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Nighty Night! - The bedtime story app
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The most popular bedtime story on the App Store! Over 4 million downloads. „App of Year“...
Purple Phoenix Games (2266 KP) rated Dragons Wild in Tabletop Games
Feb 1, 2021
Have you ever had Gamer Deja Vu? Like you know you’ve played this game before but don’t remember, or the mechanics just feel so familiar? I have it seldomly, but I still feel it at times. What I enjoy about certain games is how quick they are teach, have familiar mechanics, but also have their own twists to truly make it unique. Have I found that here with Dragons Wild?
Dragons Wild is a trick-taking game very similar to the old standard, Rummy. So like its predecessor players are trying to rid their hands of cards in order to signal the end of the game. Where this version separates is in the little details that are absent from Rummy.
DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and I do not know for sure if the final components will be any different from these shown. Also, it is not my intention to detail every rule in the game, as there are just too many. You are invited to download the rulebook, back the game through the Kickstarter campaign launching February 2, 2021, or through any retailers stocking it after fulfillment. -T
To setup choose a dealer and a scorer (different players). The dealer will shuffle the entire deck of cards, save for the scoring cards, and deal each player seven cards. The draw deck is placed in the middle of the table and the dealer flips the top card to create the discard pile. The scorer finds the reference score card and places the dragon token on or near the “Round 1, Score 8 per card” text. The game may now begin!
Generally, the game is played much like Rummy where players are attempting to lay down melds of cards containing either runs (1, 2, 3, 4, etc) or sets (2, 2, 2 of different suits). Once a player has a meld in front of themselves they may play their cards onto other players’ melds. Players must discard a card at the end of each turn, and play continues in this manner until a player runs out of cards.
Dragons Wild, however, adds a few twists to pump up the play of traditional Rummy. Each player will need to keep track of their point totals as they will change with each play of a card. Should a player lay a meld on Round 1 they score eight VP for each card laid. In Round 2 cards are worth seven points each. Round 3 each card is worth six points and so on until Round 8 (or more) where each card is worth just one point.
Another way in which Dragons Wild differs from its older cousin is in the buying of cards (as far as I remember – I’m no Rummy expert). On their turn the active player must draw a card from either the top of the draw deck or the top of the discard pile. However, before the active player chooses, should another player wish to buy the face-up discard card the active player decides to allow or disallow the buy. With a successful buy the buying player takes the discarded card as well as the top card of the draw deck as payment. A player may buy as many as three cards in this fashion for each new active player.
Also, Dragons Wild offers a slight rule change for Wild cards in melds. Every time I have played Rummy in my lifetime any Wild is up for grabs as long as it can be replaced with a legal card from any player’s hand on their turn. This is not the case in Dragons Wild, as only Wild cards that hang on the end of a RUN of cards may be taken, replaced, or moved to the other end by the active player.
The game ends once one player is able to rid their entire hand of cards and still have one card to discard at the end of their turn. Players then total their scores from all cards played, scoring points differently depending on the Round in which they were laid. Other players still possessing cards then subtract the NUMBER of cards still held from their entire score, not their values. The player with the most points after this scoring phase is the winner!
Components. Again, this is a prototype copy of the game, and I am completely unsure which, if any, components will be upgraded as a result of a successful Kickstarter campaign. That said, I can comment on a couple things. First, the art style. While it is not my cup of tea (dragons have tea parties, right?) I can see where others may quite enjoy its fancifulness and whimsy. The game is very colorful, and I do appreciate that quite a lot. The cards are laid out well, and each suit is a different species of fantastic beast (though I rarely knew which was which – I just paid attention to the background color in the corners of the cards mostly). So I have no real problems with the components at all, I just wish for different art. The designer was nice enough to send along a print of a purple phoenix with this copy, which is super rad of her, and it looks great. Maybe she will add them into the final version…
Gameplay is familiar, like I stated earlier, because I would think most people have played Rummy or a variation of it at some point. In fact, my family was big into Rummikub growing up, and my grandparents were big into Rummy proper. So this was somewhat nostalgic for me while also bringing a few house rules and art that is different from a boring deck of normal playing cards.
The rules are not at all difficult, so learning, teaching, and playing have not seemed to be an issue at all here. If players have all played a version of Rummy before then this one will fly pretty quickly. It is a simple, fast, and slightly unique version of Rummy that would be nice to keep around if you need to wait on another player to arrive and they are 10 minutes away, or as a palette cleanser between games. Definitely a filler game, and not at all a bad one!
If you are looking for a differently-themed Rummy replacement with a twist, I recommend checking out Dragons Wild. It’s cute, quick, and has dragons, for Pete’s sake. Consider backing the Kickstarter campaign or asking your LFGS to stock it upon release.
Dragons Wild is a trick-taking game very similar to the old standard, Rummy. So like its predecessor players are trying to rid their hands of cards in order to signal the end of the game. Where this version separates is in the little details that are absent from Rummy.
DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and I do not know for sure if the final components will be any different from these shown. Also, it is not my intention to detail every rule in the game, as there are just too many. You are invited to download the rulebook, back the game through the Kickstarter campaign launching February 2, 2021, or through any retailers stocking it after fulfillment. -T
To setup choose a dealer and a scorer (different players). The dealer will shuffle the entire deck of cards, save for the scoring cards, and deal each player seven cards. The draw deck is placed in the middle of the table and the dealer flips the top card to create the discard pile. The scorer finds the reference score card and places the dragon token on or near the “Round 1, Score 8 per card” text. The game may now begin!
Generally, the game is played much like Rummy where players are attempting to lay down melds of cards containing either runs (1, 2, 3, 4, etc) or sets (2, 2, 2 of different suits). Once a player has a meld in front of themselves they may play their cards onto other players’ melds. Players must discard a card at the end of each turn, and play continues in this manner until a player runs out of cards.
Dragons Wild, however, adds a few twists to pump up the play of traditional Rummy. Each player will need to keep track of their point totals as they will change with each play of a card. Should a player lay a meld on Round 1 they score eight VP for each card laid. In Round 2 cards are worth seven points each. Round 3 each card is worth six points and so on until Round 8 (or more) where each card is worth just one point.
