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Purple Phoenix Games (2266 KP) rated Darkest Night (First edition) in Tabletop Games
Jun 12, 2019
One of the best parts of the board gaming experience is finding a fun group of people with whom to play! Sometimes, though, coordinating a game night is easier said than done. We all must occasionally forego the group experience and face the world as the Lonely Only. But fear not! The world of solo-play is a vast and exciting realm! What follows is a chronicle of my journey into the solo-playing world – notes on gameplay, mechanics, rules, difficulty, and overall experience with solo variations of commonly multiplayer games! I hope this will provide some insight as you continue to grow your collection, or explore your already owned games!
Once prosperous, your kingdom has fallen victim to a powerful Necromancer who has shrouded the realm in darkness. His minions traverse the land doing his bidding, and his army, as well as his powers, continue to grow. All hope is lost….or is it? Four heroes band together in a final attempt to defeat this evil being. Each brings unique powers and strategies to the table, and success will come in one of two ways – by defeating the Necromancer in direct combat, or by gathering Holy Relics and performing a ritual to undo his powers. But be warned: the Necromancer grows stronger with every passing moment, so be sure your chosen strategy is the right one. Otherwise you too will fall victim to the Necromancer’s might.
Darkest Night is a cooperative game where players take on the role of the heroes attempting to defeat the Necromancer. Each turn has 4 steps – Perform any start-of-turn actions, draw/resolve an Event card, perform one action, and defend against Blights (monsters). Each equipped with a unique set of powers, the heroes must work together to search the land for Holy Relics and destroy Blights before the kingdom is overrun. Once all of the heroes have had their turn, the Necromancer gets his turn, which entails advancing the Darkness track, moving towards the closest detected hero, and creating more Blights. Victory comes in two forms – ritual or combat. If the heroes collectively uncover three Holy Relics, they can use them in a ritual to break the Necromancer’s powers. Or if a hero gets strong enough, they could directly fight the Necromancer. If, at any point, the Monastery is overrun by Blights, the game ends in failure and the kingdom has fallen into darkness.
DISCLAIMER – This review is for the Darkest Night (First Edition) base game. There is a second edition, and several expansions, but I have not had experience with any of those, so my thoughts are solely based on the First Edition base game. -L
I’m just going to be up-front and let you know that I am not a huge fan of this game solo. The main reason is that this game is for four heroes, regardless of actual player count. So playing solo means that I have to control all four heroes. Controlling one hero, I can do. Controlling two heroes takes more focus, but is usually manageable. But controlling four heroes at once? Madness! At least for me it is. There is so much more for a single person to keep track of, and it can be pretty overwhelming. There are so many variables to keep track of, I often end up making mistakes – forgetting to draw Event cards, accidentally using one hero’s ability when it is a different hero’s turn, forgetting to give one hero a turn in a round because I thought they already had one, etc. If I am lucky, I will catch a mistake in-progress, or one turn later, and can rectify it. But to be honest, of all the mistakes I make while playing Darkest Night, I probably won’t catch 25% of them. Which can either make a game super easy, or super brutal. You might tell me, “Focus!” or “Pay better attention!” but believe me, I’m trying! I just feel like four heroes for one person is too much.
Patience is a virtue, but apparently I have none when it comes to this game. And by that, I mean that I feel like it takes an eternity to accomplish anything in this game. On your turn, you only get one single action. And movement is an action. Picture this – I am trying to move my hero to the opposite end of the kingdom (at least 2 spaces away). I am going to have to spend 2 complete rounds (active hero turn, other hero turns, Necromancer turn, x2) just to get there. And then once I finally get there, I have to wait for the 3rd round to even do anything in that location! I just get frustrated at the fact that something as simple as moving a few spaces takes multiple rounds to accomplish. Since everything takes so long to do, you have to be thinking so far into the future with every turn. That makes it difficult for me to strategize, and the game just feels so inefficient, especially in solo play, when you have to control all of the heroes. It can be tricky enough planning a few turns in advance for a single hero, but being in charge of all heroes just makes the job more complicated. And maybe I’m just not patient enough for this game, but I think that if every hero got two actions per turn, the game would be a lot more manageable.
This will come as no surprise to you, but I enjoy this game more in a group rather than solo. This game is cooperative, and I like being able to talk strategy with my fellow gamers, rather than trying to figure everything out for each of the four heroes by myself. Group play also allows me to focus my attention on one single hero instead of multiple, which makes the game feel less overwhelming to me. And perhaps the second edition or expansions address some of the issues I have with the game, but for the time being, Darkest Night is low on my list of solo games.
https://purplephoenixgames.wordpress.com/2019/01/04/solo-chronicles-darkest-night/
Once prosperous, your kingdom has fallen victim to a powerful Necromancer who has shrouded the realm in darkness. His minions traverse the land doing his bidding, and his army, as well as his powers, continue to grow. All hope is lost….or is it? Four heroes band together in a final attempt to defeat this evil being. Each brings unique powers and strategies to the table, and success will come in one of two ways – by defeating the Necromancer in direct combat, or by gathering Holy Relics and performing a ritual to undo his powers. But be warned: the Necromancer grows stronger with every passing moment, so be sure your chosen strategy is the right one. Otherwise you too will fall victim to the Necromancer’s might.
Darkest Night is a cooperative game where players take on the role of the heroes attempting to defeat the Necromancer. Each turn has 4 steps – Perform any start-of-turn actions, draw/resolve an Event card, perform one action, and defend against Blights (monsters). Each equipped with a unique set of powers, the heroes must work together to search the land for Holy Relics and destroy Blights before the kingdom is overrun. Once all of the heroes have had their turn, the Necromancer gets his turn, which entails advancing the Darkness track, moving towards the closest detected hero, and creating more Blights. Victory comes in two forms – ritual or combat. If the heroes collectively uncover three Holy Relics, they can use them in a ritual to break the Necromancer’s powers. Or if a hero gets strong enough, they could directly fight the Necromancer. If, at any point, the Monastery is overrun by Blights, the game ends in failure and the kingdom has fallen into darkness.
DISCLAIMER – This review is for the Darkest Night (First Edition) base game. There is a second edition, and several expansions, but I have not had experience with any of those, so my thoughts are solely based on the First Edition base game. -L
I’m just going to be up-front and let you know that I am not a huge fan of this game solo. The main reason is that this game is for four heroes, regardless of actual player count. So playing solo means that I have to control all four heroes. Controlling one hero, I can do. Controlling two heroes takes more focus, but is usually manageable. But controlling four heroes at once? Madness! At least for me it is. There is so much more for a single person to keep track of, and it can be pretty overwhelming. There are so many variables to keep track of, I often end up making mistakes – forgetting to draw Event cards, accidentally using one hero’s ability when it is a different hero’s turn, forgetting to give one hero a turn in a round because I thought they already had one, etc. If I am lucky, I will catch a mistake in-progress, or one turn later, and can rectify it. But to be honest, of all the mistakes I make while playing Darkest Night, I probably won’t catch 25% of them. Which can either make a game super easy, or super brutal. You might tell me, “Focus!” or “Pay better attention!” but believe me, I’m trying! I just feel like four heroes for one person is too much.
