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Hunters of the Lost Creatures
Hunters of the Lost Creatures
2022 | Animals, Card Game, Environmental
If you are reading this, then we can agree on a few things: board games are cool and interesting, silly themes are usually fun, and we are all kids at heart. I appreciate other gamers so much because we all share a common bond of experiencing good and bad games, good and bad rules, as well as good and bad explanations of these rules. I would spoil it up top here if I let on which of these categories our featured game falls into, right? So keep reading.

Hunters of the Lost Creatures is a silly set collection card game for three to four players. In it, players assume the roles of zoological park curators charged with collecting unique creatures for their parks. They do this by bidding on and drafting creature cards, playing take-that style cards on their opponents, and blocking their cards from being manipulated by others.

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, players choose one hunter card from each of the four hunting zones: Sea, Forest, Plains, and Air, as well as three “Park Closed” cards. The creature cards are to be split by zone and shuffled, with one special card (Turnado and Cat-a-Pult) added. These shuffled decks are then placed on the table and the top card revealed from each deck. Players decide turn order and the game may begin!
Hands are mostly played simultaneously, with players choosing either a hunter or special card from their hand and placing it face-down in front of themselves. All cards are revealed simultaneously and the card effects are applied. If a player has revealed a hunter, and no other players have the same-colored background/terrain type, that player receives the matching card from those on offer and places it in their park (tableau), or ANY OTHER PLAYER’S park. If ALL players have chosen the same terrain type hunters, the card on offer is removed from the game entirely. However, if not all hunters match, but at least one matches, the matching hunters’ players receive no cards.

Should a player choose to play a special card, their effects are triggered once per game. These include Turnado (switch any two creatures in any two parks), Cat-a-Pult (discards any creature from any player’s park), Thieves (steal any one terrain-matching creature and places it in the Thieves player’s park) and Closed Park (protects the player from the effects of aforementioned special cards). Again, these special cards may only be played once per game, so special consideration is needed as part of their strategy.


The game continues in this fashion of players throwing cards, messing with each other using special cards, and protecting themselves from said special cards until only one stack of creature cards remains. The game ends and points are tallied per the scoring table in the rulebook. The winner is promoted to Head Creature Park Guy and is carried around by the other players. Okay, that’s not at all true. They just win the game.
Components. Again, this is a prototype copy of Hunters of the Lost Creatures, so all components shown here are subject to change at any time. That said, I received a huge deck of cards in a cute black cloth bag. The cards are all decent quality, and not super glossy, which I appreciate. The art on these cards are all whimsical and silly, which match the silly and punny titles for each. Some of these punny titles can be seen in our photos, with my favorites being the Dandylion (a well-“dressed” weed with a cane and lion face) and the Cougar (which is subtle, but portrays an adult apex big cat with a smaller and younger cat hanging on it). If you enjoy these somewhat intellectual, and sometimes visual, puns you will enjoy these cards.

What I have found in playing through this several times is that it is best when all players are taught the game backwards…ly. I mean to say that players need to know the premise, but most importantly, the scoring system before even the setup. Points are scored for having a run of 1-2-3, a straight of 0-1-2-3-10, at least one card from each terrain type, and for the printed value on the cards. It is more than simply collecting all the favorite cards or even highest value 10 cards. So there is strategy in collecting the best assortment of creatures for scoring purposes, which is great because otherwise this game is not really a game at all.

As players play their hunters to draft creatures, I have found that many players choose to chase the same cards over and over. It becomes obvious that most players will be vying for the value 10 cards, so the players who figure this out and grab the second best card is usually happier with the hand. Of course, more strategy is employed once the special cards are played, as they each mess with opponents in different ways. So even though I may not have acquired that 10 of Forest, I might grab the Turnado and switch out a value 0 or -10 card for that sparkling value 10. Wait, negative 10? Yep. Sometimes life just smacks you around and you get stuck with a -10 card to really punish your great play. Not that it ever happened to me, and not that I would be bitter about it.

The real game hinges on the usage of the special cards. When do you play them? Whom do you target? Turnabout is fair play, after all, and no alliances can be formed whilst playing Hunters of the Lost Creatures. Now, it is hinted at in the rulebook that preview copies ship with entry-level rules, which mean (to me) that more advanced rules may be coming in the final game, or at least some variants to spice up the gameplay. If true, then this game becomes much more interesting to me. Don’t get me wrong. I have enjoyed almost all of my plays, but be warned that playing with spiteful gamers may end poorly for a fun-filled game night.

All in all, I am excited to see how the campaign for Hunters of the Lost Creatures fares, as I believe many gamers and non-gamers alike will enjoy it. I would be super jazzed to grab a final copy if it does in fact ship with alternate or advanced rules, or if the creatures of the same value had unique names and art. That would really satisfy. Keep the bag or go traditional cardboard box, it matters not to me. Just beef up the card quality, add even more uniqueness and fanciful art and you’ve got a fan in me. Grab your copy during the Kickstarter campaign launching May 10, 2022!
  
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Chris Sawin (602 KP) rated Halloween (2007) in Movies

Jun 19, 2019 (Updated Jun 21, 2019)  
Halloween (2007)
Halloween (2007)
2007 | Horror
You probably already know the story of Michael Myers and the horror that took place in Haddonfield, Illinois on Halloween night. How Michael Myers became one of the biggest slasher icons in horror movie history. Now we get to hear the story told by Rob Zombie, the man who brought us House of 1,000 Corpses and The Devil's Rejects. He gives us some insight as to why Michael Myers is the way he is by showing us some of his childhood, the environment he grew up in, and how his family was. After he's institutionalized, we see how his progress continues to deteriorate as Dr. Samuel Loomis tries to do everything he can to save this young boy. Fifteen years go by when Loomis finally throws in the towel and Myers escapes Smith's Grove. Now on his way back to Haddonfield, Myers seeks his sister, Laurie, to finish what he started almost two decades ago.

There seems to be a huge debate amongst horror fans about whether this film was good or not. The results seemed to be pretty one-sided in favor of the original horror film from 1978, but now it seems the remake has almost just as many fans. I wouldn't say it was a 50/50 ratio, but 60/40 (60% of horror fans either hate the remake or prefer the original, 40% like the remake or prefer it over the original) seems about right these days. I managed to see the work print a few years ago and I wasn't impressed. With the release of Halloween 2 at the end of this month though, I promised myself I would give this film another shot. So that time has finally come and I can honestly say that the film isn't as bad as I remembered.

A few aspects of the film are actually quite good. Tyler Mane is a great Michael Myers. He's almost seven feet tall and is built like a giant. He's a total monster and the destruction and mayhem he causes is believable given his size. The adult version of Michael Myers is spot-on for a re-imagining of the film. Malcolm McDowell also does a good job as Dr. Loomis. He's no Donald Pleasance, but McDowell's take on the character isn't bad. Scout Taylor-Compton is also a worthy mention. She slips into the shoes of a modern day Laurie Strode rather flawlessly. Moving on from the acting though, the film is pretty solid from the time Michael gets his iconic mask through the finale. The way Michael made so many masks while he was in Smith's Grove was an interesting idea and the scene where you see his room fifteen years later with nothing but masks on every wall is one of the best in the film. The cinematography is also something that is often overlooked, which is a shame since it's actually pretty exceptional. It seemed to stand out most during the scenes where Michael was stalking Laurie, especially in the abandoned Myers house at the end. There's a scene right after Michael gets out of Smith's Grove where he goes to a truck stop and winds up getting the jumpsuit we're all familiar with. While there, he runs into Big Joe Grizzly in the bathroom stall and is banging Grizzly's hand, which is holding a knife, against the bathroom stall wall. As he's doing this though, the bathroom stall is just getting demolished but with every smashing blow, the camera violently shakes. The camera just always seemed to have a knack for giving a good perspective of what the character was going through, whether it was Michael or Laurie.

