vision of herself being baptized into the cult of Unity fields, a vision that takes a dark twist when Harris begins holding her underwater, forcing her under until she drowns, Cynthia horrified, realizes this is actually Lana. Afterwards, with Lana's body below him, Harris turns to Cynthia and says "I warned you Cynthia, I warned you someone else would take your place". Cynthia then 'wakes up' and hears a scream. Running into the pool room, she is confronted with the lifeless body of Lana, who has drowned in the pool - much like in her vision.
Each of the group continue to meet their end, one by one, by Harris (or so it would seem). Cynthia continues to have horrendous visions of him, his face all burnt up from the fire, and then the next person meets a grisly demise. She is convinced it's Harris, she is convinced he has returned to take her, and is punishing her and those around her for fleeing the fire.
This is a very well acted, intense and thought provoking film. It doesn't rely on gore and shocks to garner reaction, it relies primarily on the interactions and relationships of the characters, as well as the increasing tension and fear within Cynthia and the remaining patients of Dr Karmen. I particularly enjoyed the relationship between Cynthia and Dr Karmen, Bruce Abbot portrays a very sweet and empathetic character, who cares a great deal about his patients, especially Cynthia who he bonds with closely.
I very much enjoyed the end twist of the film, up on a rooftop, when we are shocked to find out that it is actually Karmen's superior, Dr Berrisford, who has been dosing the patients with psychogenic drugs to make the patients unstable and suicidal. All this just to corroborate his research - makes you wonder how much of this actually goes on in institutions. Karmen had suspected something was amiss with Berrisford for a while, and he confronts him after he sends Cynthia to isolation - "you want this, you want her on the edge, you've wanted this from the beginning".
We are then left to decide for ourselves whether Cynthia's visions of Harris and the resulting deaths of the patients were actually suicides caused by Dr Berrisford's drug cocktails, or was Harris actually there, was he he really tormenting Cynthia and murdering everyone around her in a twisted revenge for her survival.
Special Features:
Duel format collectors edition includes the High Definition Blu-ray (1080p) and the Standard Definition DVD version of the movie.
Interview with director Andrew Fleming.
Interview with actress Jennifer.
Interview with Spencer Murphy - Bad Dreams fan and University Lecturer.
Audio commentary with Nathaniel Thompson and Tim Greer (Mondo-Digital.com).
Theatrical trailer.
Reversible sleeve with alternate artwork.
The blu-ray includes a booklet from 88 Films, looking back at the 30 essential North American slasher movies from 1960-89.
I love this film, I'm extremely impressed with the Blu-ray from 88 Films' Slash Classics Collection.
Great special features, well worth a watch and a listen.
5/5 for the film and 3/5 for the features (A Bruce Abbott interview would have made it perfect)
If you haven't seen this, give it a watch, it's a horror classic!!
Lesley-Ann, the Housewife of Horror
Cast: Bruce Abbott (Re-Animator; Bride of Re-Animator); Jennifer Rubin (Nightmare on Elm Street 3: Dream Warriors)
Release date: April 8th 1988
Blu-ray release date: 23rd July 2018
Genre: Horror
Directed by: Andrew Fleming
Run time: 84 mins (approx)
'When Cynthia wakes up, she'll wish she were dead...'
Cynthia (Jennifer Rubin) wakes up from her coma after 13 years. She was the only survivor of a Jonestown-style suicide cult, a suicide-by-fire pact, instigated by Unity Fields cult leader Franklin Harris (Richard Lynch). We see in a later flashback that she began to retreat after the fire was started, she was just far enough away from the source of the resulting explosion that she lived, badly hurt, but alive.
When she wakes, she begins to have nightmarish visions of Harris, burnt and bloodied from the fire that destroyed all bar herself at Unity Fields.
Cynthia is inserted into a group therapy session, for borderline personality disorder treatment, run by Dr Alex Karmen (Bruce Abbott). Here she meets an eclectic bunch of individuals, including masochist Ralph (Dean Cameron), who takes an instant shine to Cynthia. The film is worth a watch for Dean Cameron's performance, he portrays a very likable psychotic patient perfectly.
The first of Dr Karmen's patients to die is Lana (E.G.Daily). an upset Cynthia has a flashback/vision of herself being baptized into the cult of Unity fields, a vision that takes a dark twist when Harris begins holding her underwater, forcing her under until she drowns, Cynthia horrified, realizes this is actually Lana. Afterwards, with Lana's body below him, Harris turns to Cynthia and says "I warned you Cynthia, I warned you someone else would take your place". Cynthia then 'wakes up' and hears a scream. Running into the pool room, she is confronted with the lifeless body of Lana, who has drowned in the pool - much like in her vision.
Each of the group continue to meet their end, one by one, by Harris (or so it would seem). Cynthia continues to have horrendous visions of him, his face all burnt up from the fire, and then the next person meets a grisly demise. She is convinced it's Harris, she is convinced he has returned to take her, and is punishing her and those around her for fleeing the fire.
This is a very well acted, intense and thought provoking film. It doesn't rely on gore and shocks to garner reaction, it relies primarily on the interactions and relationships of the characters, as well as the increasing tension and fear within Cynthia and the remaining patients of Dr Karmen. I particularly enjoyed the relationship between Cynthia and Dr Karmen, Bruce Abbot portrays a very sweet and empathetic character, who cares a great deal about his patients, especially Cynthia who he bonds with closely.
I very much enjoyed the end twist of the film, up on a rooftop, when we are shocked to find out that it is actually Karmen's superior, Dr Berrisford, who has been dosing the patients with psychogenic drugs to make the patients unstable and suicidal. All this just to corroborate his research - makes you wonder how much of this actually goes on in institutions. Karmen had suspected something was amiss with Berrisford for a while, and he confronts him after he sends Cynthia to isolation - "you want this, you want her on the edge, you've wanted this from the beginning".