Patience is a virtue, but apparently I have none when it comes to this game. And by that, I mean that I feel like it takes an eternity to accomplish anything in this game. On your turn, you only get one single action. And movement is an action. Picture this – I am trying to move my hero to the opposite end of the kingdom (at least 2 spaces away). I am going to have to spend 2 complete rounds (active hero turn, other hero turns, Necromancer turn, x2) just to get there. And then once I finally get there, I have to wait for the 3rd round to even do anything in that location! I just get frustrated at the fact that something as simple as moving a few spaces takes multiple rounds to accomplish. Since everything takes so long to do, you have to be thinking so far into the future with every turn. That makes it difficult for me to strategize, and the game just feels so inefficient, especially in solo play, when you have to control all of the heroes. It can be tricky enough planning a few turns in advance for a single hero, but being in charge of all heroes just makes the job more complicated. And maybe I’m just not patient enough for this game, but I think that if every hero got two actions per turn, the game would be a lot more manageable.
This will come as no surprise to you, but I enjoy this game more in a group rather than solo. This game is cooperative, and I like being able to talk strategy with my fellow gamers, rather than trying to figure everything out for each of the four heroes by myself. Group play also allows me to focus my attention on one single hero instead of multiple, which makes the game feel less overwhelming to me. And perhaps the second edition or expansions address some of the issues I have with the game, but for the time being, Darkest Night is low on my list of solo games.
https://purplephoenixgames.wordpress.com/2019/01/04/solo-chronicles-darkest-night/
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Purple Phoenix Games (2266 KP) rated Space Plague in Tabletop Games
Mar 9, 2021
When is the word “plague” ever a good thing? We as a people have endured several plagues and none of them could be considered super great. However, what if the term plague was merely that of endearment? What if, in a fantasy sci-fi world, a plague was merely a settler of new worlds? Now you can play as a plague and be inspired by the game’s tagline: “We are many, yet we are one. We are the plague.”
Space Plague is a new game from first time designers who hail from the country of Colombia. In it players assume the command of a race of aliens attempting to colonize a newfound planet before the other races assume majority. Each race is essentially the same, and have similar tactics, but may use these tactics differently from other races. The player who amasses the most plagues from their race by the time the game ends will be crowned champion, and settler of the new world.
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, follow the instructions, as there are many steps for setup. Once complete, the game should look similar to the photo below. You will see in this photo the main board at the top, the circular world core board (in black and red), and individual board setups for three players. Of course, for this review I will be playing the purple faction: The Flat-Earthers (not that I agree with the actual group of Flat-Earthers). Each player receives the same components, just in their player color. This includes six action cards to serve as the opening hand.
Each round follows four phases: Planetary Deck, Play Action Cards, Planetary Event, and March. On the main board a Planetary Event Card is flipped at the start of each round. This will inform the players which terrain type will generate energy this turn, as well as give a glimpse into the future event that will occur once the card travels to the activation zone on the board. Once players have placed energy shards onto the requisite terrain tiles they must each choose one card to be played this turn from their hand. As each player has the same six beginning Action Cards turns may seem similar. These action cards include Producing Plague (placing a plague disc on the space furthest from the end of the terrain tile line, on top of the picture of the player’s spaceship), Producing a Captain (a stronger version of the normal plague disc), Fast Movement (allows plague discs to move twice toward the core or two discs to move one space each), Slow But Steady (allows one plague disc to move forward one space OR allows the player to place a shield disc on top of a plague to protect it from harm), and Evolving OR Getting Lucky (which allows the player to purchase an Evolution Card from the Market or to roll the energy die and place energy shards on the resulting terrain type). More action cards can be purchased at the Market and used on future turns in order to buff certain actions, abduct opponent plagues, or even create new types of plagues with special abilities.
Once all players have played and resolved their action card for the round the Planetary Event phase begins. If an event card has moved its way to the activation zone of the main board its event text is resolved now. These events signify death of plague discs if they reside on specific terrain types, allow for purchasing cards at the Market or else destroying the plague furthest toward the core, or other various and nefarious events.
When the event has been resolved the active player token is passed to the next player and the March phase ensues. Players will move each of their plague discs one space toward the core to make room for more incoming plagues and captains.
Once the final event card has made its way through each of the main board slots and past the activation zone the game will end. Players will count their plague discs that made it onto the core of the planet and the player with the most discs will win! The rules also include several tie-breakers, ending with a shared victory and a snarky, “tough toothpaste,” style of comment.
Components. Again, this is a prototype copy of the game, and components are not at all final. However, component quality aside, this game looks amazing on the table and hints at some really excellent plans for the final aesthetic. The character art and art on the cards is cartoony, but not in a bad way, and the other art in the graphic design is just stellar (checks around the room for the hook). The game feels “spacey” and “alieny” but also hip and lighthearted. I like it. I like it a lot. My hope for the final product is that the rulebook gets much more detailed, as I had to ask several questions to the designer that just were not clear or present in the rules. I am also hoping that the cards themselves will see quite a bit of beefiness added to them, as this prototype copy shipped with mega-thin cards that are delicate to handle. For a prototype, the components are good and show me what could be upon a successful Kickstarter campaign.
The gameplay is definitely something I want to discuss. I was blown away by how much fun I had playing this game! I cannot count how many times I vocalized how impressed I was with the design and how much fun I was having. I love the mechanic of giving all players the same components but allowing them to choose how to use them best for their strategies. Sometimes I felt that I need to flood my track with plagues and get them moving, while other times I wanted to just upgrade my race by using the evolution cards from the market. Those evolution cards are so interesting to use because they can change the course of the game, especially if specific cards come out near the beginning of the game.
Players can choose which world they wish to conquer at the start of each game (five were included with this copy), and each world possesses different strategies of play. That said, Space Plague definitely scores points for replayability from us.
While it was difficult to get into at first (remember all the rules questions I had), once I was able to truly learn the game it became so enjoyable, and everyone I have played with has thoroughly enjoyed it. If this is the style of game we can expect to come out of Colombia and Bamboo Studios in particular, I am very excited for the future and for the board game community as a whole. This one is a gem and I cannot recommend it highly enough. If you are looking for something a little kooky but with great art and super fun play, then it’s a no-brainer. Space Plague is a must-play at the very least.
Space Plague is a new game from first time designers who hail from the country of Colombia. In it players assume the command of a race of aliens attempting to colonize a newfound planet before the other races assume majority. Each race is essentially the same, and have similar tactics, but may use these tactics differently from other races. The player who amasses the most plagues from their race by the time the game ends will be crowned champion, and settler of the new world.