The disappointing part of this is pretty much everything leading up to Michael getting his mask back after his escape is pretty terrible. The dialogue, especially in the first ten to fifteen minutes of the film, is horrendous. Everything that's said between Deborah Myers and Ronnie White is just awful. The white trash upbringing just doesn't seem worthy for a horror icon like Michael Myers. It's just hard to believe that Michael Myers is the way he is because his mom was a stripper and his older sister was a whore. Logic seems to just be thrown by the way side as the film progresses. After Michael escapes from Smith's Grove, he returns to his old house where his mask and knife that he used to kill his family happen to just be lying under the floorboards. So did the police just pick up the bodies without searching the house or what? So he got his jumpsuit by stealing it from a guy taking a dump at a truck stop? Really? Hearing some of the original music return from John Carpenter's version of the film was a bit bittersweet. On one hand, it was great hearing it again. On the other, however, it just didn't seem to fit. Made me miss the original film more than anything. Giving Michael Myers a specific origin was probably Zombie's biggest mistake. The most terrifying thing about Michael Myers was that he was The Shape and had a bit of mystery to him. You knew he was going after Laurie, but other than that you had Loomis' word to fall back on. Michael was the human incarnation of pure evil. That's it. That's all you need. Humanizing the character and introducing us to his childhood only watered down the Michael Myers character.

There's a scene with Michael Myers and Dr. Loomis in Smith's Grove Sanitarium where Michael has made a mask that he's colored completely black. When Loomis asks him why it's black, Michael says that it's his favorite color. Loomis goes into an explanation about the color spectrum. Black is on one end and is the absence of color while white is at the opposite end and is every color. That's actually a great explanation of the differences between the original film and the remake. The original film would be the black segment of the spectrum. Carpenter's version leaves more to the viewer's imagination as the only explanation for Michael Myers is that he is "pure evil." While the remake would be the white segment of the spectrum as it goes into full detail why Michael Myers is the way he is and it shows every little violent and vulgar detail. Some people would say that having a little bit of mystery would be a good thing when it comes to a film like this while others like having everything laid out for them. It all depends on the viewer and which end of the spectrum they prefer. In my opinion though, that's the biggest mistake Rob Zombie made. There's no mystery left with the Michael Myers character. He's no longer The Shape, but is a psychopathic killer because he was raised by a white trash family, liked to torture animals, and whose sister didn't take him trick or treating.

The best thing Zombie can do is distance himself from the original film(s) as much as possible. To do something original with these characters. He looks like he'll do just that when Halloween 2 hits theaters on August 28th. One thing re-watching the remake accomplished was that it made me look forward to the sequel. The trailer looks really good (but to be fair, so did the trailer for the original film) and I was on the fence about it until I saw this again. The only problem I have is that Zombie seems to be telling the same story with the same initial cast with all of his films. House of 1,000 Corpses, The Devil's Rejects, and Halloween (first half of the film) are all way too similar. Zombie needs something new to add to his resume. Will Halloween 2 deliver that? Probably not, but a guy can hope.
  
The Hunger Games
The Hunger Games
Suzanne Collins | 2014 | Young Adult (YA)
8
8.5 (277 Ratings)
Book Rating
The Hunger Games is a trilogy of YA dystopian novels written by American author Suzanne Collins. The story is set in an unspecified future, in a dystopian, post-apocalyptic nation of Panem located in North America. The country consists of the Wealthy Capital surrounded by the twelve (Originally thirteen) poorer districts, each one in various states of poverty. The story follows Katniss Everdeen as she takes her sisters place in the annual Hunger Games. The games are a televised event created as punishment for a past rebellion. Over the course of the books Katniss and the rest of Panem are plunged into Civil War thanks to Katniss inadvertently fuelling a hidden rebel fraction led by President Alma Coin of (the previously thought to be destroyed) District 13. After going through hell, loosing friends and the sister she tried to protect Katniss is eventually tried for killing Coin at the execution of Ex-President Snow and sent back to District 12. Katniss eventually marries fellow tribute Peeta Mellark (whom she was tied to during the games as the pair of star-crossed lovers) and eventually have two children a boy and a girl. Author Suzanne Collins stated that the inspiration for the story came to her after channel surfing through TV channels, having seen a reality show on one channel then saw footage of the Iraq invasion. The two began to blur in an unsettling way and the idea started to form. The Greek myth of Theseus also served as a basis for the story, with Collins saying that Katniss could be called a future Theseus and The Hunger Games being an interpretation of the old gladiatorial games.

The Hunger Games the titular book was released on September 14th 2008 under the publishing house Scholastic Press. The book had an initial print run of 50,00 copies eventually being bumped up twice to 200,000 copies. By February 2010 the book had sold 800,000 copies and rights to the novel have been sold in 38 territories. In November 2008 The Hunger Games was placed on the New York Times best seller list where it would remain for 100 weeks (just over three months). By the time the books film adaption released in march 2012 the book had been on USA Today's best seller list for 135 weeks (Four months) and sold over 17.5 million copies. The book received several awards and honours such as Publishers Weekley's “Best book of the year 2008”, the New York Times “Notable children's book 2008” and was the 2009 young adult fiction category winner of the Golden Duck award. The book also received the California Young Reader medal in 2011.

Catching Fire, the second book was published on September 1st 2009 under Scholastic. As the sequel to the Hunger Games book it continues the story of Katniss Everdeen and the post-apocalyptic nation of Panem as rebellion begins. The book received mixed reviews but was placed on Time Magazines Top 100 fiction list of 2009. Catching fire had an initial print of 350,00 copies but was (Like its predecessor) had grown to 750,00 by February 2010. The book has sold over 10 million copies.

Mocking-jay the third and final book in the Hunger Games Trilogy and was published August 24th 2010 by Scholastic. The book had a 1.2 million copy print that was bumped up from 750,000 copies and in its first week sold over 450,00 copies. Reviews were favourable with the book and notes that it thoroughly explores the themes of the other books.

I really love the books and regularly read them. Whenever I do read them I tend to read all three of them in the space of a week. To be fair whilst I had heard of them before the first movie release I didn't start reading them until I'd seen the first movie. I did read Catching Fire and Mockingjay before their movie equivalents hit the screens. Whilst The Hunger Games was a brilliant opener and Mockingjay was a brilliant ender, I agree with a few reviewers that Catching fire had a delayed start and it took a bit of time to get into the action of the story at large.

Suzanne Collins was born in Hartford Connecticut on the 10th of August 1962 as the youngest fourth child to Jane Bradley Collins and Lt. Col. Michael Jon Collins a decorated U. S. Air Force officer. As a daughter of a military man she was constantly moving with her family and spent her childhood in the eastern united states. Collins went to the Alabama school of fine arts in Birmingham 1980 as a theatre arts Major. Collins went on to complete a Bachelor of arts from Indiana University in 1985 and telecommunications and in 1989 Collins earned her M. F. A. in dramatic writing from NYU Tisch school of arts. Collins began her career in 1991 as a writer for children's television shows and won a nomination in animation for co-writing the critically acclaimed Christmas special Santa, Baby!. Collins after meeting James Proimos whilst working on a children's show felt the urge to write children's books and spent the early 2000's writing five books of the Underland Chronicles; Gregor the Overlander, Gregor and the Prophecy of Bane, Gregor and the curse of the Warmbloods, Gregor and the Marks of Secret and Gregor and the Code of Claw. The influence for those books came from Alice in Wonderland. During the late 2000's she ends up writing the Hunger Games trilogy which went onto a famous movie trilogy. As the result of the hunger games trilogy popularity Collins was named one of Times Magazine's most Influential people of 2010. On June 17th 2019 Collins announced she was writing a prequel to the Hunger Games and is scheduled to be released on 19th May 2020, the book is to focus on the failed rebellion 64 years before the Hunger Games trilogy.

I highly respect the Author Suzanne Collins for both her work as a writer of Children's media and for her creativity in creating both the Hunger Games and the Underland Chronicles. Her creativity has been awarded with her books popularity and being announced amongst Time Magazine's 2010's most influential people and Amazons best selling Kindle author in 2012.