Another way in which Dragons Wild differs from its older cousin is in the buying of cards (as far as I remember – I’m no Rummy expert). On their turn the active player must draw a card from either the top of the draw deck or the top of the discard pile. However, before the active player chooses, should another player wish to buy the face-up discard card the active player decides to allow or disallow the buy. With a successful buy the buying player takes the discarded card as well as the top card of the draw deck as payment. A player may buy as many as three cards in this fashion for each new active player.
Also, Dragons Wild offers a slight rule change for Wild cards in melds. Every time I have played Rummy in my lifetime any Wild is up for grabs as long as it can be replaced with a legal card from any player’s hand on their turn. This is not the case in Dragons Wild, as only Wild cards that hang on the end of a RUN of cards may be taken, replaced, or moved to the other end by the active player.
The game ends once one player is able to rid their entire hand of cards and still have one card to discard at the end of their turn. Players then total their scores from all cards played, scoring points differently depending on the Round in which they were laid. Other players still possessing cards then subtract the NUMBER of cards still held from their entire score, not their values. The player with the most points after this scoring phase is the winner!
Components. Again, this is a prototype copy of the game, and I am completely unsure which, if any, components will be upgraded as a result of a successful Kickstarter campaign. That said, I can comment on a couple things. First, the art style. While it is not my cup of tea (dragons have tea parties, right?) I can see where others may quite enjoy its fancifulness and whimsy. The game is very colorful, and I do appreciate that quite a lot. The cards are laid out well, and each suit is a different species of fantastic beast (though I rarely knew which was which – I just paid attention to the background color in the corners of the cards mostly). So I have no real problems with the components at all, I just wish for different art. The designer was nice enough to send along a print of a purple phoenix with this copy, which is super rad of her, and it looks great. Maybe she will add them into the final version…
Gameplay is familiar, like I stated earlier, because I would think most people have played Rummy or a variation of it at some point. In fact, my family was big into Rummikub growing up, and my grandparents were big into Rummy proper. So this was somewhat nostalgic for me while also bringing a few house rules and art that is different from a boring deck of normal playing cards.
The rules are not at all difficult, so learning, teaching, and playing have not seemed to be an issue at all here. If players have all played a version of Rummy before then this one will fly pretty quickly. It is a simple, fast, and slightly unique version of Rummy that would be nice to keep around if you need to wait on another player to arrive and they are 10 minutes away, or as a palette cleanser between games. Definitely a filler game, and not at all a bad one!
If you are looking for a differently-themed Rummy replacement with a twist, I recommend checking out Dragons Wild. It’s cute, quick, and has dragons, for Pete’s sake. Consider backing the Kickstarter campaign or asking your LFGS to stock it upon release.
Sassy Brit (97 KP) rated The Art of Hiding in Books
Jun 5, 2019
The Art of Hiding by Amanda Prowse is a solid story highlighting one family’s struggle to cope with a life changing event that not only turned their lives upside down in a blink of an eye, but forced them re-evaluate what was important to them. No easy feat, I can tell you!
Nina has it all, great house, loving husband, and two well-looked after kids who could literally have anything they wanted should they ask. But after tragedy strikes, and her husband Finn is killed in car accident, suddenly Nina is left with a mountain of debt and two ‘posh’ kids who do not know how to cope in the real world when everything they know is drastically all taken away from them.
I loved the fact that her husband was maybe not the good guy in all this either, I mean, how could he amount so much debt and not tell his own wife? What was he thinking? Yes, that’s right, he wasn’t! This also means that because of his past actions she now has to stick up for her husband when talking about him to her kids for their sake. He was their dad, after all. Difficult, though. Especially when deep down she’s angry about the secrets he’s been keeping from her when he was alive, and the impact it’s going to have on them all now he’s gone and left them with a mess to cope with.
What’s worse is there is absolutely nothing she can do to change that now. Life has to go on, and deal with this situation they must. If only he had talked to her they wouldn’t have been in this mess, but in all honesty, no one could foresee the accident. Isn’t that always the way? Makes you think, doesn’t it? Life can be taken away from you just like that *snaps fingers*.
I enjoyed seeing Nina’s character grow from strength to strength. Not only was she forced to turn her own life around and face the harsh reality of what her husband had done, she also had to help her kids through their struggles of losing their dad, their home, their school, friends, and everything they ever thought was their life, as they knew it. I can’t imagine living such an affluent life only to have it all taken away like that, but I can imagine it to be a realistic issue that could happen to someone very easily. This is exactly why I enjoyed this book immensely. The emotional depth and self discovery that Nina and her kids went through was a treat to read! (Oh, that sounds rather sadistic of me!) In fact, It was so good I even shed a tear. You know, the sad but happy, mixed feelings kind?
In a way this is not the physiological thriller I expected, but more of a family drama.
If you haven’t got your hands on this compelling book yet, don’t delay any longer! If it SOUNDS like something you’d like, it will most likely BE something you’d LOVE! Amanda Prowse knows how to tell a realistic story that tugs on your heartstrings, and really makes you think. A well written story of love, lies and one’s determination to do whatever it takes to protect her family during a time of crisis and disarray.
Thank you to the author, and Netgalley for my copy in exchange for my unbiased opinion. Actually, I also won this paperback version in a Goodreads contest.
Nina has it all, great house, loving husband, and two well-looked after kids who could literally have anything they wanted should they ask. But after tragedy strikes, and her husband Finn is killed in car accident, suddenly Nina is left with a mountain of debt and two ‘posh’ kids who do not know how to cope in the real world when everything they know is drastically all taken away from them.
I loved the fact that her husband was maybe not the good guy in all this either, I mean, how could he amount so much debt and not tell his own wife? What was he thinking? Yes, that’s right, he wasn’t! This also means that because of his past actions she now has to stick up for her husband when talking about him to her kids for their sake. He was their dad, after all. Difficult, though. Especially when deep down she’s angry about the secrets he’s been keeping from her when he was alive, and the impact it’s going to have on them all now he’s gone and left them with a mess to cope with.
What’s worse is there is absolutely nothing she can do to change that now. Life has to go on, and deal with this situation they must. If only he had talked to her they wouldn’t have been in this mess, but in all honesty, no one could foresee the accident. Isn’t that always the way? Makes you think, doesn’t it? Life can be taken away from you just like that *snaps fingers*.