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, follow the instructions, as there are many steps for setup. Once complete, the game should look similar to the photo below. You will see in this photo the main board at the top, the circular world core board (in black and red), and individual board setups for three players. Of course, for this review I will be playing the purple faction: The Flat-Earthers (not that I agree with the actual group of Flat-Earthers). Each player receives the same components, just in their player color. This includes six action cards to serve as the opening hand.
Each round follows four phases: Planetary Deck, Play Action Cards, Planetary Event, and March. On the main board a Planetary Event Card is flipped at the start of each round. This will inform the players which terrain type will generate energy this turn, as well as give a glimpse into the future event that will occur once the card travels to the activation zone on the board. Once players have placed energy shards onto the requisite terrain tiles they must each choose one card to be played this turn from their hand. As each player has the same six beginning Action Cards turns may seem similar. These action cards include Producing Plague (placing a plague disc on the space furthest from the end of the terrain tile line, on top of the picture of the player’s spaceship), Producing a Captain (a stronger version of the normal plague disc), Fast Movement (allows plague discs to move twice toward the core or two discs to move one space each), Slow But Steady (allows one plague disc to move forward one space OR allows the player to place a shield disc on top of a plague to protect it from harm), and Evolving OR Getting Lucky (which allows the player to purchase an Evolution Card from the Market or to roll the energy die and place energy shards on the resulting terrain type). More action cards can be purchased at the Market and used on future turns in order to buff certain actions, abduct opponent plagues, or even create new types of plagues with special abilities.
Once all players have played and resolved their action card for the round the Planetary Event phase begins. If an event card has moved its way to the activation zone of the main board its event text is resolved now. These events signify death of plague discs if they reside on specific terrain types, allow for purchasing cards at the Market or else destroying the plague furthest toward the core, or other various and nefarious events.
When the event has been resolved the active player token is passed to the next player and the March phase ensues. Players will move each of their plague discs one space toward the core to make room for more incoming plagues and captains.
Once the final event card has made its way through each of the main board slots and past the activation zone the game will end. Players will count their plague discs that made it onto the core of the planet and the player with the most discs will win! The rules also include several tie-breakers, ending with a shared victory and a snarky, “tough toothpaste,” style of comment.
Components. Again, this is a prototype copy of the game, and components are not at all final. However, component quality aside, this game looks amazing on the table and hints at some really excellent plans for the final aesthetic. The character art and art on the cards is cartoony, but not in a bad way, and the other art in the graphic design is just stellar (checks around the room for the hook). The game feels “spacey” and “alieny” but also hip and lighthearted. I like it. I like it a lot. My hope for the final product is that the rulebook gets much more detailed, as I had to ask several questions to the designer that just were not clear or present in the rules. I am also hoping that the cards themselves will see quite a bit of beefiness added to them, as this prototype copy shipped with mega-thin cards that are delicate to handle. For a prototype, the components are good and show me what could be upon a successful Kickstarter campaign.
The gameplay is definitely something I want to discuss. I was blown away by how much fun I had playing this game! I cannot count how many times I vocalized how impressed I was with the design and how much fun I was having. I love the mechanic of giving all players the same components but allowing them to choose how to use them best for their strategies. Sometimes I felt that I need to flood my track with plagues and get them moving, while other times I wanted to just upgrade my race by using the evolution cards from the market. Those evolution cards are so interesting to use because they can change the course of the game, especially if specific cards come out near the beginning of the game.
Players can choose which world they wish to conquer at the start of each game (five were included with this copy), and each world possesses different strategies of play. That said, Space Plague definitely scores points for replayability from us.
While it was difficult to get into at first (remember all the rules questions I had), once I was able to truly learn the game it became so enjoyable, and everyone I have played with has thoroughly enjoyed it. If this is the style of game we can expect to come out of Colombia and Bamboo Studios in particular, I am very excited for the future and for the board game community as a whole. This one is a gem and I cannot recommend it highly enough. If you are looking for something a little kooky but with great art and super fun play, then it’s a no-brainer. Space Plague is a must-play at the very least.
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Purple Phoenix Games (2266 KP) rated Holi: Festival of Colors in Tabletop Games
Apr 16, 2022
I absolutely love a beautiful game. Being a gamer, I have seen and played many gorgeous games. However, the first time I set up Holi: Festival of Colors (just Holi from here), both my 5 year old son and my slightly older mother-in-law both commented on how awesome it looked setup on the table. It has been a while since I last was so impressed by the sheer glamour of a game – and I only have the base retail version! I HAVE to get my hands on an upgrade pack or something… Just checked. I’ll have to buy the Deluxe version. Okay, placing order.
Holi is an abstract, area control, card-driven action selection (akin to Onitama) game for two to four players. In it, players are attendees at the Holi Festival and the goal is spread their favorite color onto the plaza and other players in order to increase their joy (earn VP). The winner is the player who is best able to throw their color and score joy, all while enjoying the festival!
To setup, the game owner will assemble the three-tiered board and place the appropriate sweets tokens on their spaces. The score track and Rivalry cards are set nearby so all can see. Each player receives their color’s player markers (in four delightful animal shapes), color tokens, color cards, and a helper card. The first player receives the cool lotus flower (I think) marker and the game may begin!
Holi is played over a series of turns, and continues until every player has either run out of color tokens or color cards to play. Each turn, players will take one to three actions in any order, with only one action being absolutely mandatory. This is the Throw Color action. In order to Throw Color, the active player will choose a color card from their hand of three cards to play. On these cards are indications of where a player’s marker/piece/animeeple must be located and the spaces near it to throw color tokens on the board. These color cards are reminiscent of those found in Onitama, where players may only move to specific spaces based on card grid iconography. Players will be littering the squares of the play area with their color tokens as well as attempting to hit other players’ animeeples with their color.
Players may also optionally Move at any point during the turn. This is an easy one: players may Move to any space on the current level of the board they are on, except any space inhabited by an opponent’s animeeple. These spaces could already contain sweets tokens, which can be collected by the player, or even color tokens. When a player lands in a space with their own color token, they take it back to their supply to be used again. However, landing on an opponent’s color token causes the active player to also take it into their supply, thus scoring the opponent points at the end of the game.
Finally, a player, if in a space surrounded on four edges by color tokens, may Climb Up to the next higher level. Players on the middle level will score 2 joy (VP) at the end of the game for each color token placed, while tokens on the top level will score 3 joy. Care should be taken when throwing color on the upper levels, because should an empty space reside on the level below where the token has been placed, the token will fall through to the lower level! Therefore, only color tokens will only remain placed on higher levels when another token is blocking its fall below it.
Once all players have played their cards and thrown their color tokens, the game is over and the score is tallied. 1 point is earned for each color token on the bottom level, 2 points for the middle level, and 3 points for tokens on the upper level. Players score 2 more points for each of their color tokens that found their way into opponents’ supplies. Remember those sweets tokens that players were collecting? Players will score 5 points for every player that has less sweets tokens at the end of the game. If playing with the Rivalry cards, points are also scored for any of their special circumstances (ie color tokens scoring 4 instead of 3 on the top level, or hitting opponents with colors score 2 points immediately instead of the normal 1 point, or even 10 bonus points to the player with the most color tokens on the bottom level). The player with the most points at the end of this scoring phase wins the game!