We are then left to decide for ourselves whether Cynthia's visions of Harris and the resulting deaths of the patients were actually suicides caused by Dr Berrisford's drug cocktails, or was Harris actually there, was he he really tormenting Cynthia and murdering everyone around her in a twisted revenge for her survival.
Special Features:
Duel format collectors edition includes the High Definition Blu-ray (1080p) and the Standard Definition DVD version of the movie.
Interview with director Andrew Fleming.
Interview with actress Jennifer.
Interview with Spencer Murphy - Bad Dreams fan and University Lecturer.
Audio commentary with Nathaniel Thompson and Tim Greer (Mondo-Digital.com).
Theatrical trailer.
Reversible sleeve with alternate artwork.
The blu-ray includes a booklet from 88 Films, looking back at the 30 essential North American slasher movies from 1960-89.
I love this film, I'm extremely impressed with the Blu-ray from 88 Films' Slash Classics Collection.
Great special features, well worth a watch and a listen.
5/5 for the film and 3/5 for the features (A Bruce Abbott interview would have made it perfect)
If you haven't seen this, give it a watch, it's a horror classic!!
Lesley-Ann, the Housewife of Horror

Purple Phoenix Games (2266 KP) rated Zombie Kidz Evolution in Tabletop Games
Nov 9, 2021
You know how you are just browsing BGG and come across some surprising statistics? For example, if you click on a ranking number on a game’s profile page, it will take you to the entire list of games including that search term. I do not believe I had checked on “Children’s Game” ranks for quite some time, so I was taken aback when I noticed that Zombie Kidz Evolution ranks #1 overall, per BGG users. Well, heck. I have children. They like games. I should probably check this out, right? Absolutely!
Zombie Kidz Evolution is a cooperative, horror/zombies, dice rolliling, variable player powers, LEGACY game… for children?? Those mechanics do not scream “children” to me at all! What gives here? In this one, players take on the role of children protecting their schoolhouse from infiltrating zombies, and all players win or lose together. Through multiple plays, however, the game evolves and the way in which the game is played also evolves. Oh, and there’s also stickers, which ALL children love.
To setup, determine play count and which side of the board to play. Each player chooses a standee to represent them, place out one zombie tile in each area with a fence gate, and the other zombies randomly in a line near the board. The lock tokens should be placed nearby and the die is given to the starting player (in our house, my son, as he will cry if we didn’t). The player standees, “kids” from here out, are placed in the central room of the schoolhouse and the game is ready to begin!
Zombie Kidz Evolution is played over several turns, and each turn consists of three or four actions. First, the active player rolls the die. The die face determines in which school zone a zombie tile will spawn. There are five colored spaces relating to five of the six die faces, with one die face being blank – no zombies spawn on that roll. After placing the zombie tile in the appropriate zone, the player may move their kid to an adjacent zone or leave them where they are. However, if a zone contains three or more zombies, the kids cannot enter.
After movement, the player may then eliminate one or two zombies in their zone. This happens automatically – there are no combat mechanics. The player simply removes one or two zombie tiles and places them at the end of the line off-board. Should two kids occupy the same zone outside the school where a fence gate is unlocked, they may high-five and place a lock token on the gate. After this step, the die is passed to the next player for their turn.
The game continues in this fashion of taking turns spawning and eliminating zombies until the players have locked all four gates outside the schoolhouse. A brain sticker is applied to the appropriate space on the back of the rulebook to track victories, and if enough stickers have been applied, players may be allowed to open one of the 13 sealed envelopes. Inside these envelopes are an assortment of items, most of which I am unable to disclose. However, more stickers may be applied to certain components, thus changing their functions completely for subsequent plays – just as all good legacy games provide. If playing with children, expect to play several games in sequence, as it is very addicting.
Components. The physical components in this game are all fine. The standees, board, and tokens are unspectacular, but do their job. The die is cool, but under weak lighting the blue and green can be difficult to differentiate. I will not discuss anything contained in the envelopes, and I apologize for that, but I do not want to spoil anything. The art style, though, is what does it for me. Every component proudly displays amazing artwork, and half the fun is watching little ones stare and smile at the components on the table. My only request here, and I cannot believe I am saying this, is that I do wish the player pieces were minis instead of standees, but I understand the decision to keep the cardboard standees in to keep the price point super reasonable. Outside that, this little box has a ton of game inside it.
My 5-year-old son is completely addicted to this game! He requests we play almost every night, and I happily oblige, as I really enjoy it as well. Yes, it is very light. Hardcore gamers probably will not get much enjoyment out of it, though I could certainly be wrong as well. We have found it to provide so much joy to our family, and though the box says it is intended for ages 7+, I encourage parents of younger children to give it a try as well. The turns are simple: roll, spawn, move, remove, and possibly lock. We are a modern household, so zombies in this game are just “taken care of” instead of “killed,” so we are able to skirt our problematic verbiage. There isn’t much we can do to soften the art of all the kids wielding weapons, though, so beware if that is against your parenting style.
As a game, and especially as a children’s game, this one is just incredible. I can certainly understand why it is rated #1 in Children’s Games on BGG. The game tackles more advanced mechanics and throws them into a game meant for little ones. And it does this beautifully. Unfortunately, though, I have noticed that my son now is exhibiting some completionist behaviors, as he likes to complete missions in the rulebook so we can advance toward opening more and more envelopes. It is so very easy for Purple Phoenix Games to give this one a well-deserved 20 / 24. That score includes opinions from not only Laura and me, but also my wife and son. We all love it!
