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Purple Phoenix Games (2266 KP) rated Evo (second edition) in Tabletop Games
Oct 11, 2019
I always get so excited when I start a review because I want to tell you all about these wonderful experiences we have had with different games. I want to let you in on all of our inside jokes that make their way into our every day language. But, alas, I cannot. At least not yet. But my hope is that I will interest you enough to give our favorite games a shot so that you can have these, or similar, great experiences. And Evo is one of our favorite games.
Evo pits its players against one another in a clash to populate an island too small for everyone to enjoy harmoniously. It’s a… Small (dino) World, if you will. By improving your clan’s dinosaurs, survivability, and vigor you may be able to establish the most prosperous clan. At least until the meteor hits and wipes everyone off the face of the island anyway…
DISCLAIMER: We do not intend to cover every single rule included in the rule book, 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
Evo is played over several phases over several turns. Exactly how many turns is unknown because the end game is denoted by a randomized meteor token. To setup Evo shuffle the meteor token into the bottom few climate rotation tokens and set them as a stack face down. These will be the round trackers and also will dictate how the climate may change from round to round. Set the climate wheel on the starting space and within view of the players. Shuffle the event cards and place them face down near the enhancement bid board. Give each player the mat, dinomeeples (yay I got one that makes sense!), and bidding totem of their chosen color. Lay the correct map for the amount of players on the table and have each player place their dinomeeples on the corresponding starting spaces on the map. Give each player their starting money (in VP chips). Determine the starting initiative order and place the totems on the bid board in that order. Set aside the combat die and you are finally ready to play!
The first phase of the game is Climate. (after the first round) A new climate token will be revealed which directs the players to adjust the climate wheel or keep it status quo. The climate wheel determines which spaces on the map will have cold, hot, Death-Valley-type, or safe climates for dinos to live on. This is known information at the beginning of the round so the players can plan out the rest of the round to keep their dinos safe before the culling.
The next phase is bidding on enhancements. Draw from the bag enough tokens for the players to quarrel over and place them randomly on the bid board. In initiative order players will bid on enhancements using their VP chips. When a player is outbid for an item they must place their bid totem on another item. Once all players are winning bids on items they pay the supply for their winnings and add it to their mat in the appropriate slots. These could include items to help a dino survive the cold, increase their attack potential, give their dinos more movement (or walks, as we call them), and other special abilities.
Now that the players are enhanced a bit more, their dinosaurs can move on the map. This may be necessary for some, but not all, depending on how they have enhanced their dino clans. A dino can move as many spaces as feet are shown on the player’s board, or the total movement can be split by multiple dinos. The more feet, the more movement. If, during the movement phase, a dino wishes to enter a space currently inhabited by a rival clan’s dinomeeple a combat will occur. Combat is determined by comparing horns and defenses and the roll of the combat die.
Once movement is over, it’s time for the dinos to get saucy – it’s baby-making time! I mean, it’s reproduction time! That’s not appropriate either. You can create one more dinomeeple to place on the map adjacent to another dino. This is how you may expand your empire of cute dinomeeples.
Once these phases are complete the players will consult the climate wheel to see which of their dinos are safe from elimination. For those dinos that are safe a player will earn 1 VP. Play continues in this fashion until the round that the meteor token is flipped from the stack of climate tokens that typically start a round. As the meteor destroys all dinomeeples on the map players will total their VPs and the winner is the clan leader with the most VP at game’s end.
Components. There are a LOT of components in this box. One of the best components in the game is the well-designed box insert. As you unpack the game you can really just setup right out of the box. The maps, bidding board, and climate wheel are normal-style game boards and of good quality. The cards are OK and get the job done. The die is a painted wooden die and it’s fun to roll. The climate tokens, VPs, and enhancement chips are all thick cardboard. The play mats are a matte cardstock (and that’s fine because it just holds your components). The other components are the cloth bag for enhancement draws and those cutie little dinomeeples! Everything is really well-produced and has held up really well for us. My only minor minor complaint is that I wish the dinomeeples were a different shape per color, but everyone having brontosauri is fine with me too. The art. The art is SPECTACULAR on this one. Seriously really great artwork. The cards, the boards, the playmats, the enhancements. Everything looks just amazing.