I enjoyed seeing Nina’s character grow from strength to strength. Not only was she forced to turn her own life around and face the harsh reality of what her husband had done, she also had to help her kids through their struggles of losing their dad, their home, their school, friends, and everything they ever thought was their life, as they knew it. I can’t imagine living such an affluent life only to have it all taken away like that, but I can imagine it to be a realistic issue that could happen to someone very easily. This is exactly why I enjoyed this book immensely. The emotional depth and self discovery that Nina and her kids went through was a treat to read! (Oh, that sounds rather sadistic of me!) In fact, It was so good I even shed a tear. You know, the sad but happy, mixed feelings kind?
In a way this is not the physiological thriller I expected, but more of a family drama.
If you haven’t got your hands on this compelling book yet, don’t delay any longer! If it SOUNDS like something you’d like, it will most likely BE something you’d LOVE! Amanda Prowse knows how to tell a realistic story that tugs on your heartstrings, and really makes you think. A well written story of love, lies and one’s determination to do whatever it takes to protect her family during a time of crisis and disarray.
Thank you to the author, and Netgalley for my copy in exchange for my unbiased opinion. Actually, I also won this paperback version in a Goodreads contest.
Yodha Love Astrology Horoscope Vs Daily Horoscopes
Lifestyle and Reference
App
Why settle for an ordinary horoscope when you can have access to authentic Vedic astrologers from...
Hadley (567 KP) rated Ghostly Tales: Spine-Chilling Stories of the Victorian Age in Books
Jan 20, 2021
Ghost stories (1 more)
Well-written
This collection of tales will transport you to a time when staircases creaked in old manor houses, and a candle could be blown out by a gust of wind, or by a passing ghost. Penned by some of the greatest Victorian novelists and masters of the ghost story genre, these stories come alive alongside exquisitely eerie art in this special illustrated edition.
Since this is a short story collection, I will list the stories with a short synopsis and what I liked and disliked about them.
"Oh, Whistle, and I'll Come to You, My Lad" by M.R. James
A professor decides to go on vacation to work on his golf game while doing a little side work in the town's archaeology, but when he digs up an old whistle and blows into it, he instantly regrets what the whistle brings.
Liked: the buildup to the climax was done masterfully, and the superstition that was used as the premise of the story
Disliked: that the ending is never explained
"The Old Nurse's Story" by Elizabeth Gaskell
When a governess and her ward are taken to a haunted house, they found out that everyone has to pay for their misdeeds.
Liked: the perfect example of what Victorian ghost stories were
Disliked: Nothing; I really enjoyed this one
"The Signalman" by Charles Dickens
A railroad signalman tells a co-worker that he is seeing a ghost that warns him of future accidents, but his co-worker can't tell if he's telling the truth or losing his mind.
Liked: an excellent ghost story; I wish it were an entire novel
Disliked: nothing
"The Body-Snatcher" by Robert Louis Stevenson
When a medical student realizes that the 'donated' bodies are murder victims, he's not so sure he can live with the consequences.
Liked: the ending wasn't predictable
Disliked: at the start, there's a little confusion among who is who
" The Captain of the Pole-Star" by Sir Arthur Conan Doyle
A group of whalers are stuck in the middle of the ocean because of ice burgs, but the ice is the least of their problems when they begin to hear and see supernatural things out on the ice.
Liked: the plot of the story was really good
Disliked: the run-on sentences, some of the accents were hard to decipher, and the ending wasn't explained
"The Phantom Coach" by Amelia B. Edwards
A young man loses his way while on a hunt, but soon finds help with an old man that is convinced the supernatural is real, and when he senses the young man does not, he puts him up against forces from the other side.
Liked: the story never lulled, and the descriptions of the undead were amazing
Disliked: nothing, I thought the story was really good
"The Screaming Skull" by F. Marion Crawford
When the friend of a family finds a skull in the latter's home, he begins to question whether or not the husband murdered his wife.
Liked: I love that this story is actually based off an urban legend
Disliked: the way the author kept breaking away from the story to talk to the audience; it caused the flow of the story to stop
Overall, the Victorian-era authors knew how to write a ghost story. I absolutely loved this collection of short stories. I highly recommend this book to people who love a good 'ol fashioned ghost story (not the gory ones we have today).
Since this is a short story collection, I will list the stories with a short synopsis and what I liked and disliked about them.
"Oh, Whistle, and I'll Come to You, My Lad" by M.R. James
A professor decides to go on vacation to work on his golf game while doing a little side work in the town's archaeology, but when he digs up an old whistle and blows into it, he instantly regrets what the whistle brings.
Liked: the buildup to the climax was done masterfully, and the superstition that was used as the premise of the story
Disliked: that the ending is never explained
"The Old Nurse's Story" by Elizabeth Gaskell
When a governess and her ward are taken to a haunted house, they found out that everyone has to pay for their misdeeds.
Liked: the perfect example of what Victorian ghost stories were
Disliked: Nothing; I really enjoyed this one
"The Signalman" by Charles Dickens
A railroad signalman tells a co-worker that he is seeing a ghost that warns him of future accidents, but his co-worker can't tell if he's telling the truth or losing his mind.
Liked: an excellent ghost story; I wish it were an entire novel
Disliked: nothing
"The Body-Snatcher" by Robert Louis Stevenson
When a medical student realizes that the 'donated' bodies are murder victims, he's not so sure he can live with the consequences.
Liked: the ending wasn't predictable
Disliked: at the start, there's a little confusion among who is who
" The Captain of the Pole-Star" by Sir Arthur Conan Doyle
A group of whalers are stuck in the middle of the ocean because of ice burgs, but the ice is the least of their problems when they begin to hear and see supernatural things out on the ice.
Liked: the plot of the story was really good
Disliked: the run-on sentences, some of the accents were hard to decipher, and the ending wasn't explained
"The Phantom Coach" by Amelia B. Edwards
A young man loses his way while on a hunt, but soon finds help with an old man that is convinced the supernatural is real, and when he senses the young man does not, he puts him up against forces from the other side.
Liked: the story never lulled, and the descriptions of the undead were amazing
Disliked: nothing, I thought the story was really good
"The Screaming Skull" by F. Marion Crawford
When the friend of a family finds a skull in the latter's home, he begins to question whether or not the husband murdered his wife.