In March 2009 Lions Gate Entertainment entered into a co-production agreement with Nina Jacobson's Production company Color Force for the Hunger Games. Novel writer Suzanne Collins adapted the book in collaboration with screenwriter Billy Ray and Director Gary Ross. Actors Jennifer Lawrence, Josh Hutchinson and Liam Hemsworth were hired for the roles of Katniss, Peeta and Gale respectively. Lawrence was four years older than Katniss was in the books but Collins said she would rather the actress be older than the character since it demanded a certain maturity and power. Collins also liked Lawrence stating she was the “only one who truly captured the character I wrote in the book”. The Hunger Games Movie was released on march 23rd 2012. The Hunger Games: Catching Fire was released on November 22nd 2013 with Francis Lawrence being hired as Director and actors Phillip Seymour Hoffman, Jena Malone and Sam Claflin being hired as Plutarch Heavensbee, Johanna Mason and Finneck Odair respectively. The Hunger Games: Mockingjay was split into 2 and Part 1 was released on November 21st 2014 and part 2 on November 20th 2015 Francis Lawrence remained Director for the final movies with Actor Julianne Moore joining the cast as President Alma Coin.

I loved the movies point blank and whilst it has its flaws like most movies often do I think its redeeming quality has been it faithfulness in sticking to the books as closely as possible and the actors representation of Suzanne Collins characters such as Jennifer Lawrence as Katniss, Donald Sunderland and President Snow, Stanley Tucci as Ceaser Flickerman, Woody Harrelson as Haymich Abernathy and Elizabeth Banks as Effie Trinkett. Whilst all the actors were very good and were chosen well for their characters. These actors in particular I feel did exceptionally well in bringing their characters to life especially Elizabeth Banks, Stanley Tucci and Woody Harrelson but then I am a very big fan of theirs so I may be a little biased.
  
Shadow Of The Tomb Raider
Shadow Of The Tomb Raider
2018 | Action/Adventure
It’s hard to believe that Lara Croft made her first appearance in a video game all the way back in 1996. Featuring cutting edge 3D polygon graphics and gameplay that would often be duplicated but never replicated, the game would go on to sell a whopping 7 million copies. Since that time there have been numerous sequels, culminating in a complete re-envisioning of the franchise in 2013. The new era of Lara Croft explores her origin story and how she ultimately became one of the toughest female characters to grace a PC or console screen.

Shadow of the Tomb Raider is the third installment in the reboot of the franchise. Lara is no longer a naïve, explorer in training, who struggles with the idea, much less the actual action, of killing a human being. The years have made her a more seasoned (and possibly more ruthless) tomb raider, and she has now blossomed into the badass character that she is known for. Her adventures will take her deep into Mexico and South America, where she is trying to stop the apocalypse that she had accidently set in motion when she acquired an ancient dagger. What follows is roughly a 12+ hour main story and several hours’ worth of side missions that help flesh out the story and the world around her. The best part is that the story has all the excitement and thrills you would get if you took an Indiana Jones movie and added some of the Mel Gibson drama Apocalypto, so buckle up and enjoy the ride.

Shadow of the Tomb Raider adds the social interaction that was largely missing in the previous installments. While there are still plenty of times when Lara will be out on her own, searching through ruins or trekking through the jungle, there are now several civilizations that Lara will be interacting with. Her adventures will take her to the ancient city of Paititi, where most of her interactions will be with the locals and the main antagonists to the trilogy, Trinity. It’s in the interactions where we really get to see Lara question not only her beliefs but also her actions when acquiring ancient artifacts. Many of the discussions revolve around what will happen if outsiders come and try to change their standard of living or force their own wills on the natives. These discussions cause Lara to reevaluate what she does for a living, and how her own actions have an impact far greater than she even realizes. The inclusion of so much interaction with other people brings a whole new dimension to the Tomb Raider world and it entrenches you in the story in a way that battling even the most dangerous tombs never could.

One of the most interesting levels in the game takes you back in time to when Lara was just a young girl. You get the opportunity to experience the world through the innocence of a child, and her own imagination as she explores her father’s mansion. It provides an interesting look into the events that would unfold during her impressionable years, and also helps to offer some additional insight into what drives her as an adult. It’s in this level, where you finally understand what fuels her desire and continues to push her forward.

Gameplay is largely the same as the previous titles, but they did add a few new interesting ways to traverse some of the more difficult terrain, such as the ability to rappel down cliffs or using a pick axe to traverse cave ceilings. Climbing, jumping and swinging are all handled very intuitively using the controller. Yes, there were times where I felt I was doing the right thing and fell to my death anyway, but at no time did I feel overly frustrated or blame the tight controls for my own missteps.

Swimming and diving play a far bigger role in Shadow than in the previous games. Long, deep caverns will require you to swim and find pockets of air to keep from drowning. There are even a few sequences where you will need to swim through plants to avoid the various eels and piranha that will kill you, and swimming through the plants is just as easy as it sounds. Thankfully I never felt these sequences played on for too long and they certainly added diversity to the levels. While generally swimming and diving in video games tend to be an exercise in frustration, I never felt that was the case here.

Stealth also plays a bigger role in this game and adds another key to your survival. The original 1996 game focused on your dual pistol wielding abilities to get you out of jams and in this game, you are rewarded with a subtler approach. Taking a nod from games such as Horizon Zero Dawn, you will now have plenty of opportunities for Lara to crouch in large grassy fields or cover herself in mud and hide amongst the vines and cliff walls to surprise and take down her enemies. You can now overcome many adversities utilizing only stealth, but don’t worry, if you prefer more upfront action, there are still the obligatory pistols, shotguns and machine guns you can use to dispatch foes. Stealth is just an added way to ensure that Lara saves her bullets for far bigger threats down the road.

Now for everyone’s favorite part…the tombs! What would Tomb Raider be without tombs and the challenges that come along with them? As you may have already guessed, all sorts of puzzles and booby traps await you on your journey. I found they kept a nice balance between challenging and entertaining and thankfully none of them were so obscure that you need to break out Google to overcome them. Another great addition to the game is that the player can now individually adjust the difficulty on puzzles and on combat. That means if you love combat but not the puzzles you can adjust them independently, which is something I wish far more games would take advantage of. Either way, there are plenty of challenging tombs where you can flex your tomb raiding muscles.

As your adventure progresses you will earn skill points that allow you to upgrade Lara with new abilities. There are three skill trees, each containing many different skills, where Lara can spend her points. The three trees are broken down into Seeker, Warrior and Scavenger and Lara can be upgraded when she arrives at a basecamp. A few of these upgraded skills are longer swim times, multiple stealth takedowns, and the ability to shoot two enemies simultaneously. It’s always exciting to upgrade your character and see how the gameplay changes with new your abilities. This game is no exception and the upgrades you choose can really enhance your experience.

Graphically, Lara has never looked better. I played the game on my Xbox One X in 4K and the environments were awe inspiring. The lush jungle almost jumps off the screen and the character models are some of the best I’ve seen in recent memory. Of course, all this beauty wouldn’t mean much if there were stutters and lags and thankfully I never noticed a single frame drop while playing the game in all its 4K glory. Shadow of the Tomb Raider feels like you are part of a high budget, summer blockbuster and at times it was difficult to determine the difference between a cutscene or live game play (in a “wow, this is incredible!” way). The acting was also top notch and Camilla Luddington once again does an outstanding job delivering her lines, even making some of the corniest statements endearing. Every aspect of this game is the best of the best and you will be hard pressed to find an area of the game that was lacking.

Shadow of the Tomb Raider in an amazing accomplishment and easily my favorite game of the series. I’d even go as far as saying that I enjoyed it more than Uncharted 2, which is a true testament to how much I loved this game. Not only does the story have a heart and completely engages the player but it’s thrilling and there is non-stop adventure until the very end. While this certainly could be the last game in the rebooted series, I truly hope it’s not as I already want to play another. I highly recommend picking this game up. As soon as you knock over your first pot, you will be happy that you did!