I kinda already let you know that I love this game. So I am not going to wax poetic here and go into some long analyses of why I love it. It is a more-involved Small World (I hope you caught that shameless reference in the intro) that uses dinosaurs instead of fantasy race/class combos. You know Evo is great when you can compare it to an already-great game from the same designer. I also think you could play Evo and Small World back-to-back and have an enjoyable experience. They are similar, but offer a different experience FOR SURE. I know this one is tough to find nowadays, but please, if you see it for sale in the wild PICK IT UP. It’s a great game that will offer years and years of play for you and your game group. Purple Phoenix Games gives this one a prehistoric 16+ / 18. I say “plus” because I may change it to a 6 in the future. It’s that good.
Evo pits its players against one another in a clash to populate an island too small for everyone to enjoy harmoniously. It’s a… Small (dino) World, if you will. By improving your clan’s dinosaurs, survivability, and vigor you may be able to establish the most prosperous clan. At least until the meteor hits and wipes everyone off the face of the island anyway…
DISCLAIMER: We do not intend to cover every single rule included in the rule book, 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
Evo is played over several phases over several turns. Exactly how many turns is unknown because the end game is denoted by a randomized meteor token. To setup Evo shuffle the meteor token into the bottom few climate rotation tokens and set them as a stack face down. These will be the round trackers and also will dictate how the climate may change from round to round. Set the climate wheel on the starting space and within view of the players. Shuffle the event cards and place them face down near the enhancement bid board. Give each player the mat, dinomeeples (yay I got one that makes sense!), and bidding totem of their chosen color. Lay the correct map for the amount of players on the table and have each player place their dinomeeples on the corresponding starting spaces on the map. Give each player their starting money (in VP chips). Determine the starting initiative order and place the totems on the bid board in that order. Set aside the combat die and you are finally ready to play!
The first phase of the game is Climate. (after the first round) A new climate token will be revealed which directs the players to adjust the climate wheel or keep it status quo. The climate wheel determines which spaces on the map will have cold, hot, Death-Valley-type, or safe climates for dinos to live on. This is known information at the beginning of the round so the players can plan out the rest of the round to keep their dinos safe before the culling.
The next phase is bidding on enhancements. Draw from the bag enough tokens for the players to quarrel over and place them randomly on the bid board. In initiative order players will bid on enhancements using their VP chips. When a player is outbid for an item they must place their bid totem on another item. Once all players are winning bids on items they pay the supply for their winnings and add it to their mat in the appropriate slots. These could include items to help a dino survive the cold, increase their attack potential, give their dinos more movement (or walks, as we call them), and other special abilities.
Now that the players are enhanced a bit more, their dinosaurs can move on the map. This may be necessary for some, but not all, depending on how they have enhanced their dino clans. A dino can move as many spaces as feet are shown on the player’s board, or the total movement can be split by multiple dinos. The more feet, the more movement. If, during the movement phase, a dino wishes to enter a space currently inhabited by a rival clan’s dinomeeple a combat will occur. Combat is determined by comparing horns and defenses and the roll of the combat die.
Once movement is over, it’s time for the dinos to get saucy – it’s baby-making time! I mean, it’s reproduction time! That’s not appropriate either. You can create one more dinomeeple to place on the map adjacent to another dino. This is how you may expand your empire of cute dinomeeples.
Once these phases are complete the players will consult the climate wheel to see which of their dinos are safe from elimination. For those dinos that are safe a player will earn 1 VP. Play continues in this fashion until the round that the meteor token is flipped from the stack of climate tokens that typically start a round. As the meteor destroys all dinomeeples on the map players will total their VPs and the winner is the clan leader with the most VP at game’s end.