Components. I kind of already made my point about this game being a flat out stunner on the table. I will sing its praises from here to India and then back again. I normally acknowledge the artist(s) on a game once I open it for the first time, but seeing that this is a total Vincent Dutrait masterpiece, I just had to see which other games of his I own. I have made my claims in the past for my favorite board game artists and I had not included Dutrait. No more. This is brilliant and just a wonderful experience throughout. The components are all great, and that multi-layered board? I mean, come on! The intricacies found throughout and within this box are immeasurable, and I will surely be adding the Deluxe version to my collection.
Holi is a game I can pull out with almost any person or group of people and feel confident that it will give an extremely satisfying experience. The rules are relatively simple, and games are very quick. This is not a filler, but runs so smoothly and briskly that one may miscategorize it as such. The options of movement are so unrestricted, and having the ability to craft spatial situations with the cards in your hand to allow only your animeeple to climb up to the next level is just delicious. Speaking of, the sweets tokens, and really ALL of the components, are just so cute and well-illustrated. I really am finding it difficult to point out any flaws in this game. Every time I have played it I have simply had the best time with my opponents. Yeah, there’s some minor take that, but it’s all in good fun, and if you know anything about the actual celebration of Holi, participants relish coming home just covered head to toe in paint, colored water, and other colorful materials. It’s a great theme that shines through, and I look forward to each of my coming plays.
Currently, eight games we have published reviews for have earned the Golden Feather Award. At the time of this writing, I know one other will be joining that list soon, and now Holi will as well. So that is 10 total games over the 495 we have published and are sitting in queue to be published. That said, it is no surprise, I’m sure, that Holi has earned its spot among the best we have played, and I am incredibly relieved that I was able to grab a copy when I did. This will remain a favorite of mine for many years, I know it. If you are like me and appreciate an amazing production value with a comparably wonderful game underneath, then you owe it to yourself to pick up a copy of Holi as soon as you can. Or come play my copy with me. I will always be up for a play.
Holi is an abstract, area control, card-driven action selection (akin to Onitama) game for two to four players. In it, players are attendees at the Holi Festival and the goal is spread their favorite color onto the plaza and other players in order to increase their joy (earn VP). The winner is the player who is best able to throw their color and score joy, all while enjoying the festival!
To setup, the game owner will assemble the three-tiered board and place the appropriate sweets tokens on their spaces. The score track and Rivalry cards are set nearby so all can see. Each player receives their color’s player markers (in four delightful animal shapes), color tokens, color cards, and a helper card. The first player receives the cool lotus flower (I think) marker and the game may begin!
Holi is played over a series of turns, and continues until every player has either run out of color tokens or color cards to play. Each turn, players will take one to three actions in any order, with only one action being absolutely mandatory. This is the Throw Color action. In order to Throw Color, the active player will choose a color card from their hand of three cards to play. On these cards are indications of where a player’s marker/piece/animeeple must be located and the spaces near it to throw color tokens on the board. These color cards are reminiscent of those found in Onitama, where players may only move to specific spaces based on card grid iconography. Players will be littering the squares of the play area with their color tokens as well as attempting to hit other players’ animeeples with their color.
Players may also optionally Move at any point during the turn. This is an easy one: players may Move to any space on the current level of the board they are on, except any space inhabited by an opponent’s animeeple. These spaces could already contain sweets tokens, which can be collected by the player, or even color tokens. When a player lands in a space with their own color token, they take it back to their supply to be used again. However, landing on an opponent’s color token causes the active player to also take it into their supply, thus scoring the opponent points at the end of the game.
Finally, a player, if in a space surrounded on four edges by color tokens, may Climb Up to the next higher level. Players on the middle level will score 2 joy (VP) at the end of the game for each color token placed, while tokens on the top level will score 3 joy. Care should be taken when throwing color on the upper levels, because should an empty space reside on the level below where the token has been placed, the token will fall through to the lower level! Therefore, only color tokens will only remain placed on higher levels when another token is blocking its fall below it.
Once all players have played their cards and thrown their color tokens, the game is over and the score is tallied. 1 point is earned for each color token on the bottom level, 2 points for the middle level, and 3 points for tokens on the upper level. Players score 2 more points for each of their color tokens that found their way into opponents’ supplies. Remember those sweets tokens that players were collecting? Players will score 5 points for every player that has less sweets tokens at the end of the game. If playing with the Rivalry cards, points are also scored for any of their special circumstances (ie color tokens scoring 4 instead of 3 on the top level, or hitting opponents with colors score 2 points immediately instead of the normal 1 point, or even 10 bonus points to the player with the most color tokens on the bottom level). The player with the most points at the end of this scoring phase wins the game!
Components. I kind of already made my point about this game being a flat out stunner on the table. I will sing its praises from here to India and then back again. I normally acknowledge the artist(s) on a game once I open it for the first time, but seeing that this is a total Vincent Dutrait masterpiece, I just had to see which other games of his I own. I have made my claims in the past for my favorite board game artists and I had not included Dutrait. No more. This is brilliant and just a wonderful experience throughout. The components are all great, and that multi-layered board? I mean, come on! The intricacies found throughout and within this box are immeasurable, and I will surely be adding the Deluxe version to my collection.
Holi is a game I can pull out with almost any person or group of people and feel confident that it will give an extremely satisfying experience. The rules are relatively simple, and games are very quick. This is not a filler, but runs so smoothly and briskly that one may miscategorize it as such. The options of movement are so unrestricted, and having the ability to craft spatial situations with the cards in your hand to allow only your animeeple to climb up to the next level is just delicious. Speaking of, the sweets tokens, and really ALL of the components, are just so cute and well-illustrated. I really am finding it difficult to point out any flaws in this game. Every time I have played it I have simply had the best time with my opponents. Yeah, there’s some minor take that, but it’s all in good fun, and if you know anything about the actual celebration of Holi, participants relish coming home just covered head to toe in paint, colored water, and other colorful materials. It’s a great theme that shines through, and I look forward to each of my coming plays.
Currently, eight games we have published reviews for have earned the Golden Feather Award. At the time of this writing, I know one other will be joining that list soon, and now Holi will as well. So that is 10 total games over the 495 we have published and are sitting in queue to be published. That said, it is no surprise, I’m sure, that Holi has earned its spot among the best we have played, and I am incredibly relieved that I was able to grab a copy when I did. This will remain a favorite of mine for many years, I know it. If you are like me and appreciate an amazing production value with a comparably wonderful game underneath, then you owe it to yourself to pick up a copy of Holi as soon as you can. Or come play my copy with me. I will always be up for a play.