What I liked: Stunning graphics, Incredible voice acting, Blockbuster feel

What I liked less: Occasional areas where it was unclear where to go next
  
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A Bibliophagist (113 KP) rated Throne of Glass in Books

Feb 5, 2020 (Updated Feb 5, 2020)  
Throne of Glass
Throne of Glass
Sarah J. Maas | 2012 | Children, Fiction & Poetry
4
8.7 (91 Ratings)
Book Rating
Good start (2 more)
Good finish
Intial character introductions
Formulaic (1 more)
Celeana never does anything she says she can do
Something special ruined by the YA formula
This is another tough one to review, primarily because it started so good for me, then just ended as a whimper.
 
  First of all, this was one of my "force myself out of my norm" picks. I forced myself to pick two popular books, that didn't interest me, and give them a chance. This was the biggest "no interest" pick. The cover alone is just so bad I was embarrassed to be buying it at the bookstore by the art school I work at. What if one of my Illustration students see, will I be deemed unworthy to teach them if I buy a book so ugly and anatomically incorrect? Like seriously, why is her torso so long. Is she just insanely tall? Is she hunched or does she have no neck? It's just... awful.
   
   Also, it's a genre I don't gel well with, fantasy just isn't my jam, I get so mad that SciFi is always lumped in with Fantasy. So, the perfect choice I suppose.
  
     When I first started, I texted my partner and told him "holy crap, I actually am enjoying this". I was shocked, surprised. So far the YA darling of a book wasn't stereotypically YA. The main character was deep and interesting and had a thick backstory. Yea they've already introduced two perfectly perfect love interested for her, but whatever, this is actually interesting.
 
    The book follows the acclaimed assassin, Calaena, young, utterly gorgeous and snarky, deadly. In theory a textbook YA heroine. But she is far from a Mary Sue (in the beginning) her backstory is interesting and rich. She's hardened by a year in prison death labor camp. A camp she is offered freedom from if she accepts the Prince's offer; his father wants a "champion" (aka a dubious person to assassinate and otherwise do his dirty work) and she is the Prince's pick. Should she accept, she'll go against other noble's picks and participate in a competition proving their worth. The winner gets freedom and serves as the champion for X amount of years. Losers go back to whatever prison or hole they crawled out of. So while Celeana doesn't much want to be a lackey to some Princeling or King, she doesn't want to go back to the death labor camp either.

    So if you can't tell already, enter love interest #1, the sassy, broody Prince Dorian. Perfect in all ways, except for birthright. Could someone like Celeana ever love him? Dun Dun DUnnnnn. Also enter love interest 2, captain of the guard Chaol, the prince's childhood friend, quiet, introverted, job-focused. Doesn't trust her at all, but could she break him down? What will happen if two best friends fall for the same saucy assassin? DUN DUN DUNNNN
 
    So obviously, she accepts, and is taken to the great glass palace to await the competition, where we have a veritable Beauty and the Beast situation, she's provided lavish accommodation, beautiful dresses, and sadly starts to become a Mary Sue. But not quite yet, first, we get some actually really interesting story, hints at the world we're in, going through a once magical forest, with something in the night leaving flowers at the foot of Celeana's bed, hinting at perhaps her lineage being more magical than we think. We also get introduced to the competition, a lineup of stereotypical gruff dudes, with the bad guy being so obvious he might as well as a spotlight on him (unfortunately this book doesn't really have a twist). Also, enter love interest 3? I utilize the question mark because this one isn't really persued, but feels like it's meant to be something. A handsome, young, way too nice unsavory that she aligns herself with. No one knows who she is, and she goes under a pseudonym while in the palace, hoping to make people underestimate her. The first parts of the competition are interesting, the book is actually conscious of how out of shape she'd be, and takes pains to be detailed (sometimes overly detailed, like the page about her period, I'm in no means ashamed of my period, but the page literally did nothing but further the stereotype that we are completely immobile and need a day off while on it. I wish the author impowered Celeana by having her be in pain, but still be a badass).

    As the competition progresses, however, competitors begin dying in gruesome ways, that aren't related to the competition. Concern rises, and whispers of the old magic are everywhere. Celeana now needs to survive this competition, survive whatever is killing her competitors, and solve the mystery happening in the castle. Oh and of course, figure out how to go to that ball and which boy she wants.
  
     Unfortunately, after the first competition-related thing, this book started going downhill for me. Gone was this interest main character, and replaced was a stereotypical Mary Sue that forgets she's an assassin a lot. She rarely does anything Assasin like actually, beyond some internal dialogue in which she thinks about assasin things. It goes from describing the competition to suddenly being like "there were two more trials, Celeana rocked them" skipping ahead a glossing over the competition entirely, choosing instead to focus on the growing tension between her and the two boys, and dangling the very obvious bad guy in front of us as if we're going to be ever so surprised when we find out it's exactly who we thought it was. I want those trials, I want to know what happened and see her thoughts, something to remind me she's an assassin and not a giggling school girl more than ready for court life. Having stereotypical scenes of playing Billiards and Dorian holding her to show her how to do it. Don't even get me started on the Billiards, a fantasy book, using freak in billiards, make up a game for goodness sake, but to utilize a surprisingly modern game in a high fantasy setting made me laugh out loud for the wrong reasons. She gets a puppy, that hates everyone but her, befriends a badass princess (the most interesting thing in this book) and fights off some baddies. Too bad most of the focus was on the rushed, completely chemistry-free relationship between her and Dorian, they see each other like 4 times and are willing to give everything up for each other, it's painful. Honestly, even when I let my mind lapse into YA mode and allow myself to enjoy a fun YA romance, this is not how to do it. Also, Team Chaol all the way.

    So the competition takes a considerable step back, and so does my interest. I would argue that the concept in this story is solid and interesting, but executed poorly, which is odd because the beginning proves to be the author can write well, it just feels like she second-guessed herself and decided to stop doing an actually interesting story and instead focus on being stereotypically YA. But there are little gems in here, an interesting world is hinted at, likable and interesting characters are glimpsed in the beginning before she lost interest in developing them. An undercurrent of well thought out mystery and magic. But all of these things took a backseat to fulfil the YA formula instead. I'm going to read the next book just to see if this world becomes more of the focus, but if it doesn't I'll have to stop, this series is just way too long to deal with the same formula over and over.

    She almost got me, she was so close, I just wish this book had been consistent and focused on the plot. I wish she had let Celeana be the strong character she implied in the beginning rather than a stereotypical YA girl. I get she was fulfilling the life she never had, but in a situation where she needed to really be HER to get her freedom, it just doesn't feel like the appropriate time for wish fulfillment I wish, if there had to be romance, it had more oomf, made me feel things, made me care. Unfortunately, it didn't have these things, so this book was a bit of a flop for me. So I'm hoping, she'll prove me wrong in the second one, and let the story I see she's made and spent loving time on shine, rather than hide it underneath the guaranteed to sell formula plaguing young adult books.
  
On the Rocks
On the Rocks
2021 | Dice Game
I have to come clean right at the top of this one. I have not really tried a whole lot of different cocktails in my life. I have been mostly a beer kind of guy. Not that I am opposed to cocktails at all – in fact, I have really enjoyed most of the drinks I have tried. That said, I wish I was more hip so I would know all the drink lingo and really know why someone would want their concoction shaken and not stirred. So, I went into this one thinking I would learn the secret finally. But I didn’t. I did have a good time playing it though.

“On the Rocks is a marble drafting, cocktail recipe fulfillment game for 1-4 players. It is NOT a drinking game.” – straight from the game’s BGG page. So what does that mean? Well, this one is a variation of the “I cut, you choose” style game, but HEAVILY themed around bartending and enhanced with additional fun mechanics. The winner is the player who amasses the most amount of money by the end of their shift.

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, consult the rulebook, as there are many steps. However, once setup, the game should look similar to the photo below. Choose the starting player and the mixology competition can begin!
On the Rocks is played over several rounds with each player completing specific steps. The first step is optional, and is Tip Cards. Players will accumulate Tip Cards throughout the game, and each one features a special ability that may be used at this time. The next step may also be optional, depending on if the active player had received a Complaint card previously. Complaints must be completed on this step and is pretty much a wrench thrown in the plans by competitors.