Components. There are a LOT of components in this box. One of the best components in the game is the well-designed box insert. As you unpack the game you can really just setup right out of the box. The maps, bidding board, and climate wheel are normal-style game boards and of good quality. The cards are OK and get the job done. The die is a painted wooden die and it’s fun to roll. The climate tokens, VPs, and enhancement chips are all thick cardboard. The play mats are a matte cardstock (and that’s fine because it just holds your components). The other components are the cloth bag for enhancement draws and those cutie little dinomeeples! Everything is really well-produced and has held up really well for us. My only minor minor complaint is that I wish the dinomeeples were a different shape per color, but everyone having brontosauri is fine with me too. The art. The art is SPECTACULAR on this one. Seriously really great artwork. The cards, the boards, the playmats, the enhancements. Everything looks just amazing.
I kinda already let you know that I love this game. So I am not going to wax poetic here and go into some long analyses of why I love it. It is a more-involved Small World (I hope you caught that shameless reference in the intro) that uses dinosaurs instead of fantasy race/class combos. You know Evo is great when you can compare it to an already-great game from the same designer. I also think you could play Evo and Small World back-to-back and have an enjoyable experience. They are similar, but offer a different experience FOR SURE. I know this one is tough to find nowadays, but please, if you see it for sale in the wild PICK IT UP. It’s a great game that will offer years and years of play for you and your game group. Purple Phoenix Games gives this one a prehistoric 16+ / 18. I say “plus” because I may change it to a 6 in the future. It’s that good.

Purple Phoenix Games (2266 KP) rated Funkoverse Strategy Game: Harry Potter 100 in Tabletop Games
Aug 30, 2021
Because I haven’t given my readers enough insight into my nerdiness, here are a few more things I’m into: Harry Potter, the MCU, and Doctor Who. I also have several Funko Pops! characters somewhere here in this house: the Tenth Doctor, the Twelfth Doctor, Captain America, Ms. Marvel, Ant-Man, and Dr. Strange to name a few. So when I heard that a game was coming out where I could possibly use my Funkos for something other than sitting on my armoire, I got excited. Oh, also it’s Harry Potter themed? COUNT ME IN!
Funkoverse Strategy Game: Harry Potter (which I will now refer to as HP Funko) is a tactics-based strategy game where effectively using Action Points is the determining factor in victory. Each player will take charge of a 2- or 3-character team engaged in one of four included scenarios to gain VP (the awesome teal shards). This is done in different fashions, and for this review we used the “Territories” scenario.
DISCLAIMER: The Tenth Doctor and Dr. Strange are not included in the game, I supplied them. In the box are discs to represent a generic Auror (Ten) and Death Eater (Strange). If you choose to use a supplementary Funko Pop! please know that they may be much larger in size and difficult to maneuver on the board. Also, I will not be detailing every rule in the rulebook as there are just too many. For full rules, download the rulebook today or pick up a copy at your FLGS! -T
To setup follow the instructions in the rulebook and the chosen scenario. For Territories, it will look similar to the setup below, but the characters may not be facing a camera, as mine are. Once the players are satisfied with setup, the first player token is flipped coin-toss style to see which team will lead the first round. The game is now underway!
Turns are somewhat simple: each character can do two actions, which include: Move, Challenge, Interact, Assist, Rally, and Use Ability/Items. Movement is two squares, with diagonals allowed, but not through any part of an obstruction. In fact, obstructions and line-of-sight are big parts of the game, as several pages of the rulebook are devoted to them. To Challenge another character is the combat of the game. The attacker will typically throw two dice to initiate an attack and the defender will use as many dice as is printed on their character card. However, this is a Harry Potter game, so Challenges will also allow characters to use magic spells to augment their attacks or inflict other debilitations or statuses on their targets. Simple majority of successful results rolled wins the Challenge. Characters may be knocked down as a result of a Challenge, and if already knocked down and successfully attacked again, may also be knocked out of the game for a certain number of rounds (usually one).
To Interact with a token on the board a character will need to position themselves either directly on the token or one space adjacent. These tokens could be merely points on the board that earn points, as in the current scenario.