If you are looking for an lighter (at first) legacy game to get your feet wet, I cannot recommend Zombie Kidz Evolution enough. Adults may be able to breeze through a few games in a night, but don’t expect it to be a pushover. The die will still roll against your wishes and fill up zones you wanted to clear, and then that blocks your movement through that zone, or you may find it difficult to travel around the board very easily, as kids can only move one zone each turn, so when they are three zones away from trauma, the pressure becomes real. We have probably lost almost as many games as we have won, but we have always had a great time. And when you are spending this quality time with the people you love, “taking care of” zombies, you want to tell the whole world to enjoy the game as much as you have. So, go grab yourselves a copy right now!
Zombie Kidz Evolution is a cooperative, horror/zombies, dice rolliling, variable player powers, LEGACY game… for children?? Those mechanics do not scream “children” to me at all! What gives here? In this one, players take on the role of children protecting their schoolhouse from infiltrating zombies, and all players win or lose together. Through multiple plays, however, the game evolves and the way in which the game is played also evolves. Oh, and there’s also stickers, which ALL children love.
To setup, determine play count and which side of the board to play. Each player chooses a standee to represent them, place out one zombie tile in each area with a fence gate, and the other zombies randomly in a line near the board. The lock tokens should be placed nearby and the die is given to the starting player (in our house, my son, as he will cry if we didn’t). The player standees, “kids” from here out, are placed in the central room of the schoolhouse and the game is ready to begin!
Zombie Kidz Evolution is played over several turns, and each turn consists of three or four actions. First, the active player rolls the die. The die face determines in which school zone a zombie tile will spawn. There are five colored spaces relating to five of the six die faces, with one die face being blank – no zombies spawn on that roll. After placing the zombie tile in the appropriate zone, the player may move their kid to an adjacent zone or leave them where they are. However, if a zone contains three or more zombies, the kids cannot enter.
After movement, the player may then eliminate one or two zombies in their zone. This happens automatically – there are no combat mechanics. The player simply removes one or two zombie tiles and places them at the end of the line off-board. Should two kids occupy the same zone outside the school where a fence gate is unlocked, they may high-five and place a lock token on the gate. After this step, the die is passed to the next player for their turn.
The game continues in this fashion of taking turns spawning and eliminating zombies until the players have locked all four gates outside the schoolhouse. A brain sticker is applied to the appropriate space on the back of the rulebook to track victories, and if enough stickers have been applied, players may be allowed to open one of the 13 sealed envelopes. Inside these envelopes are an assortment of items, most of which I am unable to disclose. However, more stickers may be applied to certain components, thus changing their functions completely for subsequent plays – just as all good legacy games provide. If playing with children, expect to play several games in sequence, as it is very addicting.
Components. The physical components in this game are all fine. The standees, board, and tokens are unspectacular, but do their job. The die is cool, but under weak lighting the blue and green can be difficult to differentiate. I will not discuss anything contained in the envelopes, and I apologize for that, but I do not want to spoil anything. The art style, though, is what does it for me. Every component proudly displays amazing artwork, and half the fun is watching little ones stare and smile at the components on the table. My only request here, and I cannot believe I am saying this, is that I do wish the player pieces were minis instead of standees, but I understand the decision to keep the cardboard standees in to keep the price point super reasonable. Outside that, this little box has a ton of game inside it.
My 5-year-old son is completely addicted to this game! He requests we play almost every night, and I happily oblige, as I really enjoy it as well. Yes, it is very light. Hardcore gamers probably will not get much enjoyment out of it, though I could certainly be wrong as well. We have found it to provide so much joy to our family, and though the box says it is intended for ages 7+, I encourage parents of younger children to give it a try as well. The turns are simple: roll, spawn, move, remove, and possibly lock. We are a modern household, so zombies in this game are just “taken care of” instead of “killed,” so we are able to skirt our problematic verbiage. There isn’t much we can do to soften the art of all the kids wielding weapons, though, so beware if that is against your parenting style.
As a game, and especially as a children’s game, this one is just incredible. I can certainly understand why it is rated #1 in Children’s Games on BGG. The game tackles more advanced mechanics and throws them into a game meant for little ones. And it does this beautifully. Unfortunately, though, I have noticed that my son now is exhibiting some completionist behaviors, as he likes to complete missions in the rulebook so we can advance toward opening more and more envelopes. It is so very easy for Purple Phoenix Games to give this one a well-deserved 20 / 24. That score includes opinions from not only Laura and me, but also my wife and son. We all love it!
If you are looking for an lighter (at first) legacy game to get your feet wet, I cannot recommend Zombie Kidz Evolution enough. Adults may be able to breeze through a few games in a night, but don’t expect it to be a pushover. The die will still roll against your wishes and fill up zones you wanted to clear, and then that blocks your movement through that zone, or you may find it difficult to travel around the board very easily, as kids can only move one zone each turn, so when they are three zones away from trauma, the pressure becomes real. We have probably lost almost as many games as we have won, but we have always had a great time. And when you are spending this quality time with the people you love, “taking care of” zombies, you want to tell the whole world to enjoy the game as much as you have. So, go grab yourselves a copy right now!

Purple Phoenix Games (2266 KP) rated Dragons Wild in Tabletop Games
Feb 1, 2021
Have you ever had Gamer Deja Vu? Like you know you’ve played this game before but don’t remember, or the mechanics just feel so familiar? I have it seldomly, but I still feel it at times. What I enjoy about certain games is how quick they are teach, have familiar mechanics, but also have their own twists to truly make it unique. Have I found that here with Dragons Wild?
Dragons Wild is a trick-taking game very similar to the old standard, Rummy. So like its predecessor players are trying to rid their hands of cards in order to signal the end of the game. Where this version separates is in the little details that are absent from Rummy.
DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and I do not know for sure if the final components will be any different from these shown. Also, it is not my intention to detail every rule in the game, as there are just too many. You are invited to download the rulebook, back the game through the Kickstarter campaign launching February 2, 2021, or through any retailers stocking it after fulfillment. -T
To setup choose a dealer and a scorer (different players). The dealer will shuffle the entire deck of cards, save for the scoring cards, and deal each player seven cards. The draw deck is placed in the middle of the table and the dealer flips the top card to create the discard pile. The scorer finds the reference score card and places the dragon token on or near the “Round 1, Score 8 per card” text. The game may now begin!
Generally, the game is played much like Rummy where players are attempting to lay down melds of cards containing either runs (1, 2, 3, 4, etc) or sets (2, 2, 2 of different suits). Once a player has a meld in front of themselves they may play their cards onto other players’ melds. Players must discard a card at the end of each turn, and play continues in this manner until a player runs out of cards.
Dragons Wild, however, adds a few twists to pump up the play of traditional Rummy. Each player will need to keep track of their point totals as they will change with each play of a card. Should a player lay a meld on Round 1 they score eight VP for each card laid. In Round 2 cards are worth seven points each. Round 3 each card is worth six points and so on until Round 8 (or more) where each card is worth just one point.
Another way in which Dragons Wild differs from its older cousin is in the buying of cards (as far as I remember – I’m no Rummy expert). On their turn the active player must draw a card from either the top of the draw deck or the top of the discard pile. However, before the active player chooses, should another player wish to buy the face-up discard card the active player decides to allow or disallow the buy. With a successful buy the buying player takes the discarded card as well as the top card of the draw deck as payment. A player may buy as many as three cards in this fashion for each new active player.
Also, Dragons Wild offers a slight rule change for Wild cards in melds. Every time I have played Rummy in my lifetime any Wild is up for grabs as long as it can be replaced with a legal card from any player’s hand on their turn. This is not the case in Dragons Wild, as only Wild cards that hang on the end of a RUN of cards may be taken, replaced, or moved to the other end by the active player.
The game ends once one player is able to rid their entire hand of cards and still have one card to discard at the end of their turn. Players then total their scores from all cards played, scoring points differently depending on the Round in which they were laid. Other players still possessing cards then subtract the NUMBER of cards still held from their entire score, not their values. The player with the most points after this scoring phase is the winner!
Components. Again, this is a prototype copy of the game, and I am completely unsure which, if any, components will be upgraded as a result of a successful Kickstarter campaign. That said, I can comment on a couple things. First, the art style. While it is not my cup of tea (dragons have tea parties, right?) I can see where others may quite enjoy its fancifulness and whimsy. The game is very colorful, and I do appreciate that quite a lot. The cards are laid out well, and each suit is a different species of fantastic beast (though I rarely knew which was which – I just paid attention to the background color in the corners of the cards mostly). So I have no real problems with the components at all, I just wish for different art. The designer was nice enough to send along a print of a purple phoenix with this copy, which is super rad of her, and it looks great. Maybe she will add them into the final version…
Gameplay is familiar, like I stated earlier, because I would think most people have played Rummy or a variation of it at some point. In fact, my family was big into Rummikub growing up, and my grandparents were big into Rummy proper. So this was somewhat nostalgic for me while also bringing a few house rules and art that is different from a boring deck of normal playing cards.
The rules are not at all difficult, so learning, teaching, and playing have not seemed to be an issue at all here. If players have all played a version of Rummy before then this one will fly pretty quickly. It is a simple, fast, and slightly unique version of Rummy that would be nice to keep around if you need to wait on another player to arrive and they are 10 minutes away, or as a palette cleanser between games. Definitely a filler game, and not at all a bad one!
If you are looking for a differently-themed Rummy replacement with a twist, I recommend checking out Dragons Wild. It’s cute, quick, and has dragons, for Pete’s sake. Consider backing the Kickstarter campaign or asking your LFGS to stock it upon release.
Dragons Wild is a trick-taking game very similar to the old standard, Rummy. So like its predecessor players are trying to rid their hands of cards in order to signal the end of the game. Where this version separates is in the little details that are absent from Rummy.
DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and I do not know for sure if the final components will be any different from these shown. Also, it is not my intention to detail every rule in the game, as there are just too many. You are invited to download the rulebook, back the game through the Kickstarter campaign launching February 2, 2021, or through any retailers stocking it after fulfillment. -T
To setup choose a dealer and a scorer (different players). The dealer will shuffle the entire deck of cards, save for the scoring cards, and deal each player seven cards. The draw deck is placed in the middle of the table and the dealer flips the top card to create the discard pile. The scorer finds the reference score card and places the dragon token on or near the “Round 1, Score 8 per card” text. The game may now begin!
Generally, the game is played much like Rummy where players are attempting to lay down melds of cards containing either runs (1, 2, 3, 4, etc) or sets (2, 2, 2 of different suits). Once a player has a meld in front of themselves they may play their cards onto other players’ melds. Players must discard a card at the end of each turn, and play continues in this manner until a player runs out of cards.
Dragons Wild, however, adds a few twists to pump up the play of traditional Rummy. Each player will need to keep track of their point totals as they will change with each play of a card. Should a player lay a meld on Round 1 they score eight VP for each card laid. In Round 2 cards are worth seven points each. Round 3 each card is worth six points and so on until Round 8 (or more) where each card is worth just one point.
Another way in which Dragons Wild differs from its older cousin is in the buying of cards (as far as I remember – I’m no Rummy expert). On their turn the active player must draw a card from either the top of the draw deck or the top of the discard pile. However, before the active player chooses, should another player wish to buy the face-up discard card the active player decides to allow or disallow the buy. With a successful buy the buying player takes the discarded card as well as the top card of the draw deck as payment. A player may buy as many as three cards in this fashion for each new active player.