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Purple Phoenix Games (2266 KP) rated Illumination in Tabletop Games
Oct 5, 2021
Ancient Medieval books. We all love ’em, right? Full of bright beautiful pictures of angels fighting demons, knights fighting dragons, dogs fighting squirrels(?), and monks fighting armed bunnies?? Hey, what’s going on here? Okay, I have played enough Alf Seegert games to know that everything comes with a hint of quirk, but now I need to pore through my non-existent collection of old tomes to find instances of monks warding off sword-brandishing rabbits. Ohhhhh, maybe this is about children’s books! Man, times were weird back in the day.
Illumination is a game about two monks who are tasked with illuminating the pages of manuscripts with drawings in the hopes of becoming the next head of the Scriptorium: The Scriptmaster, one might say. However, one of the monks gets a little itch and begins to draw irreverent subjects, like demons, dragons, and such. Which monk will earn the made-up-by-me title of Scriptmaster? Guess you will have to play to find out.
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
As with many games that are well endowed with components, setup can be a bit of a task. The game will be focused around a few main areas. First, the three manuscript pages are placed on the table in any orientation, with the purple wild Drollery tiles placed on one text box on each page. The Monastery mat is placed nearby as well, with the Abbot pawn randomly placed on a blank station. This pawn will be moved around the map during play to determine which rituals may be performed at any one time. Each player will have their own player mat, upon which will be placed their starting gold (1 for the Reverent player and 5 for the Irreverent player), as well as their starting nine Illumination tiles. The rules mention separating all the Illumination tiles into stacks of three, choosing three of these stacks to flip over and place on the play mat without altering the order. This is very important to keep the tiles in their randomized order. The remainder of the tiles are to be placed nearby in stacks of three. Each player is dealt one starting Scriptorium card and a random Crusade card that will offer bonuses at the end of the game. Once all setup, the game may begin with the Reverent player’s turn.
On a turn, the active player will choose from their mat one row or column of three tiles to be played. They take the three tiles and place them upon one of the three book pages on the table, in the margins. From there the player can choose any tile from the margin to place onto the page in any order they wish, upon any quill icon they choose (except for coin tiles – those simply grant two coins immediately). If the tile is placed on a quill of a matching color to that of the tile, the player will immediately collect one coin and place it on the player mat. If the tile is placed on a quill and orthogonally touches a tile of the matching color, the player then collects a Ritual token of the same color. These Ritual tokens are used in sets of three, four, or five in order to earn VP for end of game scoring. Each purple Drollery tile is wild for the purpose of placement and Ritual token collection. Each tile placed will collect its earnings immediately, and any coins earned may be spent immediately as well.
A player may use coins for several purposes throughout the game: move a tile from the margin of one book to the margin of a different book, move the Abbot one space along the track for Ritual purposes, or to draw a Scriptorium card. The other resources are Ritual tokens, and may be spent during the turn as well. In order to spend these, the Abbot must be on the matching location on the Monastery board, and the player may spend three, four, or five matching tokens to perform the Ritual. They discard the tokens, place one of their cubes upon the appropriate icon on the Monastery mat for VP at game end.
At any time during the turn Scriptorium cards may be played. These are very special cards that allow the player to complete certain actions that break the normal rules. This could be a free movement of the Abbot, or switching places of two tiles on the player mat, or even banishing one of the opponent’s tiles to another book entirely.
Why mention the battles in the intro if they are not part of the game? They are. Once opposing foes are placed orthogonally from each other, and all involved tiles are completely enclosed by other tiles or board obstacles, a Bounded Battle will begin. Battles are simple to resolve as it requires players to count the number of combatants on both sides and whichever side has more forces wins the battle. The winner places their cube on the appropriate battle card near the Monastery mat, and the loser gains coins equal to the number of their tiles lost to battle. Tiles that are lost are simply flipped to its opposite side.
Play continues in this fashion of players choosing and placing tiles, drawing and using Scriptorium cards, performing Rituals, and resolving Bounded Battles until both players pass their turn. The game is then over and VP counted in all their places around the play area. The player with the most points becomes the next Scriptmaster Flex and is able to enhance or defile as many manuscripts as they like!
Components. This game has a lot of components, but they are mostly cardboard tiles, cardstock cards and mats, and wooden cubes. The quality is all very fine, as to be expected with Eagle-Gryphon games. The art, for me, is the biggest drawback of the game. I UNDERSTAND why it looks the way it does – in trying to stick with a Medieval manuscript theme some decision were made on the style. It just doesn’t vibe with me. I took a look at the new edition of The Road to Canterbury, by the same designer and publisher, and loved the look of it. I REALIZE that the tiles are supposed to be not only reminiscent of the art style of that time period, but also imaginations of monks and their doodles, but it’s just not for me. I do like the looks of everything else except the art on the tiles, and when that’s the majority of the components I am looking at, I sigh a little. I am absolutely no artist, and I can acknowledge that the art presented is very good and in line with the theme. Oh well.
The game play is very solid, and I do like it quite a bit. Everything makes a lot of sense as to why you are doing the actions, and the most difficult thing to comprehend the first time through is the Bounded Battles. You see, battles don’t immediately happen when you pit one foe against another. In fact, all tiles engaged need to be surrounded by other tiles or battleground obstacles before battle can begin. This allows both sides to add more tiles to help sway the balance of power, and can get a little confusing for some players. Not ME, of course, but SOME players (ok it was totally me the first time through). I am thankful that resolving the battles are pretty simple, and winning battles gives the victor a cool five points.
Other aspects I really enjoy are the Scriptorium cards and the Rituals. Again, the Scriptorium cards can be drawn for two coins during the game and can provide excellent rule-breaking choices to the players. Any time a game has cards that bend the rules, I generally am a fan. The Rituals are merely tokens that are collected and then turned in for points. This doesn’t necessarily sound that interesting until I reveal that a player board only has space for seven items: Ritual tokens AND coins included. So a player may be stacking up coins, and not have space for Ritual tokens or vice versa. Hard choices need to be made sometimes, but to help with that Ritual tokens can also be used like a coin, but not the other way around. So there is no buying Ritual tokens. Having that restriction of seven items on hand is a really nice touch, and makes each turn important.
So all in all I enjoyed my plays of Illumination. I have yet to try the solo version that is included, but I will soon. I feel that of the two Medieval series games I have played I prefer The Road to Canterbury, but I do like the different feel of Illumination. Having a solo mode is also very attractive to me because my wife and I do not always have matching schedules where we can game together. I like Illumination for the actual gameplay, but the art is a turn-off for me. Purple Phoenix Games gives this one an irreverent 4 / 6. If you are looking for something a little different that features some interesting game play, tons of choices, yet is restrictive as well, take a look at Illumination. Try not to complete too many wine and candle rituals though. Those two things don’t mix very well in my experience.
Illumination is a game about two monks who are tasked with illuminating the pages of manuscripts with drawings in the hopes of becoming the next head of the Scriptorium: The Scriptmaster, one might say. However, one of the monks gets a little itch and begins to draw irreverent subjects, like demons, dragons, and such. Which monk will earn the made-up-by-me title of Scriptmaster? Guess you will have to play to find out.