Liked: I love that this story is actually based off an urban legend
Disliked: the way the author kept breaking away from the story to talk to the audience; it caused the flow of the story to stop
Overall, the Victorian-era authors knew how to write a ghost story. I absolutely loved this collection of short stories. I highly recommend this book to people who love a good 'ol fashioned ghost story (not the gory ones we have today).
SpongeBob Moves In
Games and Entertainment
App
Ranked #1 App in 44 countries! Dive into Day 1 of SpongeBob’s life in Bikini Bottom! Move him into...
Purple Phoenix Games (2266 KP) rated Dodos Riding Dinos in Tabletop Games
Apr 7, 2020
Ahh dinosaurs. One of my favorite themes! What’s this? Dodos on top of dinosaurs? And they seem to be running away from something? Well now I’m just intrigued. Oh, they’re running from THE meteor and you are trying to sabotage your opponents so they get destroyed first, and this is a race to see who is destroyed last? Ok I’m in.
Dodos Riding Dinos is a hand management, dexterity, racing card game where if while you are playing it you don’t feel like you have portaled into a prehistoric Mario Kart board game, you have missed the point.
DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and I know the final components will be a little different from these shown (upgrades!). Also, it is not my intention to detail every rule in the game. You are invited to download the rulebook, back the game through the Kickstarter campaign beginning April 28, 2020, purchase it from your FLGS, or through any retailers stocking it after fulfillment. -T
To setup, lay out the board in the middle of the table. Randomly deal each player a Dodo/Dino team card, give them the corresponding team player dodineeple, and deal each six cards. Place the meteoreeple, eggeeple, and bananeeple (jeepers) within reach. Determine the starting player order, placing the dodineeples on the corresponding hexes behind the starting line. The game can now begin!
Dodos Riding Dinos is played over a series of rounds until one player has either surpassed the finish line or is the furthest past the finish line at the end of the round. To accomplish this, Dinos will be moved using the cards dealt at the beginning of the game and that are drawn from the deck during play. There are three colors (types) of cards: blue (normal), red (aggressive), and green (fast). During a round, players will choose a red or blue card to be played. Once all have chosen, the cards are revealed simultaneously. Whomever has the active player marker will resolve their card first, moving their dino the number shown on the top of the card and resolving any special abilities on the bottom of the card. The round will continue this way around the table until every player has resolved their card.
That is, unless two or more players have revealed red cards during the round. When this happens, these dinos are enraged and can only move, canceling out any special abilities printed on the bottom of the cards. If a red card gets through, however, get ready for the crux of the game.
Usually these cards are those that introduce the dexterity element of the game. If a card mentions throwing a banana “with a damage of 2,” then the player will grab the bananeeple, anchor their elbow to the table, and try to throw the banana onto their opponents with a wrist flick. Those that are hit will take 2 damage, where damage is discarding cards from their hand. Should a player enact a card involving throwing the eggeeple, the player will move their piece aside, place the egg there, and flick the egg to the opponents without the assistance of thumb resistance. And finally, the meteor. To unleash the meteor’s fury, the player will hold the meteoreeple in their fist, hold their arm parallel to the game board at least 1ft above the surface, and drop the meteoreeple onto unsuspecting foes causing massive damage.
Play continues in this fashion until only one player has crossed the finish line at the end of a round or the winner is the player who is furthest past the finish line when the round is over.
Components. Again, this is a prototype that was sent to us so I cannot rightfully comment on the quality of components, but I can on the art style and direction. So I really love the presentation of the components. The game is colorful, and the art is cartoony and super-quirky, a style of which I am always a fan. I’m excited to see how these components will be upgraded as a result of a successful Kickstarter campaign, but even as is, the game is gorgeous and the components are fun to handle.
It is probably no surprise that I love this one. It is super simple to learn, gives the players tons of choices per round, and perfecting the meteor drop or egg flick is going to take lots of plays, so that’s a big winner for me. I was telling the publisher that even though the box recommends ages 8+ to play, we were able to fashion some house rules to allow our 3 year old to play and have fun with it. Simply play open-handed, with no special dino abilities, and give them endless mulligans. Works for us, but the original rules are even better for adults.
So if you are a fan of games where dinosaurs are involved, or dodos, or animals riding other animals, or dexterity games, then definitely check out Dodos Riding Dinos on Kickstarter. I think that I will be backing the deluxe version because I’m a sucker for KS upgrades and content. It’s a great game as long as you don’t take yourself too seriously and just have a great time flicking eggs and meatball meeples at each other.
Dodos Riding Dinos is a hand management, dexterity, racing card game where if while you are playing it you don’t feel like you have portaled into a prehistoric Mario Kart board game, you have missed the point.
DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and I know the final components will be a little different from these shown (upgrades!). Also, it is not my intention to detail every rule in the game. You are invited to download the rulebook, back the game through the Kickstarter campaign beginning April 28, 2020, purchase it from your FLGS, or through any retailers stocking it after fulfillment. -T
To setup, lay out the board in the middle of the table. Randomly deal each player a Dodo/Dino team card, give them the corresponding team player dodineeple, and deal each six cards. Place the meteoreeple, eggeeple, and bananeeple (jeepers) within reach. Determine the starting player order, placing the dodineeples on the corresponding hexes behind the starting line. The game can now begin!
Dodos Riding Dinos is played over a series of rounds until one player has either surpassed the finish line or is the furthest past the finish line at the end of the round. To accomplish this, Dinos will be moved using the cards dealt at the beginning of the game and that are drawn from the deck during play. There are three colors (types) of cards: blue (normal), red (aggressive), and green (fast). During a round, players will choose a red or blue card to be played. Once all have chosen, the cards are revealed simultaneously. Whomever has the active player marker will resolve their card first, moving their dino the number shown on the top of the card and resolving any special abilities on the bottom of the card. The round will continue this way around the table until every player has resolved their card.
That is, unless two or more players have revealed red cards during the round. When this happens, these dinos are enraged and can only move, canceling out any special abilities printed on the bottom of the cards. If a red card gets through, however, get ready for the crux of the game.