Once these (possibly) optional steps have been completed the active player then takes the 2d6 and Rolls them. This number determines how many ingredient marbles are to be pulled from the bag and added into play. For the cost of one ingredient marble, the active player may manipulate the rolled dice by flipping it to its opposite face. Next, the player will Draft the number of marbles from the bag they rolled in the previous step. From these drafted marbles the player will Mix them into the blue Jigger Bowls in the middle of the table one at a time, a la Mancala (oh that’s fun to say: A LA MANCALA!). Then the player will Select & Place a jigger of marbles from the table onto their player board. Placing the corresponding marbles onto the drinks is how recipes can be completed. If any ingredients were selected from the jigger but not placed, the player must then place the ingredients into the Extra Ingredients shot glasses on the top portion of the player board, to Save for later use.

When the ingredient marbles have been placed and saved, the player must then complete the Resolve step. Several ingredient marbles are “Premium” or “Spill” marbles. Premium marbles (golden) allow the player to select ANY two ingredients from the draw bag and the Premium marble is then discarded to the coaster in the middle of the table. The black Spill marble forces the active player to draw a Spill card from the deck and complete its action. It also during the Resolve step that the player may complete a recipe card by discarding the drink’s ingredients to the bag and flipping its recipe card face-down. If the entire order (all of the face-up recipe cards) is completed, the active player’s round ends and they notate this by placing one of the three lemon tokens on their player board. Some round end cleanup is performed, like drawing another set of 3 or 4 drink recipes for an order, and the player’s turn is over.


Once a player has completed their third order of drinks, they must indicate “Last Call” to the other players at the table. This informs the other players that they have one last turn to earn any extra money before the game ends. When the game has been finished, final scoring is performed and the winner is they who earned the most money throughout the night. The other players must immediately fix the winner a drink, or buy the winner a shot. Okay, those aren’t in the rulebook, but merely suggestions for the revised second edition…
Components. For those that follow our reviews, you know I am a sucker for games with great components, and this one definitely delivers for me. The aesthetics and art style are just perfect, the double-layer boards are always lovely, and the rubber jiggers are excellent. I cannot see anything that can be improved in terms of components, and I completely expected that because this was published by Pentree Games and 25th Century Games (one of my favorite publishers in the business). The game looks and feels deluxe, which is VERY satisfying.

I think that the Pittre duo of Michael and Christina really knocked it out of the park with this one. Wait, this is their first game design?? And it’s incredible? Okay okay, I’ll be keeping my eye on you two. On the Rocks is a light game with excellent table presence and some difficult choices presented. Now, the choices may be TOOOOOO difficult for some gamers, especially our AP-prone players. Carefully planning out each ingredient’s distribution into the jigger bowls can send them into a frenzy, so I have advised to choose one or two bowls they wish to buff and concentrate on hitting those with the marbles they want, and just randomly place the other ingredients. I know that is a big ask, but this game is supposed to take 45-90 minutes, not 45-90 hours. My other gripe about the game is the color-dependence of the ingredient marbles. I am sorry to all my colorblind friends out there, but I am unable to see how you might keep a possible 12 different marbles straight in your heads while simultaneously remembering the state of marbles in each jigger bowl. I hope I am completely wrong, as I do not suffer from colorblindness, and please do let me know if this is still playable for those gamers.

These gripes aside, everything else about the game is fabulous. I love being able to manipulate my dice rolls (yes, with a cost) to have ultimate control of the number of marbles pulled from the bag. That bag, however, takes control away immediately unless I draft a bunch of clear (wild) or golden marbles to affect my final placements. I also adore struggling to choose which recipes to concentrate on first, and weighing the possibilities of completing the higher value recipes, or blitzing the smaller ones first.

Oh, and the Spills cards? They can be real pains in the booty. These effectively give the active player the ability to completely botch another players’ plans by discarding their ingredient marbles from their player board. Not enough player interaction? How about negative Tip cards, which are earned by completing a recipe, that impede a competitor’s progress by making them complete the Tip card before being able to move on with their plans, or by limiting their marble selection to two instead of the entire bowl? Yeah, this has player interaction for sure.

Again, I like a good drink now and then, just as much as the next person. However, I have never been a bartender, and I do not plan on ever becoming one. I could not ever imagine having to compete with other bartenders for tip money either, especially if it is as brutally cutthroat as On the Rocks portrays it to be. I will, however, play a game where all that “fun” is diluted to dice, cards, and marbles. I was looking through my collection recently and noticed have embarrassingly few games with an adult beverage theme. If you are like me and require more games depicting fun with alcohol, then I strongly urge you to check out On the Rocks. I feel like I can finally graduate from Fuzzy Navels and Stone Sours just by playing this game and really upping my liquor acumen. Purple Phoenix Games gives this one a delicious 5 / 6. It seems readily available for consumption, but please do not try to go drink for drink with this game. It’s not designed to be a drinking game… or is it?
  
Bunny Party at Maple Valley
Bunny Party at Maple Valley
2021 | Animals, Card Game, Humor
What kinds of pets did you have growing up? My family was allowed one dog throughout my formative years, and I even tried to keep a turtle once in college. I have not ever had rabbits, but my brother did – Brewster. He was a cool bunny. Kinda freaked out sometimes and made a huge mess, but overall a nice little fella. I am trying to imagine an entire village of Brewsters planning a party and inviting all their friends. I can’t really do it, but now I don’t have to – there’s a game I can play.

Bunny Party at Maple Valley (which I shall refer to as simply Bunny Party from here) is a sweet and cute little card game for three or four players. In it players are the titular bunnies decorating for and competing to win the chance to host the Night Sky Party at their place. However, in this game more often than not the victory is shared between they who amass the requisite five decorations and their neighbor who also co-hosts the event! The bunnies gotta get crackin’ so let’s get going!

PS – I will be reviewing the 3-player version of the game, which has ever-so-slightly different rules.

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, character cards are shuffled and two dealt to each player. They choose one to be their avatar and discard the other back to the box. The large deck of cards with the house on the back is shuffled and placed on the table within reach. The villager cards are shuffled and one is drawn and placed outside the play area – it will not be used this round. The other five villagers are arranged as a market of friends. Each player draws three cards on the first round, and the game is ready to begin!
Bunny Party is played over a series of rounds until one player satisfies the win condition. Each round consists of eight phases: Turn Start, Tidy a Card, Villagers Visit, Play Cards, Trade, Play Cards (again), Party Start?, and Villagers Go Home. Turn Start typically involves players setting the table for the round. First, the villager cards are re-shuffled, one set aside to be ignored this round (they are staying home), and the remainders displayed. Then each player draws two cards from the deck and collects one Trade Token.

Next, all players will choose one of their cards they drew during the Tidy a Card step to be placed in a temporary discard pile face-down. Alternatively, a player may forego the Tidy in order to place a card in front of another player by spending one Trade Token. Once all players have tidied a card or placed one in front of another player, the Tidy pile is shuffled, then flipped as a stack to the top of the discard pile, face-up.

The villagers are now becoming impatient, so players will allow them audience during this Villagers Visit phase. Each player chooses a villager from those available to host during their party preparation. These villagers offer special abilities each round and can be very valuable at certain times during the game.

While the villagers are visiting, players may next Play Cards from their hand. These cards are typically of three types: Item, Event, or Decoration. Item cards are placed in the player’s tableau and offer one-time or lingering effects. Event cards are typically one-and-done cards to be completed and then discarded. Decorations are what players are really after, as they are what determine win conditions. With five star or moon cards the player can start the party and end the game. At the bottom of the decoration cards is printed an arrow. This arrow points to the neighbor that will co-host and also win the game. In a three-player game Decoration cards are displayed upside down, so that is why the photo below looks a little strange.