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
As with many games that are well endowed with components, setup can be a bit of a task. The game will be focused around a few main areas. First, the three manuscript pages are placed on the table in any orientation, with the purple wild Drollery tiles placed on one text box on each page. The Monastery mat is placed nearby as well, with the Abbot pawn randomly placed on a blank station. This pawn will be moved around the map during play to determine which rituals may be performed at any one time. Each player will have their own player mat, upon which will be placed their starting gold (1 for the Reverent player and 5 for the Irreverent player), as well as their starting nine Illumination tiles. The rules mention separating all the Illumination tiles into stacks of three, choosing three of these stacks to flip over and place on the play mat without altering the order. This is very important to keep the tiles in their randomized order. The remainder of the tiles are to be placed nearby in stacks of three. Each player is dealt one starting Scriptorium card and a random Crusade card that will offer bonuses at the end of the game. Once all setup, the game may begin with the Reverent player’s turn.
On a turn, the active player will choose from their mat one row or column of three tiles to be played. They take the three tiles and place them upon one of the three book pages on the table, in the margins. From there the player can choose any tile from the margin to place onto the page in any order they wish, upon any quill icon they choose (except for coin tiles – those simply grant two coins immediately). If the tile is placed on a quill of a matching color to that of the tile, the player will immediately collect one coin and place it on the player mat. If the tile is placed on a quill and orthogonally touches a tile of the matching color, the player then collects a Ritual token of the same color. These Ritual tokens are used in sets of three, four, or five in order to earn VP for end of game scoring. Each purple Drollery tile is wild for the purpose of placement and Ritual token collection. Each tile placed will collect its earnings immediately, and any coins earned may be spent immediately as well.
A player may use coins for several purposes throughout the game: move a tile from the margin of one book to the margin of a different book, move the Abbot one space along the track for Ritual purposes, or to draw a Scriptorium card. The other resources are Ritual tokens, and may be spent during the turn as well. In order to spend these, the Abbot must be on the matching location on the Monastery board, and the player may spend three, four, or five matching tokens to perform the Ritual. They discard the tokens, place one of their cubes upon the appropriate icon on the Monastery mat for VP at game end.
At any time during the turn Scriptorium cards may be played. These are very special cards that allow the player to complete certain actions that break the normal rules. This could be a free movement of the Abbot, or switching places of two tiles on the player mat, or even banishing one of the opponent’s tiles to another book entirely.
Why mention the battles in the intro if they are not part of the game? They are. Once opposing foes are placed orthogonally from each other, and all involved tiles are completely enclosed by other tiles or board obstacles, a Bounded Battle will begin. Battles are simple to resolve as it requires players to count the number of combatants on both sides and whichever side has more forces wins the battle. The winner places their cube on the appropriate battle card near the Monastery mat, and the loser gains coins equal to the number of their tiles lost to battle. Tiles that are lost are simply flipped to its opposite side.
Play continues in this fashion of players choosing and placing tiles, drawing and using Scriptorium cards, performing Rituals, and resolving Bounded Battles until both players pass their turn. The game is then over and VP counted in all their places around the play area. The player with the most points becomes the next Scriptmaster Flex and is able to enhance or defile as many manuscripts as they like!
Components. This game has a lot of components, but they are mostly cardboard tiles, cardstock cards and mats, and wooden cubes. The quality is all very fine, as to be expected with Eagle-Gryphon games. The art, for me, is the biggest drawback of the game. I UNDERSTAND why it looks the way it does – in trying to stick with a Medieval manuscript theme some decision were made on the style. It just doesn’t vibe with me. I took a look at the new edition of The Road to Canterbury, by the same designer and publisher, and loved the look of it. I REALIZE that the tiles are supposed to be not only reminiscent of the art style of that time period, but also imaginations of monks and their doodles, but it’s just not for me. I do like the looks of everything else except the art on the tiles, and when that’s the majority of the components I am looking at, I sigh a little. I am absolutely no artist, and I can acknowledge that the art presented is very good and in line with the theme. Oh well.
The game play is very solid, and I do like it quite a bit. Everything makes a lot of sense as to why you are doing the actions, and the most difficult thing to comprehend the first time through is the Bounded Battles. You see, battles don’t immediately happen when you pit one foe against another. In fact, all tiles engaged need to be surrounded by other tiles or battleground obstacles before battle can begin. This allows both sides to add more tiles to help sway the balance of power, and can get a little confusing for some players. Not ME, of course, but SOME players (ok it was totally me the first time through). I am thankful that resolving the battles are pretty simple, and winning battles gives the victor a cool five points.
Other aspects I really enjoy are the Scriptorium cards and the Rituals. Again, the Scriptorium cards can be drawn for two coins during the game and can provide excellent rule-breaking choices to the players. Any time a game has cards that bend the rules, I generally am a fan. The Rituals are merely tokens that are collected and then turned in for points. This doesn’t necessarily sound that interesting until I reveal that a player board only has space for seven items: Ritual tokens AND coins included. So a player may be stacking up coins, and not have space for Ritual tokens or vice versa. Hard choices need to be made sometimes, but to help with that Ritual tokens can also be used like a coin, but not the other way around. So there is no buying Ritual tokens. Having that restriction of seven items on hand is a really nice touch, and makes each turn important.
So all in all I enjoyed my plays of Illumination. I have yet to try the solo version that is included, but I will soon. I feel that of the two Medieval series games I have played I prefer The Road to Canterbury, but I do like the different feel of Illumination. Having a solo mode is also very attractive to me because my wife and I do not always have matching schedules where we can game together. I like Illumination for the actual gameplay, but the art is a turn-off for me. Purple Phoenix Games gives this one an irreverent 4 / 6. If you are looking for something a little different that features some interesting game play, tons of choices, yet is restrictive as well, take a look at Illumination. Try not to complete too many wine and candle rituals though. Those two things don’t mix very well in my experience.
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Proofs and Fundamentals: A First Course in Abstract Mathematics
Book
"Proofs and Fundamentals: A First Course in Abstract Mathematics" 2nd edition is designed as a...
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Purple Phoenix Games (2266 KP) rated Kids Chronicles: Quest for the Moon Stones in Tabletop Games
Jan 13, 2022
The Kids Table series from Purple Phoenix Games seeks to lightly explore games that are focused toward children and families. We will do our best to give some good insight, but not bog your down with the millions of rules…
In Kids Chronicles: Quest of the Moon Stones (which I will just call “this game” from here on out if you please), players are new apprentices to Merlin, the old wizard keeping two neighboring kingdoms together and keeping them from warring with each other. In this game, players will be adventuring across the double-sided board solving riddles, completing quests, and meeting tons of great characters all with the assistance and guidance of a free app specifically designed for this game.