Usually these cards are those that introduce the dexterity element of the game. If a card mentions throwing a banana “with a damage of 2,” then the player will grab the bananeeple, anchor their elbow to the table, and try to throw the banana onto their opponents with a wrist flick. Those that are hit will take 2 damage, where damage is discarding cards from their hand. Should a player enact a card involving throwing the eggeeple, the player will move their piece aside, place the egg there, and flick the egg to the opponents without the assistance of thumb resistance. And finally, the meteor. To unleash the meteor’s fury, the player will hold the meteoreeple in their fist, hold their arm parallel to the game board at least 1ft above the surface, and drop the meteoreeple onto unsuspecting foes causing massive damage.
Play continues in this fashion until only one player has crossed the finish line at the end of a round or the winner is the player who is furthest past the finish line when the round is over.
Components. Again, this is a prototype that was sent to us so I cannot rightfully comment on the quality of components, but I can on the art style and direction. So I really love the presentation of the components. The game is colorful, and the art is cartoony and super-quirky, a style of which I am always a fan. I’m excited to see how these components will be upgraded as a result of a successful Kickstarter campaign, but even as is, the game is gorgeous and the components are fun to handle.
It is probably no surprise that I love this one. It is super simple to learn, gives the players tons of choices per round, and perfecting the meteor drop or egg flick is going to take lots of plays, so that’s a big winner for me. I was telling the publisher that even though the box recommends ages 8+ to play, we were able to fashion some house rules to allow our 3 year old to play and have fun with it. Simply play open-handed, with no special dino abilities, and give them endless mulligans. Works for us, but the original rules are even better for adults.
So if you are a fan of games where dinosaurs are involved, or dodos, or animals riding other animals, or dexterity games, then definitely check out Dodos Riding Dinos on Kickstarter. I think that I will be backing the deluxe version because I’m a sucker for KS upgrades and content. It’s a great game as long as you don’t take yourself too seriously and just have a great time flicking eggs and meatball meeples at each other.
Chris Sawin (602 KP) rated The Black Phone (2022) in Movies
Jun 26, 2022
Ethan Hawke (2 more)
Madeleine McGraw
Leaves much of the horror to the audience's imagination
Writing is a bit silly at times (1 more)
Teases more story elements and horror than it reveals
A Juvenile Curtain Call of Death
Somewhere in North Denver in 1978, The Black Phone sees Finney (Mason Thames) and his sister Gwen (Madeleine McGraw) attempting to survive constant bullying at school and the abuse of an alcoholic father (played by Jeremy Davies). The missing kids in town are said to be a result of The Grabber (Ethan Hawke); a man who drives around in a black van with black balloons kidnapping and eventually killing kids. When Finney is suddenly taken by The Grabber, he’s told that the black phone in his room doesn’t work but then the phone rings.
Based on the short story of the same name by Joe Hill, The Black Phone is directed by Scott Derrickson (Doctor Strange, Sinister) and written by Derrickson and C. Robert Cargill (the two have been collaborating together on everything Derrickson has done since Sinister). What’s interesting is The Black Phone has mastered the art of subtlety and teasing its audience. The Grabber is introduced in the film similar to the shark in Jaws. You only see glimpses of him for the first third of the film. The black van will come into frame and the screen will immediately fade to black. The Grabber will park and get out of his van to abduct a kid, but he’ll purposely be out of focus. The Grabber lurks in the background like a shark waiting for that first drop of blood, which is essentially when Finney walks by alone.
The unfortunate aspect is that it feels like something is missing. The supernatural horror film keeps building and building that when the finale rolls around it feels like it isn’t a big enough payoff. Most of the violence and kills aren’t seen since the film deals with child and teenager victims. The audience is shown the end result instead; the wounds sustained by the victims that call Finney, The Grabber’s game of Naughty Boy, and Gwen being whipped with a belt by her father (you see him holding the belt and her crying, but we never see the contact). There’s artistry to leaving some things to the viewer’s imagination. In a time where horror has evolved into showing its audience every gruesome detail it’s become a forgotten art. It could also be a personal preference, but it feels like The Black Phone teases more than it reveals.
The writing of the film is as genius as it is ridiculous. Most of it is very good, especially with what Finney is building up to in the basement. The unveiling of the location of The Grabber’s house is silly though, especially since an entire police squad didn’t make the connection. Finney and Gwen’s mom is never seen since she’s passed during the events of the film, but she is mentioned. She apparently heard things and seen things that ended up in a fatal situation for her. Gwen has visions of The Grabber while she sleeps and Finney is able to receive phone calls from The Grabber’s victims because of the relation to their mom. This leads to one of the greatest lines in the film when Finney asks why no one has ever called before. “The phone rang, but no one heard it.”
Ethan Hawke’s performance is so mesmerizing that you wish he had more screen time. Even his motive behind what he intends to do with his victims is hinted at, but not really clarified. With all of the bodies piling up and the amount of phone calls Finney receives, the end result is always the same. The Grabber is slightly flamboyant in his demeanor and particular about how everything should play out. His mask and the fact that it resembles the comedy and tragedy masks that tend to symbolize the theater hint at this all being a performance for him. Things not going his way is like someone fumbling over their lines; it’s unforgivable.
Madeleine McGraw is not so secretly the best part of the film. Her career before The Black Phone has mostly been in voice acting (Cars 3, Toy Story 4, The Mitchells vs The Machines) and playing younger versions of other characters (Pacific Rim: Uprising, Ant-Man and the Wasp). McGraw gets a fair amount of screen time here and Gwen is an incredibly resourceful character and arguably the film’s biggest asset. McGraw’s performance is genuine as you believe every word she says. She’s hilarious as she has the best lines of dialogue in the film. Her portrayal of sadness and anguish is top notch as well as she has the most powerful and emotional sequence in the film that breaks your heart and only makes you sympathize with both her and Finney.
With supernatural dread lifted from the likes of Stir of Echoes and The Sixth Sense, The Black Phone features a breakthrough performance from Madeleine McGraw while Ethan Hawke’s hauntingly memorable turn as The Grabber is felt in a hair-raising sense; like someone who has unknowingly snuck up behind you and waits in your peripheral for that dramatic reveal. The Black Phone is a solid, pulse racing horror film that packs a punch, but seems like the type of film that simply won’t be as delectable on repeat viewings.