Also, Dragons Wild offers a slight rule change for Wild cards in melds. Every time I have played Rummy in my lifetime any Wild is up for grabs as long as it can be replaced with a legal card from any player’s hand on their turn. This is not the case in Dragons Wild, as only Wild cards that hang on the end of a RUN of cards may be taken, replaced, or moved to the other end by the active player.
The game ends once one player is able to rid their entire hand of cards and still have one card to discard at the end of their turn. Players then total their scores from all cards played, scoring points differently depending on the Round in which they were laid. Other players still possessing cards then subtract the NUMBER of cards still held from their entire score, not their values. The player with the most points after this scoring phase is the winner!
Components. Again, this is a prototype copy of the game, and I am completely unsure which, if any, components will be upgraded as a result of a successful Kickstarter campaign. That said, I can comment on a couple things. First, the art style. While it is not my cup of tea (dragons have tea parties, right?) I can see where others may quite enjoy its fancifulness and whimsy. The game is very colorful, and I do appreciate that quite a lot. The cards are laid out well, and each suit is a different species of fantastic beast (though I rarely knew which was which – I just paid attention to the background color in the corners of the cards mostly). So I have no real problems with the components at all, I just wish for different art. The designer was nice enough to send along a print of a purple phoenix with this copy, which is super rad of her, and it looks great. Maybe she will add them into the final version…
Gameplay is familiar, like I stated earlier, because I would think most people have played Rummy or a variation of it at some point. In fact, my family was big into Rummikub growing up, and my grandparents were big into Rummy proper. So this was somewhat nostalgic for me while also bringing a few house rules and art that is different from a boring deck of normal playing cards.
The rules are not at all difficult, so learning, teaching, and playing have not seemed to be an issue at all here. If players have all played a version of Rummy before then this one will fly pretty quickly. It is a simple, fast, and slightly unique version of Rummy that would be nice to keep around if you need to wait on another player to arrive and they are 10 minutes away, or as a palette cleanser between games. Definitely a filler game, and not at all a bad one!
If you are looking for a differently-themed Rummy replacement with a twist, I recommend checking out Dragons Wild. It’s cute, quick, and has dragons, for Pete’s sake. Consider backing the Kickstarter campaign or asking your LFGS to stock it upon release.

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

Electric Guitar Lessons - Ultimate Guide
Music and Education
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This app has over 300 easy to follow video lessons on how to play the Electric Guitar including...

Emma @ The Movies (1786 KP) rated Knives Out (2019) in Movies
Nov 4, 2019
Knives Out was probably my most anticipated film of the festival, so much so that I brought a ticket to see it rather than deal with the hassle of the press screening.
If you take Clue, add some Agatha Christie and maybe a large helping of A-list cast you'll find yourself at the feet of Knives Out. I don't have a problem with any of that at all, the problem I had is that what we got was predictable. That can work, predictable is comforting, but here I watched and felt like I'd seen it before. It felt like I was watching a remake of something. It was Clue without being as fun and Agatha Christie without being as intriguing. Would it have been better had I not been so excited to see it? Potentially, though we'll never know now.
There are definitely things to like though.
We get the classic interview phase with each family member questioned alone, the whole scene has a wonderful flow to it. With the script, the actors and the clips of each character edited together so well you get the perfect comedic timing on everything.
Marta was an interesting character but Ana de Armas (Blade Runner 2049 and No Time To Die) gave what I felt was an almost forgettable performance, which is incredible considering Marta has a severe problem with lying that leads to hilarious situations. It's a solid performance, I don't want to say she did a bad job, but the other characters are larger than life and it would have been nice to see a little more of that in her. I know she's supposed to be the meek and mild help but you see little glimmers of it in there yet it doesn't come to anything.
Benoit Blanc is Knives Out's Poirot, though he's much more of a crossbreed of Poirot and Hastings. Excellent with the deductions and yet just a little oblivious. Daniel Craig plays him just slightly frustrating, which again is something you'd expect in this sort of thing but I wasn't entirely convinced. I did like Blanc's interactions with Marta, though only from his side of things, it did something interesting to his character but somehow made no impact on Marta's.
A brief special mention should go to Lakeith Stanfield and Noah Segan, their appearances felt fleeting but they were always amusing.
I thought the rest of the cast was good, as you'd expect, that might seems rather dismissive but how am I supposed to feel about it? A-listers in main roles... fantastic, A-listers in cameos... fantastic, but the rest of the characters in this was filled with powerful actors all in bit parts. When that went through my head all I could think was "please sir, I want some more." Toni Collette, Chris Evans, Jamie Lee Curtis, Michael Shannon... great performances but I'd happily have had an encore.
I did enjoy it, but as I sat in the audience and everyone around me roared with laughter at things I thought were just okay I had to wonder what I'd missed. Was it because I was so hyped for it in the first place? Was it festival fatigue? Or have I just seen so much of this that I just couldn't appreciate their take on the classic? I wish I knew.
Cineworld are putting on an Unlimited Screening of this a few days before it goes on general release, I'll definitely be checking it out again and I'm hoping that a second viewing will make me feel differently about it. In the meantime though it's nice to see so many people rating this one highly.
Full review originally posted on: https://emmaatthemovies.blogspot.com/2019/11/knives-out-movie-review.html
If you take Clue, add some Agatha Christie and maybe a large helping of A-list cast you'll find yourself at the feet of Knives Out. I don't have a problem with any of that at all, the problem I had is that what we got was predictable. That can work, predictable is comforting, but here I watched and felt like I'd seen it before. It felt like I was watching a remake of something. It was Clue without being as fun and Agatha Christie without being as intriguing. Would it have been better had I not been so excited to see it? Potentially, though we'll never know now.
There are definitely things to like though.
We get the classic interview phase with each family member questioned alone, the whole scene has a wonderful flow to it. With the script, the actors and the clips of each character edited together so well you get the perfect comedic timing on everything.