DISCLAIMER: We were provided a copy of this game for the purposes of this review. This is a retail copy of the game, so what you see in these photos is exactly what would be received in your box. I do not intend to cover every single rule included in the rulebook, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy online or from your FLGS. -T
Setup could not be easier for this game. First, download the Kids Chronicles app to your phone or tablet, lay out the board (initially on the side that looks like Summer), display the Character cards and Item cards face-up in their respective decks. You don’t even have to sort or shuffle them! And you’re done. The game is ready to be played! Open the app and let it guide you through each mission – but do start with the tutorial, especially if any player hasn’t played a hybrid board game like this before.
I do not want to give away too much information in this review, so I will keep this portion brief. Throughout the game players will be marching around to different parts of the board, speaking with characters, collecting items, and solving riddles by scanning the QR codes found on the cards and board locations. I really should stop here so as not to spoil any actual gameplay information.
I have reviewed many of these hybrid app-driven games from Lucky Duck Games (Chronicles of Crime, CoC: 1400, CoC: 1900, and CoC: 2400). None of them, however, are designed for children, nor recommended for children to even play. With those titles, very adult themes are played through, but this is not so here with this game. Kids Chronicles is VERY family friendly, and the app simply walks players through the entire setup and missions.
What I enjoy most about this game, especially after having played their bigger siblings, is that there is no time limit to have things completed. So players can travel across the land, scanning whatever they like, and not be penalized for it. You just can’t do that with the grown-up versions. Also, the art is excellent and colorful – perfect for a kids game. The stunning visual appeal, free-feeling adventuring, and introducing the hybridization of apps and board games to children all work together really well here.
Now, the box advises that this game is for ages 7+ but my little 5-year-old loves this one and asks to play it all the time. There is a lot of reading to be done from the app (it doesn’t read anything aloud), but that just adds to the fun for us, because I enjoy adding different voices to the characters. So in a way, this is very similar to reading a nighttime book, but just way more fun.
So, if you have little gamers at home that are ready for that next step, I recommend checking out Kids Chronicles. I am super happy that Lucky Duck Games is branching out into the children’s games market, and bringing that excellent scanning mechanic along for the ride. Once you get the hang of this style of game, I suggest you also then pick up a copy of one of the Chronicles of Crime games for your adult game nights. You can thank me later!
In Kids Chronicles: Quest of the Moon Stones (which I will just call “this game” from here on out if you please), players are new apprentices to Merlin, the old wizard keeping two neighboring kingdoms together and keeping them from warring with each other. In this game, players will be adventuring across the double-sided board solving riddles, completing quests, and meeting tons of great characters all with the assistance and guidance of a free app specifically designed for this game.
DISCLAIMER: We were provided a copy of this game for the purposes of this review. This is a retail copy of the game, so what you see in these photos is exactly what would be received in your box. I do not intend to cover every single rule included in the rulebook, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy online or from your FLGS. -T
Setup could not be easier for this game. First, download the Kids Chronicles app to your phone or tablet, lay out the board (initially on the side that looks like Summer), display the Character cards and Item cards face-up in their respective decks. You don’t even have to sort or shuffle them! And you’re done. The game is ready to be played! Open the app and let it guide you through each mission – but do start with the tutorial, especially if any player hasn’t played a hybrid board game like this before.
I do not want to give away too much information in this review, so I will keep this portion brief. Throughout the game players will be marching around to different parts of the board, speaking with characters, collecting items, and solving riddles by scanning the QR codes found on the cards and board locations. I really should stop here so as not to spoil any actual gameplay information.
I have reviewed many of these hybrid app-driven games from Lucky Duck Games (Chronicles of Crime, CoC: 1400, CoC: 1900, and CoC: 2400). None of them, however, are designed for children, nor recommended for children to even play. With those titles, very adult themes are played through, but this is not so here with this game. Kids Chronicles is VERY family friendly, and the app simply walks players through the entire setup and missions.
What I enjoy most about this game, especially after having played their bigger siblings, is that there is no time limit to have things completed. So players can travel across the land, scanning whatever they like, and not be penalized for it. You just can’t do that with the grown-up versions. Also, the art is excellent and colorful – perfect for a kids game. The stunning visual appeal, free-feeling adventuring, and introducing the hybridization of apps and board games to children all work together really well here.
Now, the box advises that this game is for ages 7+ but my little 5-year-old loves this one and asks to play it all the time. There is a lot of reading to be done from the app (it doesn’t read anything aloud), but that just adds to the fun for us, because I enjoy adding different voices to the characters. So in a way, this is very similar to reading a nighttime book, but just way more fun.
So, if you have little gamers at home that are ready for that next step, I recommend checking out Kids Chronicles. I am super happy that Lucky Duck Games is branching out into the children’s games market, and bringing that excellent scanning mechanic along for the ride. Once you get the hang of this style of game, I suggest you also then pick up a copy of one of the Chronicles of Crime games for your adult game nights. You can thank me later!
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Sassy Brit (97 KP) rated A Week to Be Wild in Books
Jun 6, 2019
Smart and intelligent books for smart and intelligent people. I would say women, by why should we have all the fun?
^^ A Week to be Wild by JC Harroway is the first in a daring new, sexy series — aptly named DARE — by Mills and Boon, and boy have they upped their sizzle with this range, if this book is anything to go by!
^^ This bold story features an intelligent American business woman, Libby Noble, and her adventure with British billionaire businessman Alex Lancaster. When I say adventure, I mean that on more levels than one. He wants to invest in services as a marketer for Able-Active, a new charity, which is very meaningful to him. With a week to be wild, he’d agreed to play a sensual game by her rules, and as part of that agreement, she’ll have to agree to try out his charity’s programme, forcing her to step outside her comfort zone with some daredevil pursuits of his own. All for a good cause, of course! If you’re going to work for any company, it’s certainly wise to get stuck right in and get down and dirty, as they say. Well, I hope they do!
^^ The only trouble is, will she be able to focus with Alex around? After all, he’s a movie star, bad-boy, gentleman rogue, geeky surfer dude, with brains and business acumen, (and quite a mouthful!) all rolled into one mouth-watering package. He’s also worth quite a bit, too. Always a bonus.
^^ I love the way both Libby and Alex are vying for alpha status, yet she comes out on top (pun intended) and manages to control an alpha male who is usually used to getting his own way. Alex thinks she’s a stubborn, independent women, and Libby is keen to show she’s no pushover, whilst forcing his natural alpha tendencies into submission. It’s a battle of wills, I can tell you!
^^ In addition to the actual storyline I must also comment on the style of this new range and branding. It. Is. Gorgeous! They’re hot, without being in your face pornographic. Very classy. The paperbacks are just the right size to carry around in a handbag for when you’re on the go.
^^ In fact, their whole site has had a stunning makeover, and they’ve launched a definitive guide to the Rules of Romance. Check it out!
Overall: I’m really pleased to be part of Mills and Boon’s Dare launch, and excited to read more stories from this range. If I could compare this style to other books I’ve read like this, I’d say it’s up there with the Black Lace titles. Happy to recommend JC Harroway’s book, A Week to be Wild, because it’s a well-written story, highly engaging and brimming with passion. As is, I suspect, the rest of this range is going to be… Stay seated, and switch on that electric fan. It doesn’t matter what the weather’s like out there, it’s going to get hot in here!