When players have all played their hand of cards, the Trade phase may begin. Players may offer Item cards to other players and a trade may be struck by each player discarding a Trade Token from their stash. This may result in a player receiving a new card to be played. When this happens, the next phase is immediately played (after all trades have been completed). Any player who now holds an unplayed card may Play Cards (again) as before.

If a player (or players) have now collected five or more star or moon Decoration cards, they may claim victory during this Party Start? phase. Again, the Decoration cards have arrows printed to determine the co-host/co-victor in the game, and the winners may then invite the rest of the burrow to their den for the Night Sky Party! However, if no victor emerges during the Party Start? phase, then all the Villagers Go Home, and a new round begins with the Turn Start phase.


Play continues in this fashion until winners have been crowned host and co-host of the Night Sky Party in Maple Valley!
Components. This one is a bunch of cards a few cardboard chits. The cards are all fine quality, as are the chits. What is really great about these components is the art on them. I cannot think of many cuter themes than uber-nice bunnies throwing a party and sharing their victory with a neighbor. So obviously the art has to match the theme, tone, and style of the game. I believe Bunny Party knocks it out of the park here. The art is so playful and cute, and I absolutely have to give a huge shout out to Evan’s Games for the very apparent inclusivity and representation. I see you and I applaud you!

Gameplay for me is where I take just a little issue. Everything works, and once you understand the phases it does flow better, but, I can see myself really only playing this with children or in a gateway/breaking in new gamers situation. It is very light, but there are eight phases to a round! So while each phase is easy to understand and execute, each round takes a little longer because there are a few too many steps. Once my kids really know how to read well they will be playing this with me and I know right now that we will have a great time with it. I really do appreciate the special efforts that were made with regards to representation (yes, even with anthropomorphic cartoon animals) and with the design being more focused on sharing victory and being nice to neighbors. My children will certain have good habits reinforced while playing this, and that is what makes this game important.

Again, this is not the game for hardcore gamers, nor those who are interested in bigger and more complex medium-weight games. This is a quick filler at best during a game night when newer gamers are gathered. That being said, I still find a great deal of value in this one, and will be keeping it for a long time. Purple Phoenix Games gives this one a 4 / 6 on stand-by. I do want to try this with different types of people (once we are able again) to see if my predictions are correct. I have only been able to play it with adult family, and none of them are medium to heavy weight game enthusiasts. If you are needing a nice game that can be played among other games for a themed game night (like Bunny Party + Bob Ross: Art of Chill + Hues and Cues + Escape: The Curse of the Temple) then this certainly fits that niche.

So my official stance, for now, is that Bunny Party has a great theme, excellent art, a wonderful message of harmony, but is both too light and too complex for what it is. I realize that sounds ridiculous. Please try it and let me know your thoughts. For now, I am keeping this close and I will be trying it with various groups with whom I game.
  
The Bloody Inn
The Bloody Inn
2015 | Adult, Economic, Horror
It’s cliche to post a game review like this so near to Halloween, so I will probably hold off on that. However, what a perfect game to go along with the macabre tone of the Halloween season! Get this: you and your family own a motel in a small town where many travelers stop to rest. You are strapped for cash, so what is a logical step in achieving wealth? Of course! Murdering and robbing your customers upon their stays! No? Not a typical business model? Unsustainable? Pfft. You just aren’t robbing the right customers…

The Bloody Inn is a card-drafting, hand management, horror game of recruiting accomplices and having them carry out dastardly deeds to secure the most money at the end of the game. In it, players take on the roles of one of the inn’s staff members and control pawns in their evil schemes in order to swindle and kill for mountains of francs (it’s set in France, pre-Euro).


To setup, place the main board on the table, give each player the components of their color choice, two Peasant cards, a 10 franc (f) check, and a player aid card. The “traveler deck” is assembled and shuffled per the rules, and placed on the Entrance side of the board. Players choose one room to place a key token in their color, and several gray neutral key tokens are placed in other rooms. Unsuspecting travelers will be staying in these rooms each night. Per the rules, the greediest player is given the first player card and the mischief may begin!
The Bloody Inn is played over several rounds, and each round has players completing three phases: Welcome Travelers, Player Actions, and End of Round. Players will Welcome Travelers to signify the start of the round by the first player drawing one card from the deck at a time and choosing in which room they will be placed.

After Travelers have been welcomed and turn in for the evening, the second phase may begin: Player Actions. In turn order players will be able to perform two actions each round. Players may choose from five different actions, and actions can be repeated for the second action of the round. Players may Bribe a Guest by discarding cards from hand equal to the printed value on the target card’s front. Initially all players simply employ the two starter Peasants, so Bribing is only performed on cards that show a value of 0-2. When a player Bribes a guest, they essentially spend cards from hand to recruit the new guest to their employ. These new employees (accomplices) are then available to be used on future actions. One or two Peasants may also be Bribed from the bistro, adding to a player’s hand of usable human resources.

A player may instead choose to Kill a Guest by similarly discarding the appropriate number of accomplices and adding the freshly-slain guest to their tableau, face-down. The card backs feature a coffin with their “rank” (action number) printed on it. Corpses normally cause no issues, but they will need to be buried under an Annex in order to collect the money in their pockets. Players may use an action to Build an Annex by discarding the appropriate number of accomplices and using a card from hand to build and staff the Annex. Annexes can be used for the action printed on the card bottom, and/or as a housing for corpses, with the Corpses being sent to any player’s Annex via the Bury a Corpse action. Discard the requisite number of accomplices to bury a corpse, and avoid suspicion from the Law.

If none of these actions are attractive to the player, or if they simply wish, they may instead Pass and launder money from the village notary. To do this, either reduce the number of francs from the Wealth Track on the main board in order to gain a 10f check, or turn in a check for 10f on the Wealth Track.

Once all players have taken their two actions, the End of Round is performed. Firstly, if any Travelers remain belonging to the Police type (signified by pistol icons on the top of the card), they will conduct an investigation, finding any unburied corpses. Should a corpse be found in this way, the owning player will need to pay 10f for the local undertaker to dispose of the body respectfully. This not only costs the player 10f, but also the amount of money that could have been gained if they had only buried them or dealt with the Police traveler prior. Next, the Travelers who remain all wake up feeling refreshed and leave the inn by being placed in the discard pile. Once the board has been cleared of all Travelers, accomplices must be paid their wages for their help. For each accomplice in hand, the players must pay 1f from the Wealth Track.


Play continues in this fashion until the main Traveler deck has been depleted twice. Then, players add up their francs and the player with the most in francs and checks is the winner, and just the greatest little murderer/robber/briber in all the land!
Components. This game really has a modest amount of components, but they are all similarly great quality. The main board acts as the inn’s room display, the Wealth Track, AND the bistro (where Peasants are discarded, as opposed to being placed in the normal discard pile). I love when components pull double or triple duty. That said, the player aids not only remind the players of the phases and actions from which they may choose, but it also provides the player with a starter Annex that can be used to bury their first corpse! HOW COOL IS THAT?! However, the greatest thing that stands out in regards to the components is the overall look and feel of the game. The character artist for this one is Weberson Santiago, and he has also illustrated games such as the new Quest (the new version of The Resistance: Avalon), Coup, and the new Whirling Witchcraft. I adore his art style, even though I shouldn’t. My typical preference of character art is semi-realism (like that of Kwanchai Moriya), but this style is really unique and perfectly applied to the theme. Great matchup of artist and game here. I do have one silly wish for this game: PLEASE change the player colors. I mean, I am so tired of having the choice between red, blue, green, and yellow. Take a Cue from my good friend Scott Brady and use one of the more interesting color choices. I mean, even to fit in with the theme here a more appropriate palette could include a brown, black, orange, and yellow or something. Be bold!!

