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Deep Blue
Deep Blue
2019 | Nautical
A couple of months ago, Travis was in town, so he and I went over to Josh’s place to get a day of gaming in. It was an awesome time to play together, and to get to experience some new games for each of us. While we were there, we got to talking about some of the games in Josh’s collection, and he pulled out Deep Blue. He’d had it for a while, but had since gotten another game that he felt did the same things but better. So he asked if either of us wanted to take it off his hands. I said sure, as I’d never played the game before. Now that it’s a part of my collection, is it going to stay there? Or will my feelings mirror Josh’s with regards to the gameplay?

Deep Blue is a nautical game for 2-5 players of deck building, hand management, and a bit of push your luck. In it, players take on the roles ship Captains who are racing to collect treasures from undersea wrecks. Players will be hiring Crew members, sailing across the sea, and sending divers down to wrecks to salvage any valuables. The race is on, though, because you are not the only Captain on this treasure hunt… Throughout the game, players will stumble across 4 Wrecks that make up a Sunken City. Once all 4 areas of the Sunken City have been discovered and searched, the game ends. The player who earns the most VP from their collected treasures by the end of the game is declared the winner!


To setup for a game, follow the instructions in the rulebook – there are simply too many to detail here. The basic gist of setup is to create a market of Crew cards, shuffle and randomly distribute Wreck tiles across the board, and create a Gem pool. Each player will receive a player mat and starting cards in their chosen color, as well as 2 ships to be placed on the starting space of the board. Players will also get a treasure chest, in which they will keep their VP throughout the game. Set the Dive Site board, Gem bag, and VP tokens off to the side. Select a starting player, deal out starting tokens accordingly, and the game is ready to begin! Pictured below is the setup for a 3-player game.
On your turn, you will take one of four possible actions: Recruit a Crew Member, Sail, Rest, or Dive. Throughout the game you will be building your personal deck by Recruiting Crew Members. These new Crew offer unique abilities and scoring powers to be used during Dives. In order to recruit a Crew Member, you must pay the corresponding cost listed by its location in the market. To do so, you will play cards from your hand with $ symbols that equal the required cost. Once you play a card from your hand, it goes facedown onto the Rest area of your player mat. Take the Crew Member you just hired directly into your hand, and move the Market cards down to fill in the empty space, drawing a new card for the final slot. If you choose to Sail, you will play a number of cards from your hand with the Propeller icon. The number of icons dictates how many spaces you may sail. You can use all of your movement on one of your ships, or you can break movement across both ships. If you end a move on a face-up Wreck tile, you will ‘anchor’ your boat to one of the open scouting spots. These scouting spots offer special scoring benefits during the Dive on this tile. If you end movement on a face-down Wreck tile, first you will flip it face-up, and then anchor your boat. When landing on a buoy or an empty dive site, nothing happens.

On any turn, you may instead choose to Rest. To perform this action, you will shuffle all cards that reside on the Rest area of your player mat, and then draw only the 3 topmost cards into your hand. This is the action that allows you to refresh your hand, as you play more cards and your hand starts to dwindle. The final action choice is to Dive. This action is the crux of the game. When you have a boat on a Wreck tile, you may choose to start a Dive. The first step is to declare your Dive – decide which Wreck to Dive if your boats are on different Wreck tiles. Before the Dive begins, any opponents who have boats on adjacent Wreck tiles may move their boats to your Wreck in hopes of also profiting from the Dive. When all eligible boats have been moved to the Wreck, you will then officially begin the Dive. Take the Gem bag and Dive Site board. You will then draw Gems out of the bag, one-by-one, resolving them as necessary. Red, Gold, Silver, Green, and Purple gems are treasures, and can earn you VP. Blue and Black gems are Hazards that must be defended against in order to continue the Dive.


After a Gem is drawn and placed on the Dive Site board, players may choose to play a Crew Member to increase their VP earned. For example, one card allows you to earn 8 VP for a Green gem, instead of 0. To defend against hazards, players may play Crew from their hands who have the ability to negate the hazard, or may use the special ability of their scouting spot on the Wreck tile. If you are unable to defend against a hazard, you are forced to resurface and leave the Dive. The Dive continues in this fashion, until either the active player decides to end the Dive, or when they no longer have the ability to defend against hazards. Any players who still have boats at the Dive Site will collect VP from Crew cards they played, as well as a base amount of VP for the different Gems that were drawn. Once a Dive has been performed at a Wreck, that tile is removed from the game, leaving an empty dive site behind. If players have performed a Dive at one of the 4 Sunken City tiles, it is removed from the board, but placed on its corresponding space in the corner of the board. After all 4 Sunken City tiles have been moved to the corner of the board, the game immediately ends. Players will count up all the VP collected throughout the game, and the player with the highest score is declared the winner!
So how do I feel about Deep Blue overall? I would have to say that it’s fine. Just fine. There are some elements that I really enjoy, but others that kind of frustrate me. What I enjoy – the bits of strategy involved, and the awesome components. What I don’t enjoy – the pacing of the game and the imbalance of actions. To touch on the pros first, this game does require some strategy. You have to decide where to Sail, which Crew to recruit, which Crew to play and when to play them, etc. VP are earned by participating in Dives, so you want to make sure you can be at as many Dives as possible. That means keeping ships close to opponents to profit from any dives they may choose to initiate. Another interesting strategic element is the Rest action. You shuffle your discard pile, but then only draw the 3 topmost cards into your hand. You might not always draw what you were wanting, but you are always allowed to take a Rest action, regardless of how many cards are in your discard. There is no hand limit in this game, so do you rest every other turn to ensure you have almost all cards in your hand? Or do you dwindle your hand down in order to perform other actions instead? It’s all about your strategy, and you never quite know what your opponents are trying to do.