Based on the short story of the same name by Joe Hill, The Black Phone is directed by Scott Derrickson (Doctor Strange, Sinister) and written by Derrickson and C. Robert Cargill (the two have been collaborating together on everything Derrickson has done since Sinister). What’s interesting is The Black Phone has mastered the art of subtlety and teasing its audience. The Grabber is introduced in the film similar to the shark in Jaws. You only see glimpses of him for the first third of the film. The black van will come into frame and the screen will immediately fade to black. The Grabber will park and get out of his van to abduct a kid, but he’ll purposely be out of focus. The Grabber lurks in the background like a shark waiting for that first drop of blood, which is essentially when Finney walks by alone.
The unfortunate aspect is that it feels like something is missing. The supernatural horror film keeps building and building that when the finale rolls around it feels like it isn’t a big enough payoff. Most of the violence and kills aren’t seen since the film deals with child and teenager victims. The audience is shown the end result instead; the wounds sustained by the victims that call Finney, The Grabber’s game of Naughty Boy, and Gwen being whipped with a belt by her father (you see him holding the belt and her crying, but we never see the contact). There’s artistry to leaving some things to the viewer’s imagination. In a time where horror has evolved into showing its audience every gruesome detail it’s become a forgotten art. It could also be a personal preference, but it feels like The Black Phone teases more than it reveals.
The writing of the film is as genius as it is ridiculous. Most of it is very good, especially with what Finney is building up to in the basement. The unveiling of the location of The Grabber’s house is silly though, especially since an entire police squad didn’t make the connection. Finney and Gwen’s mom is never seen since she’s passed during the events of the film, but she is mentioned. She apparently heard things and seen things that ended up in a fatal situation for her. Gwen has visions of The Grabber while she sleeps and Finney is able to receive phone calls from The Grabber’s victims because of the relation to their mom. This leads to one of the greatest lines in the film when Finney asks why no one has ever called before. “The phone rang, but no one heard it.”
Ethan Hawke’s performance is so mesmerizing that you wish he had more screen time. Even his motive behind what he intends to do with his victims is hinted at, but not really clarified. With all of the bodies piling up and the amount of phone calls Finney receives, the end result is always the same. The Grabber is slightly flamboyant in his demeanor and particular about how everything should play out. His mask and the fact that it resembles the comedy and tragedy masks that tend to symbolize the theater hint at this all being a performance for him. Things not going his way is like someone fumbling over their lines; it’s unforgivable.
Madeleine McGraw is not so secretly the best part of the film. Her career before The Black Phone has mostly been in voice acting (Cars 3, Toy Story 4, The Mitchells vs The Machines) and playing younger versions of other characters (Pacific Rim: Uprising, Ant-Man and the Wasp). McGraw gets a fair amount of screen time here and Gwen is an incredibly resourceful character and arguably the film’s biggest asset. McGraw’s performance is genuine as you believe every word she says. She’s hilarious as she has the best lines of dialogue in the film. Her portrayal of sadness and anguish is top notch as well as she has the most powerful and emotional sequence in the film that breaks your heart and only makes you sympathize with both her and Finney.
With supernatural dread lifted from the likes of Stir of Echoes and The Sixth Sense, The Black Phone features a breakthrough performance from Madeleine McGraw while Ethan Hawke’s hauntingly memorable turn as The Grabber is felt in a hair-raising sense; like someone who has unknowingly snuck up behind you and waits in your peripheral for that dramatic reveal. The Black Phone is a solid, pulse racing horror film that packs a punch, but seems like the type of film that simply won’t be as delectable on repeat viewings.
Purple Phoenix Games (2266 KP) rated Barnyard Roundup in Tabletop Games
Apr 12, 2021
I live in Illinois. I can see cornfields from my house. I do not live on a farm, but have visited farms in the past. There is more to Illinois than Chicago and corn. That all said, farming games tickle me so much and I just enjoy playing them. So imagine my interest level when you combine a publisher known for excellent productions, the designer from said publisher, a member of an art studio in my top three favorite board game artists (Kwanchai and The Mico for the others), and a theme that I already enjoy. This is going to be great! Right?
Barnyard Roundup is a silly game of bluffing and hand management set on a farm. In it players are farmhands trying to help Farmer Brown sell the most animals at market. They do this by bluffing their hands in trade deals with other farmhands, thus making no friends in the process. The player with the most points at the end of the game, when all cards from the draw deck have been drawn, will be the winner!
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 place the five Animal Bonus cards in a line with the Set Bonus cards nearby. Shuffle the large deck of animal cards and deal out cards according to the rulebook per the number of players in the game. The Burglar and Excuse Me tokens are sorted and dealt out with the remainders face-down near the other cards. Remove eight cards from the draw deck and decide who will be the start player. The game may now begin!
Barnyard Roundup turns are quite simple: take two or three actions and end the turn. The first action is mandatory and it is Passing Cards to another player. Choose anywhere from one to six cards, place them face-down on the table in front of the player with whom to be traded, and announce the number and type of cards to be traded. For example, a player may say, “This is four chickens.” The targeted player now must decide whether that group actually IS a group of four chickens or if they believe the trader (not traitor) is bluffing. If so the targeted player may say, “That is NOT four chickens.” Once the agree/disagree statement has been made the cards are flipped over to see which player will be adding the cards to their pens. If the targeted player guessed correctly then they will received all the animal cards that were passed to them. That is, unless the cards were actually CROWS. Crows are worth -5 VP at the end of the game (see the photo below) and will be taken into the pen of the defeated player in the trade. In addition to crows (bad) the game includes Copy Cats (good) which can be wild cards to be placed with other animals and they copy the animal in their group. When the trade is resolved the active player may choose to perform the next step, but it is not mandatory.
Players must note that any time a player gains crows that would extend their collection of crows to any multiple of 3 that player must then draw another Action Token (Burglar, Excuse Me, Scarecrow) from the supply. If a Scarecrow is drawn it is immediately revealed and three crows are discarded from that player’s collection. The Excuse Me token may be used during a trade, but before cards are revealed, by a player not involved in the trade. When they announce, “Excuse Me,” they immediately take the place of the targeted player and will decide whether the trade is correct as announced or is a bluff.