I knew right away that this was a great game for me. Yes, the theme is super dark and macabre, which is rare for me to enjoy, but I would only play this with adults anyway so I am unbothered by it. However, the puzzle that lies within this box is one that I thoroughly enjoy solving every round. What I neglected to mention up top is the fact that when actions are taken (Bribing, Killing, Building Annexes, and Burying Corpses) if you happen to have certain card types in hand, then the cost of discards is reduced by the number of cards present. For example, if I were to Bribe a Police card from the rooms in my first action, they have an affinity for killing (messed up, I know) and will thus help me to perform a Kill action on the next turn by reducing the number of accomplices I would need to discard for that action. Side benefit: by taking the Police Travelers off the board, they then will not perform their investigations in the morning.

Another aspect I truly enjoy about The Bloody Inn is that many cards have that dual-purpose mechanic I appreciate. The player aid is also an Annex. Brilliant! Many of the Annex cards can also offer one-time or recurring powers. It’s just so satisfying to grab cards that can combo well with each other in order to fulfill your evil plans. Every card is important, and when they can offer more than one benefit, I am a happy gamer.

I cannot express how happy I am to have decided to purchase this one. I have seen the BGG ratings and rankings, but always thought I wouldn’t like it due to its very adult theme, but boy was I wrong! This is one of the best games I have played recently and I hope to even bling it out a bit, maybe even with new player colors like I suggested earlier. Laura and my wife were able to join me for this one and they agree with me – this one is excellent and definitely worth consideration into anyone’s collection. Purple Phoenix Games gives this one a dastardly 15 / 18. Yeah, it’s perfect for Halloweentime, but also for ANY time. If you are looking for something a little grim and grisly with lighter rules and lots of interesting choices, you need to check out The Bloody Inn. Grab lots of Police cards and go on a killing spree for me!
  
Sheriff of Nottingham
Sheriff of Nottingham
2016 | Bluff, Card Game, Medieval
One neat thing about the board gaming hobby is how many new games are designed/created daily. So much innovation, creativity, and hype surrounds new releases and helps keep us gamers hooked! That being said, what happens to older games as time goes on? Can they still hold their own over the years? Do they still feel new and novel to first-time players who are getting to them late? The latter describes me with Sheriff of Nottingham. I only received it for Christmas two years ago, and it has sadly been sitting on my Shelf of Shame until recently. So now that I’ve finally gotten it to the table, how does it hold up? Keep reading to find out!

Disclaimer: I have the first edition of this game, so the pictures below do not reflect the art/component changes brought in the recently released second edition. -L

Sheriff of Nottingham is a party game of bluffing, negotiation, and set collection in which players are trying to earn the most money by bringing their goods (Legal or Contraband!) to market. However, before those goods can get to your merchant stand, they must be cleared to pass by the Sheriff of Nottingham. Are you honest in your declarations, or are you trying to sneak something past the town authority? Bluff, bribe, or negotiate your way to victory and collect the most gold!

To setup for a game of Sheriff of Nottingham, each player receives a merchant stand board and bag in their chosen color, 20 starting gold, and 6 Goods cards. The remaining Goods cards are placed in a draw pile, with 2 adjacent discard piles. Turn over 5 cards to each discard pile, select a starting Sheriff, and the game is ready to begin! Sheriff of Nottingham is played over a series of rounds, and each round is broken down into 5 phases: Market, Load Merchant Bag, Declaration, Inspection, and End of Round. Important note – the player acting as Sheriff for the round will only act in the Inspection phase of a round. During the Market phase, players have the opportunity to discard unwanted Goods from their hand in order to draw cards from the draw pile or either discard pile. New cards are drawn one at a time, and you will draw as many cards as you have chosen to discard. The cards you discard will be placed in either discard pile, in whatever order you choose.

The next phase, Load Merchant Bag, is pretty self-explanatory. All merchant players will select up to 5 cards from their hand to place in their merchant bag. Snap it closed, and place it in front of you for the next phase, Declaration. In this phase, players will take turns declaring what good they are bringing to market. You must say exactly how many cards you are bringing, and you may only declare 1 type of Legal good! Even if your bag has multiple types of goods, you must declare only 1 type. Here is where your bluffing skills come into play! Once all players have made their declarations, the game moves to the Inspection phase, and it is now time for the Sheriff to act! In this phase, the Sheriff will get to decide if they wish to inspect any of the merchant bags, and merchants will have the opportunity to negotiate or bribe the Sheriff to not inspect their bag, or to inspect an opponent’s bag instead. If you make a deal with the Sheriff, you must hold up your end of the agreement!


Once the Sheriff has made their decision, they will either inspect bags or allow them to pass. If you are allowed to pass, you will take back your bag, open it, and add all goods to your merchant stand in their corresponding locations. Legal goods are known to all players, but Contraband goods are kept face-down. If the Sheriff chose to inspect your bag, they will open it and reveal the cards inside. If you were in fact telling the truth, and the cards inside are exactly what you declared, you add them to your merchant stand and the Sheriff will pay you a penalty for each Good card in your bag. If you were lying, a few things happen. First, any goods that were truthfully declared will go to your merchant stand as normal. Any goods that you lied about are confiscated by the Sheriff, and placed onto either discard pile. You then will pay the Sheriff a penalty fee for each confiscated good! The final phase, End of Round, has all players draw back up to 6 cards in hand, and the Sheriff title passes to the next player. The game continues in this fashion until all players have been the Sheriff twice (or three times in a 3-player game). Points are counted up – from your goods in your merchant stand, any gold coins you possess, and any bonus points for majority of Legal goods compared to opponents. Once all points have been tallied, the player with the highest score wins!

I know that I have said before that I generally don’t like bluffing games, but I think that Sheriff of Nottingham might be an exception. Yes, in some cases you will have to bluff about the contents of your merchant bag, but the ability to bribe/negotiate with the Sheriff takes some focus off the actual bluffing part. Can you convince the Sheriff to inspect another player’s bag just because you are trying to hinder that player? Or do you try to get the Sheriff to inspect your own bag, because then they will have to pay you a penalty fee for your honesty (this round, at least). It feels like there is more strategic gameplay here than simple bluffing, and I like the opportunity to strategize instead of relying solely on my (admittedly horrendous) poker-face.

Another thing that I really like about Sheriff of Nottingham is that it can technically be categorized as a party game, but it doesn’t feel like a typical party game to me. It takes strategy to play, and doesn’t just rely on crude/adult humor for laughs. This game really engages all players at all times, as you’re constantly watching your opponents, keeping track of what goods they seem to be collecting, and trying to catch them in a lie. The gameplay itself is pretty streamlined and straightforward, and that just helps to make it flow naturally and logically. The playing time is listed as 60 minutes, but it doesn’t feel like a long game to me at all. It’s just a light, fun, and entertaining game for really any type of game night.

Let’s talk components for a minute. Again, I have the first edition of the game, so I cannot speak as to any component changes in the second edition. But overall, the quality of the first edition is pretty nice! The merchant stand boards are nice, thick cardboard, and are colorful and clear. Perhaps my favorite part of the boards is they each have a turn order reference on them. Not that the gameplay is that complicated, but it’s nice to just have that quick guide. The Goods cards are good quality and feel nice in hand. The artwork is mostly pretty simple, but I like that, since the crux of the gameplay is in the player interactions. The cardboard coins are chunky, and the insert doubles as a draw/discard pile organizer – which to me is a lifesaver! Nothing bothers me more than unruly stacks of cards. The merchant bags are nice and mostly functional. My biggest issue with them is that sometimes the snaps are a little hard to open, and it feels like you might tear the bag if you pull on them too hard. To alleviate that, I just don’t have players actually close the snap, instead just folding over the flap, and that works just as well! Great production quality in my opinion.

So if I seem to like this game, why did I only give it a 4 out of 6? The simple answer to that is that I do like the game, but I don’t love it. It’s fun and serves its purpose well, but it’s not a game that I am dying to pull out every game night. It’s one that will stay in my collection for sure, because there are some occasions that are just perfect for it. But it’s not one that will ever make its way to my Top 10. All in all, it holds up well for being an ‘older’ game, but it doesn’t exactly have me jumping up and down to play. That’s why Purple Phoenix Games gives this one an 11 / 18.
  