Now for the cons. The pacing of the gameplay feels really slow to me. You are only allowed to perform 1 action per turn, so it seems like the game takes a while to really get going. At first, everyone is going to be wanting to Sail, as all players start in the same starting area of the board. You want to get your ships out there ASAP. But then you run out of cards, so you have to take a turn to Rest and get those cards back. You’re taking a bunch of little turns to accomplish any one bigger thing, and that bogs down the gameplay for me. If you were able to perform 2 actions per turn, that would probably alleviate some of this frustration, as it would allow you to progress more quickly than by taking only a single action. Another aspect I mentioned is the imbalance of actions. The Recruit, Sail, and Rest actions all feel to me like they are on the same level, but the Dive action is different. Which in and of itself isn’t necessarily a bad thing. But the process of the Dive action is vastly different than any of the other actions, to the point that it kind of feels like a different game to me. For half of the game, you’re playing this game of strategy, deck building, and optimizing placement across the board. But for the other half, it turns into a push-your-luck frenzy that seems disjointed from the rest of the game to me. No matter how strategic and careful you are with your actions, it ultimately comes down to the luck of the draw.

To touch on components for a minute – the production quality of this game is awesome. The board, Dive Site board, and VP tokens are nice chunky cardboard. The cards are colorful, have cool artwork, and are sturdy. And the treasure chests are awesome little plastic chests that definitely are holding up well. The Wreck tiles are big and thick, the Gems are cute, and the ships are fun to play with. So overall, this game is made very well.

You can probably tell by now that I have mixed feelings about Deep Blue. There are aspects that I like, but other aspects that negate some of those positive attributes. I was psyched for a cool nautical deck builder where I could really flex my strategy, but got more push-your-luck than I was anticipating. Deep Blue will probably stick around in my collection for the time being. But, like Josh, I will probably find something that gives me the same vibes but done better. It’s a game that I’ll pull out from time to time, but definitely not one that’s going to break into my Top 10. With that said, Purple Phoenix Games gives it a sunken 4 / 6.
  
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Hourglass (Hourglass, #1)
10
8.7 (3 Ratings)
Book Rating
Let me just say right now that I'm glad I didn't judge this book by its cover, because I never would have requested it. The cover doesn't particularly appeal to me; for that matter, the title didn't make me curious either. Even after I read the back cover I wasn't convinced. I like to be intrigued and the cover/summary fooled me. But I saw a good review for it somewhere, so I snatched it up. I'm very happy I did.

Time travel has been done poorly so many times, but Hourglass was fantastic. It was original and creative, and it met every requirement for a perfect book: it had tension, awesome characters, a well thought out and multi-layered plot, and good writing.

There was tension in every sentence of ever paragraph of every chapter. It was nearly impossible to put down. I completely lost track of time while I read it. (haha, lost track of…get it?…. it's a time travel book…never mind.) I was forced to put it down to do things like work and chores and food, but except for things like that, it kept me reading, and there were no empty scenes.

The characters were amazing. Can I just say that I want to marry Michael right now? omigoodness. He's going on my list. Any author who can write a character like that is going on my favorites list right now. Emerson is strong-willed, kick-ass, and has to remind herself that she's short because her personality is the opposite. She was the perfect heroine because she was real and fragile and head over heels in love with someone she wasn't supposed to love. Michael was the brave proud chivalrous attractive protagonist who has a major hero complex, and of course is trying not to be in love with Em (and failing miserably). Both of them together had humorous conversations and explosive chemistry. (like, things short circuit when they touch, and light bulbs break when they kiss.)

The plot kept me guessing all the way to the end, and the last quarter of the book threw so many twists and turns at me that I found myself thinking, "Ok wait, what? are you serious?" But it wasn't overdone, there was no overkill, and it worked perfectly in the end. (I'll keep it spoiler free, but I'll just say don't worry, it does work out. Don't get mad and throw the book against the wall like I did.)