Marta was an interesting character but Ana de Armas (Blade Runner 2049 and No Time To Die) gave what I felt was an almost forgettable performance, which is incredible considering Marta has a severe problem with lying that leads to hilarious situations. It's a solid performance, I don't want to say she did a bad job, but the other characters are larger than life and it would have been nice to see a little more of that in her. I know she's supposed to be the meek and mild help but you see little glimmers of it in there yet it doesn't come to anything.
Benoit Blanc is Knives Out's Poirot, though he's much more of a crossbreed of Poirot and Hastings. Excellent with the deductions and yet just a little oblivious. Daniel Craig plays him just slightly frustrating, which again is something you'd expect in this sort of thing but I wasn't entirely convinced. I did like Blanc's interactions with Marta, though only from his side of things, it did something interesting to his character but somehow made no impact on Marta's.
A brief special mention should go to Lakeith Stanfield and Noah Segan, their appearances felt fleeting but they were always amusing.
I thought the rest of the cast was good, as you'd expect, that might seems rather dismissive but how am I supposed to feel about it? A-listers in main roles... fantastic, A-listers in cameos... fantastic, but the rest of the characters in this was filled with powerful actors all in bit parts. When that went through my head all I could think was "please sir, I want some more." Toni Collette, Chris Evans, Jamie Lee Curtis, Michael Shannon... great performances but I'd happily have had an encore.
I did enjoy it, but as I sat in the audience and everyone around me roared with laughter at things I thought were just okay I had to wonder what I'd missed. Was it because I was so hyped for it in the first place? Was it festival fatigue? Or have I just seen so much of this that I just couldn't appreciate their take on the classic? I wish I knew.
Cineworld are putting on an Unlimited Screening of this a few days before it goes on general release, I'll definitely be checking it out again and I'm hoping that a second viewing will make me feel differently about it. In the meantime though it's nice to see so many people rating this one highly.
Full review originally posted on: https://emmaatthemovies.blogspot.com/2019/11/knives-out-movie-review.html

Emma @ The Movies (1786 KP) rated Judy (2019) in Movies
Dec 8, 2019
There's a definite fatigue now with films based on music stars and their works, I was already feeling it earlier in the year with Yesterday and Blinded By The Light. While I wasn't particularly enthusiastic about seeing Judy the trailer had me as soon as I heard "Somewhere over the rainbow".
Judy, once a household name, is short on money and her reputation is making it hard to get the work she needs. As her welcome at hotels is no longer guaranteed and her ex-husband's concern for what sort of life she's giving their children grows she realises she needs to find a way to make enough money to get them a proper home.
Her answer lies in England with nightly sellout performances to the crowds. But as the loneliness and isolation set in it might be that her not so glamorous lifestyle has caught up with her.
As with many real life depictions I came out wanting to know what was true to Garland's actual life and what was added with artistic license. Perhaps the worst thing about this film is just how accurate it is, the bullying, the abuse, the drugs, it shows a shocking side of Hollywood as it brought up its young stars. It was a little sad to find out that my two favourite bits of the film were probably the only bits in the whole thing that weren't based on actual events, but when you think about it that's not a bad statistic.
Renée Zellweger is outstanding. A year of vocal training before even getting to the set and being able to deliver such a stellar singing performance while simultaneously having to act like you're high on pills, exhaustion and drink... I'm genuinely amazed when I think back to some moments in the film.
I didn't get that same rush from listening to her singing in the film as I did in the trailer. She's wonderful performing the songs but I just felt that everything around the songs was too much of a distraction from it.
Yes, there are other people in Judy beyond Renée Zellweger but I'm not sure that there was anything to them that could shine as much as she did. Jessie Buckley felt underused, and after seeing Wild Rose earlier this year it was sad to see her so close to a stage without her getting to sing. I thought Andy Nyman made a good show as Dan, one half of the gay couple Judy befriends, the emotion that ran through his scenes with her had me wrecked.
I felt a little thrown by the flashbacks initially, but the drip feeding of scenes from her life as we progressed through the modern part of the story worked well. Each reveal would make you a little more heartbroken and concerned for adult Judy, the balance was perfect.
From the glamorous hotels to the dark night streets of London I thought all the settings were chosen well. The design overall with the costumes and sets felt spot on too. Seeing images of the cast against their real life counterparts really gives you pause to think about how hard everyone on that film worked to make the perfect shot.
There aren't all that many drawbacks here, apart from the fatigue for this sort of film that I mentioned earlier it felt very much like I've seen this film before. The recent biopic Stan & Ollie has so many similar features and scenarios that Judy ended up feeling like it wasn't such a new release. Despite that I did enjoy it, I just wish there had been more songs in it, I'm a sucker for a good tune.
Originally posted on: https://emmaatthemovies.blogspot.com/2019/11/judy-movie-review.html
Judy, once a household name, is short on money and her reputation is making it hard to get the work she needs. As her welcome at hotels is no longer guaranteed and her ex-husband's concern for what sort of life she's giving their children grows she realises she needs to find a way to make enough money to get them a proper home.
Her answer lies in England with nightly sellout performances to the crowds. But as the loneliness and isolation set in it might be that her not so glamorous lifestyle has caught up with her.
As with many real life depictions I came out wanting to know what was true to Garland's actual life and what was added with artistic license. Perhaps the worst thing about this film is just how accurate it is, the bullying, the abuse, the drugs, it shows a shocking side of Hollywood as it brought up its young stars. It was a little sad to find out that my two favourite bits of the film were probably the only bits in the whole thing that weren't based on actual events, but when you think about it that's not a bad statistic.
Renée Zellweger is outstanding. A year of vocal training before even getting to the set and being able to deliver such a stellar singing performance while simultaneously having to act like you're high on pills, exhaustion and drink... I'm genuinely amazed when I think back to some moments in the film.