^^ A Week to be Wild by JC Harroway is the first in a daring new, sexy series — aptly named DARE — by Mills and Boon, and boy have they upped their sizzle with this range, if this book is anything to go by!
^^ This bold story features an intelligent American business woman, Libby Noble, and her adventure with British billionaire businessman Alex Lancaster. When I say adventure, I mean that on more levels than one. He wants to invest in services as a marketer for Able-Active, a new charity, which is very meaningful to him. With a week to be wild, he’d agreed to play a sensual game by her rules, and as part of that agreement, she’ll have to agree to try out his charity’s programme, forcing her to step outside her comfort zone with some daredevil pursuits of his own. All for a good cause, of course! If you’re going to work for any company, it’s certainly wise to get stuck right in and get down and dirty, as they say. Well, I hope they do!
^^ The only trouble is, will she be able to focus with Alex around? After all, he’s a movie star, bad-boy, gentleman rogue, geeky surfer dude, with brains and business acumen, (and quite a mouthful!) all rolled into one mouth-watering package. He’s also worth quite a bit, too. Always a bonus.
^^ I love the way both Libby and Alex are vying for alpha status, yet she comes out on top (pun intended) and manages to control an alpha male who is usually used to getting his own way. Alex thinks she’s a stubborn, independent women, and Libby is keen to show she’s no pushover, whilst forcing his natural alpha tendencies into submission. It’s a battle of wills, I can tell you!
^^ In addition to the actual storyline I must also comment on the style of this new range and branding. It. Is. Gorgeous! They’re hot, without being in your face pornographic. Very classy. The paperbacks are just the right size to carry around in a handbag for when you’re on the go.
^^ In fact, their whole site has had a stunning makeover, and they’ve launched a definitive guide to the Rules of Romance. Check it out!
Overall: I’m really pleased to be part of Mills and Boon’s Dare launch, and excited to read more stories from this range. If I could compare this style to other books I’ve read like this, I’d say it’s up there with the Black Lace titles. Happy to recommend JC Harroway’s book, A Week to be Wild, because it’s a well-written story, highly engaging and brimming with passion. As is, I suspect, the rest of this range is going to be… Stay seated, and switch on that electric fan. It doesn’t matter what the weather’s like out there, it’s going to get hot in here!
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Emma @ The Movies (1786 KP) rated Noelle (2019) in Movies
Dec 20, 2020
It's been 84 years...okay, only a year, but Disney+ really screwed us over on that one in the UK.
Noelle and Nick have grown up in the wonderful world of Christmas. Nick is destined to take his father's place, but when that time comes the magic doesn't, and he decides to take a break the week before Christmas to relax... and doesn't come back. Noelle must venture out into the real world to rescue Nick, and Christmas.
I had managed to zone out on the film before seeing it, I was basically sold on the idea of a Christmas film starring Anna Kendrick that was written and directed by Marc Lawrence... I genuinely didn't need to hear anything else, and so didn't bother with anything extra before I pressed play.
To say I was shocked at the beginning is an understatement, but I can understand why this particular piece of information wasn't in the descriptions... though the blatant lie in the synopsis above seems a little off. I doubt me revealing the actual shocking moment could constitute a spoiler as in hindsight it's pretty obvious, but I'm going to leave it at that vagueness just incase... sorry!
Noelle is easy to predict, but as traditional Christmas fodder I don't think that's really an issue. Its predictability allows you to sit back and relax while you watch it.
I did enjoy the story, and Anna Kendrick does a wonderful job of the naivety in Noelle as she explores the city. She gives the film an amusing lightness with some genuine moments that add some emotion into the proceedings.
Shirley MacLaine as Polly works well in her role as a sidekick and the humour at the beginning particularly amused me. There was definitely something in her that I could identify with.
I sadly wasn't really wowed with much of the ensemble. Maceo Smedley as Alex made a great job of his role and the relationship he had with his father, the script seemed to work nicely with to highlight his kind nature and personality... but other performances were... fine... and helped to move everything along. The characters were much the same, though Gabe Kringle seemed to be missing something to give him that little extra, even with the "nerdiness" factor that they could have worked with he didn't hit the spot.
Early on I was really worried about the effect that were used, Snowcone looked a little ropey, thankfully, although it didn't get any better, the adorableness made up for it in spades.
I really did enjoy the feeling I got from this film, Kendrick's spirit was rather infectious and her humour, intentional or not, brought a smile to my face. At just 1 hour 40 this is well worth your time to watch. While there might be room for improvement I think it's exactly the sort of film that's needed at Christmas, and especially this year.
Originally posted on: https://emmaatthemovies.blogspot.com/2020/12/noelle-movie-review.html
Noelle and Nick have grown up in the wonderful world of Christmas. Nick is destined to take his father's place, but when that time comes the magic doesn't, and he decides to take a break the week before Christmas to relax... and doesn't come back. Noelle must venture out into the real world to rescue Nick, and Christmas.
I had managed to zone out on the film before seeing it, I was basically sold on the idea of a Christmas film starring Anna Kendrick that was written and directed by Marc Lawrence... I genuinely didn't need to hear anything else, and so didn't bother with anything extra before I pressed play.
To say I was shocked at the beginning is an understatement, but I can understand why this particular piece of information wasn't in the descriptions... though the blatant lie in the synopsis above seems a little off. I doubt me revealing the actual shocking moment could constitute a spoiler as in hindsight it's pretty obvious, but I'm going to leave it at that vagueness just incase... sorry!
Noelle is easy to predict, but as traditional Christmas fodder I don't think that's really an issue. Its predictability allows you to sit back and relax while you watch it.
I did enjoy the story, and Anna Kendrick does a wonderful job of the naivety in Noelle as she explores the city. She gives the film an amusing lightness with some genuine moments that add some emotion into the proceedings.
Shirley MacLaine as Polly works well in her role as a sidekick and the humour at the beginning particularly amused me. There was definitely something in her that I could identify with.
I sadly wasn't really wowed with much of the ensemble. Maceo Smedley as Alex made a great job of his role and the relationship he had with his father, the script seemed to work nicely with to highlight his kind nature and personality... but other performances were... fine... and helped to move everything along. The characters were much the same, though Gabe Kringle seemed to be missing something to give him that little extra, even with the "nerdiness" factor that they could have worked with he didn't hit the spot.
Early on I was really worried about the effect that were used, Snowcone looked a little ropey, thankfully, although it didn't get any better, the adorableness made up for it in spades.
I really did enjoy the feeling I got from this film, Kendrick's spirit was rather infectious and her humour, intentional or not, brought a smile to my face. At just 1 hour 40 this is well worth your time to watch. While there might be room for improvement I think it's exactly the sort of film that's needed at Christmas, and especially this year.
Originally posted on: https://emmaatthemovies.blogspot.com/2020/12/noelle-movie-review.html
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