Should they wish, the active player may now Play a Burglar Token from their collection in order to target another player and ask for all of their animals of a specific type – “I wish to procure all of your cows” That player must then immediately hand over all their cows, or else may tell the active player to Go Fish. Okay, that last part isn’t in the rules, but I started doing it and it stuck for me.
The third and final step of a turn is simply to Draw Cards and End Your Turn. Draw cards back up to the hand limit of 5 or 6 and end the turn. Play then passes to the next player.
Play continues in this fashion until the last card has been drawn. The game ends immediately and players tally their points per the rulebook to arrive at an ultimate winner!
Components. This game is a bunch of cards and some tokens in a double-wide+ tuckbox. I love the art, and that makes sense as it is illustrated by Lina Cossette, half of Mr. Cuddington. If you don’t know about Mr. Cuddington, please check out their website. The cards are good quality, as are the tokens. But that box. Now, it LOOKS great, and is a fine size. But a tuckbox? I would have preferred a lidded box, or even one of those with the magnetic fold-out lids. But it’s a tuckbox and the opening flap dented upon its first opening. Oy. I could give a chef’s kiss to everything else though.
Now, there’s a reason why I rated this game a 4 and my wife a 6: she beats me every single time we play and I just cannot find the strategy to take her down. Am I just horrible at bluffing games? Does she just dominate me at ALL games? I’m not sure, but this one certainly highlights the fact that she’s just better than me. I can still hear her haunting and taunting me with, “OH MY GOSH I LOVE THIS GAME! I’M SOOOOO GOOD AT IT!” Meanwhile I am sitting pretty with a whole flock of crows laughing at me like I am the Scarecrow from Wizard of Oz. Perhaps I am truly brainless as well.
That said, the game is enjoyable. I do like to play bluffing games, but I’m the poor soul who would rather play straight than do ANY sort of bluffing at all. Except when I have lulled my prey into trusting my every declaration. Then pull out the big guns and laugh my way to the bank. Well, I tried that several times and no dice. But I do enjoy playing, and I do keep coming back for more torture. And if that isn’t a sign of a good game, then what is?
All in all the game is quick, light on rules, and features wonderful art style. This is the game I will probably use to introduce my children (or new gamers) to bluffing games as the theme is easily digestible and when you get stuck with the negative points you don’t feel super bad about it. It is easy to pronounce that Purple Phoenix Games gives this one a squawkin’-good 10 / 12. If you are looking for a light introductory game to teach bluffing or to hit that sweet-spot, then I recommend you check out Barnyard Roundup from Druid City Games. I ain’t a-bluffin’ ya.
Barnyard Roundup is a silly game of bluffing and hand management set on a farm. In it players are farmhands trying to help Farmer Brown sell the most animals at market. They do this by bluffing their hands in trade deals with other farmhands, thus making no friends in the process. The player with the most points at the end of the game, when all cards from the draw deck have been drawn, will be the winner!
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 place the five Animal Bonus cards in a line with the Set Bonus cards nearby. Shuffle the large deck of animal cards and deal out cards according to the rulebook per the number of players in the game. The Burglar and Excuse Me tokens are sorted and dealt out with the remainders face-down near the other cards. Remove eight cards from the draw deck and decide who will be the start player. The game may now begin!
Barnyard Roundup turns are quite simple: take two or three actions and end the turn. The first action is mandatory and it is Passing Cards to another player. Choose anywhere from one to six cards, place them face-down on the table in front of the player with whom to be traded, and announce the number and type of cards to be traded. For example, a player may say, “This is four chickens.” The targeted player now must decide whether that group actually IS a group of four chickens or if they believe the trader (not traitor) is bluffing. If so the targeted player may say, “That is NOT four chickens.” Once the agree/disagree statement has been made the cards are flipped over to see which player will be adding the cards to their pens. If the targeted player guessed correctly then they will received all the animal cards that were passed to them. That is, unless the cards were actually CROWS. Crows are worth -5 VP at the end of the game (see the photo below) and will be taken into the pen of the defeated player in the trade. In addition to crows (bad) the game includes Copy Cats (good) which can be wild cards to be placed with other animals and they copy the animal in their group. When the trade is resolved the active player may choose to perform the next step, but it is not mandatory.
Players must note that any time a player gains crows that would extend their collection of crows to any multiple of 3 that player must then draw another Action Token (Burglar, Excuse Me, Scarecrow) from the supply. If a Scarecrow is drawn it is immediately revealed and three crows are discarded from that player’s collection. The Excuse Me token may be used during a trade, but before cards are revealed, by a player not involved in the trade. When they announce, “Excuse Me,” they immediately take the place of the targeted player and will decide whether the trade is correct as announced or is a bluff.
Should they wish, the active player may now Play a Burglar Token from their collection in order to target another player and ask for all of their animals of a specific type – “I wish to procure all of your cows” That player must then immediately hand over all their cows, or else may tell the active player to Go Fish. Okay, that last part isn’t in the rules, but I started doing it and it stuck for me.
The third and final step of a turn is simply to Draw Cards and End Your Turn. Draw cards back up to the hand limit of 5 or 6 and end the turn. Play then passes to the next player.
Play continues in this fashion until the last card has been drawn. The game ends immediately and players tally their points per the rulebook to arrive at an ultimate winner!
Components. This game is a bunch of cards and some tokens in a double-wide+ tuckbox. I love the art, and that makes sense as it is illustrated by Lina Cossette, half of Mr. Cuddington. If you don’t know about Mr. Cuddington, please check out their website. The cards are good quality, as are the tokens. But that box. Now, it LOOKS great, and is a fine size. But a tuckbox? I would have preferred a lidded box, or even one of those with the magnetic fold-out lids. But it’s a tuckbox and the opening flap dented upon its first opening. Oy. I could give a chef’s kiss to everything else though.
Now, there’s a reason why I rated this game a 4 and my wife a 6: she beats me every single time we play and I just cannot find the strategy to take her down. Am I just horrible at bluffing games? Does she just dominate me at ALL games? I’m not sure, but this one certainly highlights the fact that she’s just better than me. I can still hear her haunting and taunting me with, “OH MY GOSH I LOVE THIS GAME! I’M SOOOOO GOOD AT IT!” Meanwhile I am sitting pretty with a whole flock of crows laughing at me like I am the Scarecrow from Wizard of Oz. Perhaps I am truly brainless as well.