I didn't get that same rush from listening to her singing in the film as I did in the trailer. She's wonderful performing the songs but I just felt that everything around the songs was too much of a distraction from it.
Yes, there are other people in Judy beyond Renée Zellweger but I'm not sure that there was anything to them that could shine as much as she did. Jessie Buckley felt underused, and after seeing Wild Rose earlier this year it was sad to see her so close to a stage without her getting to sing. I thought Andy Nyman made a good show as Dan, one half of the gay couple Judy befriends, the emotion that ran through his scenes with her had me wrecked.
I felt a little thrown by the flashbacks initially, but the drip feeding of scenes from her life as we progressed through the modern part of the story worked well. Each reveal would make you a little more heartbroken and concerned for adult Judy, the balance was perfect.
From the glamorous hotels to the dark night streets of London I thought all the settings were chosen well. The design overall with the costumes and sets felt spot on too. Seeing images of the cast against their real life counterparts really gives you pause to think about how hard everyone on that film worked to make the perfect shot.
There aren't all that many drawbacks here, apart from the fatigue for this sort of film that I mentioned earlier it felt very much like I've seen this film before. The recent biopic Stan & Ollie has so many similar features and scenarios that Judy ended up feeling like it wasn't such a new release. Despite that I did enjoy it, I just wish there had been more songs in it, I'm a sucker for a good tune.
Originally posted on: https://emmaatthemovies.blogspot.com/2019/11/judy-movie-review.html

Purple Phoenix Games (2266 KP) rated Monster Stomping: Heroes in Tabletop Games
Dec 15, 2020
Godzilla. King Kong. Goldar. Large monsters that terrorize cities. We’ve all seen ’em. They’ve kicked in our schools, workplaces, and neighborhood parks. Luckily, even greater heroes are around to save the day and protect our livelihoods with their amazing superpowers. What, just my neighborhood? Oh. Well, get ready to play a game based on my neighborhood superhero and the kaijus that wreak havoc and bring devastation everywhere they tread.
Ok, so I don’t have these monsters and superheroes in my area. I wish we did. In any case, Monster Stomping: Heroes is a card game of building heroes to protect your city and also building monsters to attack other cities. The first player to have six City Defense cards in their tableau will win!
DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and I do not know for sure if the final components will be any different from these shown. Also, it is not my intention to detail every rule in the game, as there are just too many. You are invited to download the rulebook, back the game through the Kickstarter campaign, or through any retailers stocking it after fulfillment. -T
To setup, each player will receive one monster body card, one hero body card, and one city card to be placed in front of them on the table. The remaining setup cards can be placed back in the box. The remaining cards will be shuffled to create the large draw deck. Each player is dealt five cards from this deck to create their hand and the game may now begin!
On a player’s turn they will have a choice of three actions to take: Play, Discard Your Hand, or Attack! When the active player decides to Play they will first draw cards to increase their hand to six cards. Next they may play a card face-up on the table. These cards are Monster Powers, Hero Powers, or City Defense cards. Both Monster and Hero Powers are mix-and-match body parts that add value to the Attack phase. City Defense cards are placed around the city card. Six of these are needed to win. After one of these three card types are played to the table the player may also play a blue-bordered Special Card. The Special Cards could allow players to view the contents of an opponent’s hand, or skip a player’s turn, or even discard a City Defense card.
A player may dislike their hand of cards and wish to Discard Your Hand any number of cards. Once done the player will draw back up to six cards and then discard one to return to the hand limit of five cards.
If the active player is feeling lucky or particularly surly they may Attack! another player’s city. During an Attack! the attacking player and defending player will both roll 1d6. The result of the die roll is then added to any bonuses afforded them from their built Monster (attacker) or Hero (defender). At this time any involved player may play a Combat card from their hand to tip the scales of battle. These will either add or subtract values from the Monster or Hero, or block the Monster altogether, or even switch a player’s Hero and Monster values during the battle. The winning attacker then steals one of the defender’s City Defense cards and places it in their own city. The winning defender will receive the Morale Boost meeple to earn a +1 to their hero the next time they are attacked.
Once the active player has completed their turn play continues to the next player until a sixth City Defense card has been placed. When this happens the next player is allowed one more turn to either earn their sixth City Defense card or thwart the previous player by causing them to lose their sixth card. Play continues in this fashion until one player is the ultimate winner and completely defends their city!
Components. Again, this is a prototype copy of the game and I do not know if these will be updated in any fashion in the final copy. That said, we were provided a box with 2d6, a Morale Boost meeple, and a bunch of cards. The dice are fine and can be switched out with prettier ones if you prefer (I might), and the meeple is an interesting shape and excellent orange color. The cards are matte finished and the art on them is pretty good. The layout of the cards is easy to use. In fact, the layout of the cards (especially the Special and Combat cards) are incredibly reminiscent of the cards in Munchkin.
Actually, the entire time I was playing Monster Stomping: Heroes I could not help but feel like I was playing a better version of Munchkin. It is essentially the same game: the winner has to get to six City Defense cards (10th level in Munchkin), uses cards to debilitate opponents (same in Munchkin), creates better toons in front of themselves (same in Munchkin), and has the additional ability of a helper to aid in battle (same in Munchkin). Let me reiterate that this game is a BETTER version of Munchkin, even though it is extremely similar.
What I really like about this one is the quick play that can be had and the ability to be played by two players. Since I’m comparing it to Munchkin now, a game of Munchkin can easily take a frustrating two or more hours to complete. I say frustrating because all players end up simply ganging up on their opponents at the end just trying to prevent them from winning. While the same is partially true in Monster Stomping, there are only six cards to be collected before becoming the winner and some players may become untouchable at times due to their impressive Monster or Hero-building skills. Another aspect I truly appreciate and enjoy here is that the game can be played with only two players, while Munchkin requires at least three. That may not seem like a huge difference, but if I can play a game at home with my wife without having to add house rules or other ways to doctor up the rules, then I am a much happier man.