And of course, the writing. I find that many young adult novels have mediocre writing. McEntire is a good writer in the sense that she can keep the tension real and controlling, she has good descriptions and great pacing, and there are no dead words.

Hourglass was fast-paced, exciting, unique, and completely enthralling. I anxiously await more from McEntire hope for more of Michael and Emerson's story in the future.

Content/recommendation: some mild language, no sex. Ages 16+
  
HK
Hattitude: Knits for Every Mood
8
8.0 (1 Ratings)
Book Rating
Hattitude is an amazing, beautiful, inspiring book with a TON of hats. Hats are so cool and versatile, you can wear one almost anywhere, and with all the patterns in here, there is literally a hat for every occasion: formal diner to snow day, university lecture to yard work. Hattitude has a hat for everyone.

The patterns themselves vary in yarn type and needle size, so between the various patterns that you catch yourself drooling over and the millions of kinds of yarn in the world, you’re pretty much set for life. If you find that you don’t have the needles you need, you’ll probably have a second choice (possibly a third or a fourth etc) to make to hold you over while you get those other needles because of all the awesome hats in here.

The hats range in all kinds of yarn: cashmere, wool, acrylic, chunky, chenille, that bumpy nubby stuff, and wool for felting. Some have cool décor like beads, sequins, ribbon, buttons, appliqués, giant buckles, and pearls. And some are more simple, with a few color combos, or some pattern work.

There are patterns for all levels, too! You have to be the judge of what you can or can’t do, though, since it doesn’t outright tell you “beginner level” or “advanced level,” but as a knitter it’s pretty easy to tell if you can do something. Read the pattern. If it doesn’t make a bit of sense, get help or pick another and come back to that one two years from now. Some patterns have only simple increasing and decreasing, some have some more advanced shaping and cables, and some have some complicated lace work.

As far as the layout of the book, Each pattern has a full front face photograph on one page, and the pattern opposite with a smaller photo from a second view point, so you get a full look at what you’re making.

The only reason I’d give this one four stars rather than five is… there are also some really weird hats in here. I don’t like all of them. Some of them I’d never make, and it’s just because they’re not my style at all. Maybe they’d look good on someone else, maybe someone else will like them. The book is, again, versatile, and will please a wide range of knitters, all with different likes. The downside of that is, I don’t think anyone can be fully pleased because nobody is going to like every single pattern. However, the good outweighs the bad here: there are way more patterns that I like than patterns that I don’t like.

All in all, I’d recommend this book to any knitter who has had some experience in shaping and working on double pointed needles and circular needles. And of course, anyone who drools over hats.

  


**review copy provided by publisher**
  
FT
Fade to Black (Rojan Dizon, #1)
10
10.0 (1 Ratings)
Book Rating
Imagine a combination of 1984, The Hunger Games, and a James Patterson mystery novel. That is the best way I can sum up Fade to Black. A world so intriguing, mysterious, and exciting that you want to live in it, and yet then again, maybe you don’t. A plot that never stops moving and throwing stuff at you, and with every page you become more and more wrapped up in it. Characters that you want to be, or be friends with, or take a good swing at. I am so excited about this novel, guys. I can’t recommend it enough.

First, the characters/narrator. I love Jake. I love Pacha. I love Rojan. I love them all. I love the way they talk to each other (or don’t talk to each other) and argue with each other. And the narrator, Rojan, is awesome. There are three things that makes Rojan a fantastic character, and a new favorite of mine.

First, he’s different. He’s not the “guy who wants to be a hero,” or the “I want to prove myself” or “I’m looking for my one-true-love” kind of guy. No, Rojan just wants to finish his damn job and get on with his damn life. He doesn’t want to be a hero or a villain: he just wants to get paid, go home, and find a new girl to chase. He’s the reluctant hero.

Second, the word “loyal” is not in Rojan’s repertoire. He specifically admits to enjoying the chase more than the catch, and for some reason, that’s really attractive! And of course, the girl he falls for is so perfect for him that it’s not even funny… in fact, if she’d come to terms with the idea, he might actually manage not to cheat on her. At the very end after he’s managed to kill the bad guys, save the planet, and rescue the girl, the only thing he was focused on was getting into the nurses pants.

Third, his personality is just fantastic. He’s such a pessimist, and admits to being a cynic. He makes the most absurdly snarky comments about everything, to the point that even in a tense scene there’s comic relief because he’s such a clever bastard (as a matter of fact, I think he actually calls himself that at least once).

The ending was wonderful, and left me feeling satisfied and complete, even though I can’t wait for the next book: not because it had a cliff-hanger, but because it was just so good!

Only thing I hate: It’s book 1 in a 3-book series, and the other two aren’t published… This happened to me while reading Daughter of Smoke and Bone, and The Better Part of Darkness. Gah! So annoying!

Content/Recommendation: Language and violence and dark humor. Mention of rape and sex. This is an adult book, maybe older teens, ages 18+. It’s totally worth the read. It’s also hilarious.