That said, the game is enjoyable. I do like to play bluffing games, but I’m the poor soul who would rather play straight than do ANY sort of bluffing at all. Except when I have lulled my prey into trusting my every declaration. Then pull out the big guns and laugh my way to the bank. Well, I tried that several times and no dice. But I do enjoy playing, and I do keep coming back for more torture. And if that isn’t a sign of a good game, then what is?
All in all the game is quick, light on rules, and features wonderful art style. This is the game I will probably use to introduce my children (or new gamers) to bluffing games as the theme is easily digestible and when you get stuck with the negative points you don’t feel super bad about it. It is easy to pronounce that Purple Phoenix Games gives this one a squawkin’-good 10 / 12. If you are looking for a light introductory game to teach bluffing or to hit that sweet-spot, then I recommend you check out Barnyard Roundup from Druid City Games. I ain’t a-bluffin’ ya.
Hazel (1853 KP) rated A Robot in the Garden in Books
May 25, 2017
So Sweet
This ebook was provided by the publisher via NetGalley in exchange for an honest review
What would you do if you found a robot in your garden? That is exactly what, as the title suggests, 34-year-old Ben has to answer on making this discovery early one September morning. Set in the near future where many people have androids in their houses to do the chores they do not wish to do, finding a robot is not a completely unsettling event. What is unusual, however, is that this particular robot is the opposite of the modern, shiny models: he appears to be a mishmash of Japanese fine art and something you would find on a scrap heap.
As Ben discovers, the robot, named Tang is broken and is in need of urgent care and repair. Ben becomes obsessed with trying to pry information out of the robot as to where he came from and to whom he belongs to. Bringing Tang into the house is the last straw for his wife, Amy, who after letting him know all his faults – unemployment, never achieved anything – walks out on him. Now alone, with no one else to worry about, Ben is determined to locate Tang’s creator and save the robot’s life.
What continues is a wild goose chase across America and over to Asia as the strange pairing – human and robot – follows hints and clues that could help them reach their destination. Along the way Ben gets to know Tang and learns to love him in the same way a father loves a child. No matter what mischief Tang gets himself into, Ben is always there to fix the situation. The only thing he cannot fix is Tang’s internal parts, and time is running out.
Initially the story was about a man who wanted to prove he could achieve something to show his sister and his, now, ex-wife that they were wrong about him. However later on in the novel Ben realizes he is changing for himself, not for anyone else, and the person – or robot – that has helped him to achieve this is Tang. On the other hand it is also a humorous tale that explores a character that is unable to connect to the world around him. Tang is like a human toddler who needs constant care and attention, and is fascinated by everything around him. With Ben’s love and attention he proves to the world that he is much more than a rusty metal box.
A Robot in the Garden is a gem of a novel that is guaranteed to make the reader laugh. It is also touching and emotionally engaging, with both heartwarming and heart wrenching moments. Deborah Install has created an accurate representation of a character that has no understanding of the happenings in the world around it, basing many hilarious instances on those of her young son.
Whilst reading this book I could not help but compare it to the film Short Circuit (1986) in which a robot is electrocuted and gains human intelligence. I kept picturing the storyline of A Robot in the Garden in my head and thinking up ways it could be portrayed on screen. Whether there are plans to make it into a film I have no idea, but I am sure it would make prize-winning picture.
Do not be put off by its science fiction classification; A Robot in the Garden is no War of the Worlds or Doctor Who type of story. Instead it is a brilliant piece if fiction suitable for all adults. Those with children will laugh at the similarities between Tang and their offspring, whereas those without will sympathise with Ben’s struggles to keep the robot under control. All in all a great novel.
What would you do if you found a robot in your garden? That is exactly what, as the title suggests, 34-year-old Ben has to answer on making this discovery early one September morning. Set in the near future where many people have androids in their houses to do the chores they do not wish to do, finding a robot is not a completely unsettling event. What is unusual, however, is that this particular robot is the opposite of the modern, shiny models: he appears to be a mishmash of Japanese fine art and something you would find on a scrap heap.
As Ben discovers, the robot, named Tang is broken and is in need of urgent care and repair. Ben becomes obsessed with trying to pry information out of the robot as to where he came from and to whom he belongs to. Bringing Tang into the house is the last straw for his wife, Amy, who after letting him know all his faults – unemployment, never achieved anything – walks out on him. Now alone, with no one else to worry about, Ben is determined to locate Tang’s creator and save the robot’s life.
What continues is a wild goose chase across America and over to Asia as the strange pairing – human and robot – follows hints and clues that could help them reach their destination. Along the way Ben gets to know Tang and learns to love him in the same way a father loves a child. No matter what mischief Tang gets himself into, Ben is always there to fix the situation. The only thing he cannot fix is Tang’s internal parts, and time is running out.
Initially the story was about a man who wanted to prove he could achieve something to show his sister and his, now, ex-wife that they were wrong about him. However later on in the novel Ben realizes he is changing for himself, not for anyone else, and the person – or robot – that has helped him to achieve this is Tang. On the other hand it is also a humorous tale that explores a character that is unable to connect to the world around him. Tang is like a human toddler who needs constant care and attention, and is fascinated by everything around him. With Ben’s love and attention he proves to the world that he is much more than a rusty metal box.
A Robot in the Garden is a gem of a novel that is guaranteed to make the reader laugh. It is also touching and emotionally engaging, with both heartwarming and heart wrenching moments. Deborah Install has created an accurate representation of a character that has no understanding of the happenings in the world around it, basing many hilarious instances on those of her young son.
Whilst reading this book I could not help but compare it to the film Short Circuit (1986) in which a robot is electrocuted and gains human intelligence. I kept picturing the storyline of A Robot in the Garden in my head and thinking up ways it could be portrayed on screen. Whether there are plans to make it into a film I have no idea, but I am sure it would make prize-winning picture.
Do not be put off by its science fiction classification; A Robot in the Garden is no War of the Worlds or Doctor Who type of story. Instead it is a brilliant piece if fiction suitable for all adults. Those with children will laugh at the similarities between Tang and their offspring, whereas those without will sympathise with Ben’s struggles to keep the robot under control. All in all a great novel.