I enjoy building the different characters in the game and seeing what kind of abomination I end up with at game’s end. This is much more personal preference for me because building a character in Munchkin is handled much the same way, but differently. For those who have played Munchkin, I am sure you understand.
So all in all, if you are a closet fan of Munchkin and want to protect your gamer cred, you certainly need to check out Monster Stomping: Heroes. It will give you all the good parts of Munchkin but filter out the underwhelming or over-stuffed feelings. It plays quickly, and gives players lots of options to build their characters. The game is easy to teach and learn, and you may even wish to play several games in a row. While I have compared this to Munchkin quite a bit, Monster Stomping: Heroes is its own game and offers several differences to players. If you have been looking for a Munchkin replacement, I may have found it for you. You’re welcome.
Ok, so I don’t have these monsters and superheroes in my area. I wish we did. In any case, Monster Stomping: Heroes is a card game of building heroes to protect your city and also building monsters to attack other cities. The first player to have six City Defense cards in their tableau will win!
DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and I do not know for sure if the final components will be any different from these shown. Also, it is not my intention to detail every rule in the game, as there are just too many. You are invited to download the rulebook, back the game through the Kickstarter campaign, or through any retailers stocking it after fulfillment. -T
To setup, each player will receive one monster body card, one hero body card, and one city card to be placed in front of them on the table. The remaining setup cards can be placed back in the box. The remaining cards will be shuffled to create the large draw deck. Each player is dealt five cards from this deck to create their hand and the game may now begin!
On a player’s turn they will have a choice of three actions to take: Play, Discard Your Hand, or Attack! When the active player decides to Play they will first draw cards to increase their hand to six cards. Next they may play a card face-up on the table. These cards are Monster Powers, Hero Powers, or City Defense cards. Both Monster and Hero Powers are mix-and-match body parts that add value to the Attack phase. City Defense cards are placed around the city card. Six of these are needed to win. After one of these three card types are played to the table the player may also play a blue-bordered Special Card. The Special Cards could allow players to view the contents of an opponent’s hand, or skip a player’s turn, or even discard a City Defense card.
A player may dislike their hand of cards and wish to Discard Your Hand any number of cards. Once done the player will draw back up to six cards and then discard one to return to the hand limit of five cards.
If the active player is feeling lucky or particularly surly they may Attack! another player’s city. During an Attack! the attacking player and defending player will both roll 1d6. The result of the die roll is then added to any bonuses afforded them from their built Monster (attacker) or Hero (defender). At this time any involved player may play a Combat card from their hand to tip the scales of battle. These will either add or subtract values from the Monster or Hero, or block the Monster altogether, or even switch a player’s Hero and Monster values during the battle. The winning attacker then steals one of the defender’s City Defense cards and places it in their own city. The winning defender will receive the Morale Boost meeple to earn a +1 to their hero the next time they are attacked.
Once the active player has completed their turn play continues to the next player until a sixth City Defense card has been placed. When this happens the next player is allowed one more turn to either earn their sixth City Defense card or thwart the previous player by causing them to lose their sixth card. Play continues in this fashion until one player is the ultimate winner and completely defends their city!
Components. Again, this is a prototype copy of the game and I do not know if these will be updated in any fashion in the final copy. That said, we were provided a box with 2d6, a Morale Boost meeple, and a bunch of cards. The dice are fine and can be switched out with prettier ones if you prefer (I might), and the meeple is an interesting shape and excellent orange color. The cards are matte finished and the art on them is pretty good. The layout of the cards is easy to use. In fact, the layout of the cards (especially the Special and Combat cards) are incredibly reminiscent of the cards in Munchkin.
Actually, the entire time I was playing Monster Stomping: Heroes I could not help but feel like I was playing a better version of Munchkin. It is essentially the same game: the winner has to get to six City Defense cards (10th level in Munchkin), uses cards to debilitate opponents (same in Munchkin), creates better toons in front of themselves (same in Munchkin), and has the additional ability of a helper to aid in battle (same in Munchkin). Let me reiterate that this game is a BETTER version of Munchkin, even though it is extremely similar.
What I really like about this one is the quick play that can be had and the ability to be played by two players. Since I’m comparing it to Munchkin now, a game of Munchkin can easily take a frustrating two or more hours to complete. I say frustrating because all players end up simply ganging up on their opponents at the end just trying to prevent them from winning. While the same is partially true in Monster Stomping, there are only six cards to be collected before becoming the winner and some players may become untouchable at times due to their impressive Monster or Hero-building skills. Another aspect I truly appreciate and enjoy here is that the game can be played with only two players, while Munchkin requires at least three. That may not seem like a huge difference, but if I can play a game at home with my wife without having to add house rules or other ways to doctor up the rules, then I am a much happier man.
I enjoy building the different characters in the game and seeing what kind of abomination I end up with at game’s end. This is much more personal preference for me because building a character in Munchkin is handled much the same way, but differently. For those who have played Munchkin, I am sure you understand.
So all in all, if you are a closet fan of Munchkin and want to protect your gamer cred, you certainly need to check out Monster Stomping: Heroes. It will give you all the good parts of Munchkin but filter out the underwhelming or over-stuffed feelings. It plays quickly, and gives players lots of options to build their characters. The game is easy to teach and learn, and you may even wish to play several games in a row. While I have compared this to Munchkin quite a bit, Monster Stomping: Heroes is its own game and offers several differences to players. If you have been looking for a Munchkin replacement, I may have found it for you. You’re welcome.