Man of Steel (2013)
Man of Steel (2013)
2013 | Action, Sci-Fi
The cast The action scenes The visuals The story The score The ending (0 more)
"It's not an s on my world it means hope"
Superman's origin has been retold in comics more than any other character. But how do you reboot such a beloved icon in film form without making his origin feel unnecessary to go through again. By handing him over to the masters of all reboots. While developing the story for The Dark Knight Rises, Director Christopher Nolan and writer David S. Goyer developed a new way to bring the man of steel to life. The duo previously saved Batman and made him a cinematic legend again and now they plan to save Superman from uneven sequels and a stale image. And who did they invite to lead this revival? None other than director Zack Snyder, a visual wizard with a lackluster reputation in storytelling thanks to his remake of Dawn of the Dead, 300, Watchmen and Sucker Punch. Now despite some filmmaking stumbles along the way, the trio make for a surprisingly great combination and deliver the modern Superman film we have waited 75 years for with Man of Steel. We are given both Superman and a Clark Kent who doesn't know his place in the world and is coming to terms with how the public perceives him.

As with all Superman mythology the story begins on Krypton, the planet that's hundreds of thousands of civilized years ahead of Earth. The whole planet is science fiction nirvana. The zooming spaceships, winged beast and advanced technology crafted from liquid metal. For once we experience the entire planet, not just a couple rooms made out of cheap crystal. There's a system of ways things work that has never been fleshed out on screen before. The government, the science and it's culture. At the head of the planet's scientific research is Jor-El (Russell Crowe) and he has discovered proof that may lead to the planet's destruction. But unfortunately his pleas towards his leaders are ignored due to the ongoing civil war with Jor-El's old friend General Zod (Michael Shannon). There's more history to the Jor-El/ Zod dynamic this time around which just enriches their conflict. There are millions of stories concerning Marlon Brando's $3 million dollar slumming in the '78 film. He intentionally mispronounced Krypton, made outrageous production demands and in the end that put him on the cutting room floor for it's sequel. Crowe see's Brando's paycheck acting and raises it with a performance full of gravitas. When conflicts begin to soften and punishments are served, more and more evidence begin to support Jor-El's claims of Krypton's destruction and with time and options exhausted, his final resort is to save his only son Kal-El. Still an infant, Jor-El concludes the only way his son will ever have any chance of life is to be sent to a more primitive alien planet and have a significant advantage over it's species. So he sends him to Earth, where it's sun will grant his body incredible abilities.

Jump 33 years later as the adult Kal-El, now under the name Clark Kent (Henry Cavil) is wandering the world trying to discover his place in it. There are multiple flashbacks to Clark's childhood with his adoptive parents Jonathan and Martha Kent (Kevin Costner and Diane Lane). Costner gives a heartfelt performance full of warmth as the father concerned with his son's well-being if the world rejects him. If someone with Clark's abilities were to be exposed to the public, it would be one of the biggest moments in human history. His existence alone would make everyone question religion, science and everything they had ever thought about the universe. And Lane strikes quiet, charming notes as the more understanding mother. Throughout his entire life Clark had been using his powers in secret, from saving derrick workers from fires to fighting a massive hurricane in his hometown of Smallville. If there's one word to describe Cavil's performance it's "Modern". He is not the "Aw shucks" farm boy nor is he the angst filled mess many feared he was going to be. There's still a humbleness, a sweetness and a sense of forthrightness to him. And of course he is a perfect physical representation of the character as well. As much as Christopher Reeve's performance still means to audiences today, it has reached a point where it has unfairly overshadowed the character. The idealism of Reeve's Superman isn't relevant today, at least not in the purest sense of the word. Cavil's Superman understands the difficulty of what his powers mean for the world and understands there really isn't anything to smile about.


Of course you can't tell a Superman story without his supporting players at the Daily Planet. Perry White (Laurence Fishburne, in an inspired piece of casting) knows the only way a newspaper could ever have hope at functioning these days is if they had major exclusives to the first alien ever revealed to the masses. Enter Lois Lane (Amy Adams, full of spunk) who has been chasing Clark's story all across the globe for several years. Lois has always been a tricky character to adapt, seeing how it's difficult for audiences to like her if you get it wrong. Can somebody who can't see Superman past a pair of thick glasses really be a Pulitzer Prize winning journalist? Thankfully, this Lois isn't as Shrill as Margot Kidder or as bland as Kate Bosworth in previous versions. Snyder and Adams treat Lois as the talented, dedicated journalist we know she really is by making her active at her profession and not having to prove anything just because she's a woman. The only thing she has to prove are her credentials, which are just as impressive as everything else about her. While some might be disappointed by the lack of romance between the couple, but to be fair, this isn't a Lois and Clark story, it's the story of Clark discovering his place in the world. But the spark between the two of them is certainly present when they first meet. For Clark to go from a lifetime of loneliness to have somebody instantly discover everything about you and admiring all of it is a luxury he has never had before.

Clark couldn't have picked a better time to make his presence known to the world, with General Zod returning to finish what he started. The cinematic Superman villains have created a history of scenery chewing performances dating back to Gene Hackman's Lex Luthor. Terrence Stamp was the first actor to portray Zod on film in Superman ll, but despite some memorable dialogue ("Kneel before Zod!") he was still essentially just a typical mustache twirling maniac. Zod this time around is nothing but bold tactics and is fully fledged to preserving his lost race, no matter what the cost. Michael Shannon is nothing but pure, demented megalomania. The only disadvantage Zod possesses though is that his body isn't used to the yellow son and must try and control all his new powers at once. Clark on the other hand, has had a lifetime to perfect his gifts.

Visual aesthetics have leaped skyscrapers since the Donner era. Snyder takes that technological advantage and gives fans what they have dreamed of for years. To put it bluntly, to see Supes punch somebody- really fucking hard! Snyder understands all of Superman's abilities and test them on the grandest scale imaginable. And he does so without resorting to his trademark slow-mo sequences and putting macho fantasies on display. In terms of action alone this is the first time the character has been given justice. Even as bombastic or repetitive it occasionally becomes, it can easily be forgiven because the character has been so overdue for it. It is unfortunate that cinematographer Amir Morki captures it all in a rather unpolished handheld style. But at least Snyder's chaotic direction finally seems to have a sense of aim and isn't relying on green screen to tell his stories. It may have to do with the influence of Nolan producing, but the end result is gloriously flashy, gritty and contains a well needed sense of gravity. And while Man of Steel never reaches the same dizzying heights as Nolan's Dark Knight trilogy, it still preserves and reintroduces it's legendary character in the same respect.

Snyder, Nolan and Goyer certainly have stayed true to the modern lore of Superman by adapting elements of his classic comic stories Birthright, Man for All Seasons, New Krypton and Earth One, and do so without damaging or over-explaining any of it. But if anything it's a science fiction story first then a comic book adaptation, in the vein of such first contact films as the original Day the Earth Stood Still and War of the Worlds. Man of Steel reminds us that Superman is not human, but still represents the best that humanity has to offer. It's the story of fathers, understanding your roots and taking hold of your destiny. It's always been that way for Superman, ever since he was created by young Jewish immigrants Jerry Siegel and Joe Shuster.

While the original theme music by John Williams is still the granddaddy of all superhero cinematic anthems, Hans Zimmer still creates a thunderous pulse of a score. Atmospheric, gentle and adrenaline charged, Zimmer accompanies Clark's drifting, the concerns of his parents and Superman's clashes with one perfect note after another.

Christopher Reeve for many people is still going to be the definitive Superman, but that's too be expected. For so long that's all we've had to go on as far as a great man of steel. There are multiple generations separating Reeve and Cavil and multiple generations separating their audiences. Will everyone accept Cavil as this modern Superman that understands today's humanity? As with Batman Begins, the conclusion doesn't technically set itself up for a sequel but it establishes an iconic part of it's universe in a nice wink that makes you want to see more of it. It isn't quite perfect, but this universe certainly deserved to grow. Because unlike what occurred in 2006, this time Superman really has returned.