If adjacent to a downed ally, a player could use an Assist action to stand up the ally. However, a character may stand themselves up on their turn by using both actions to Rally. This is the character’s entire turn worth of actions, but may be necessary to avoid being knocked out and placed on the Cooldown Track.
Lastly, characters may need to spend actions to use an ability or an item in their possession. Each ability and item will have its own instructions written on their respective cards. These will be instantly recognizable to fans of the HP universe and will use Ability Tokens or require the user to place the Item Card on the Cooldown Track to be used on a future turn.
After alternating characters on each team has exhausted every character, the round ends. Players will refresh their characters and move all tokens or cards down a space on the Cooldown Track. Should end of turn activities score teams VPs, they will claim the shards for their collection. Once the scenario’s objective has been met a player will be crowned victor and forced to cast Riddikulus on their opponent(s).
Components. This game does not ship with a ton of components, but the bits and pieces contained in the box are wonderful. The cardboard map and pieces are nice, the cards are good quality, and all the tokens are great as well. I really enjoy the VP shards and of course the smaller Pops! that are the main characters. They are a bit smaller than all the Pops! I have, but I’m not really a huge Pops! collector, so that may be the norm nowadays. The art throughout is really well-done and evocative of the theme. Overall the components are brilliant.
I am no fan of Mage Wars style games, as I typically find those types of tactical games tiresome. I usually end up just moving around and casting a spell every once in a while, but then it’s just a tedious game of cat and mouse that I just don’t feel like ever playing. However, with the scenarios provided with HP Funko I feel like I have a mission other than knocking out my opponents. Yes, I could still do that during a scenario, but that’s not the main focus. I like that quite a bit. In fact, there are generic tokens in the game that would even allow players to create their own scenarios. I might be interested in creating my own to play with a younger crowd even.
Moving those big heads around is fun and makes me giggle a bit, especially when they knock into each other and fall down because of the elephantitis of the noggin. I also like being able to send in my Tenth Doctor to use his Sonic Screwdriver to take out he-who-must-not-be-named whilst Dr. Strange looks on in amusement. Being able to use your own Pops! is a great twist and I am definitely a fan.
I guess I DO like tactical move-around-the-board-and-do-stuff games after all! I just needed a little direction and a good theme to pull me into the genre. I also have the expandalone for the HP version of this that includes Malfoy and Ron, and can’t wait to add those in as well. And let me tell you how much I need the next expandalone that includes Dumbledore, Hagrid, Snape, and Umbridge. I need, like, I NEED to deal some damage to that pink witch SO MUCH. In any case, Purple Phoenix Games gives this one a patronus-fueled 10 / 12. If you are on the fence about this gimmicky-looking game, then let me help you – get it. Play it a lot and play it with lots of other people (when possible). Extra points to Hufflegriffinsnake if you yell out the spell names a la Harold Potter in the movies.
Funkoverse Strategy Game: Harry Potter (which I will now refer to as HP Funko) is a tactics-based strategy game where effectively using Action Points is the determining factor in victory. Each player will take charge of a 2- or 3-character team engaged in one of four included scenarios to gain VP (the awesome teal shards). This is done in different fashions, and for this review we used the “Territories” scenario.
DISCLAIMER: The Tenth Doctor and Dr. Strange are not included in the game, I supplied them. In the box are discs to represent a generic Auror (Ten) and Death Eater (Strange). If you choose to use a supplementary Funko Pop! please know that they may be much larger in size and difficult to maneuver on the board. Also, I will not be detailing every rule in the rulebook as there are just too many. For full rules, download the rulebook today or pick up a copy at your FLGS! -T
To setup follow the instructions in the rulebook and the chosen scenario. For Territories, it will look similar to the setup below, but the characters may not be facing a camera, as mine are. Once the players are satisfied with setup, the first player token is flipped coin-toss style to see which team will lead the first round. The game is now underway!
Turns are somewhat simple: each character can do two actions, which include: Move, Challenge, Interact, Assist, Rally, and Use Ability/Items. Movement is two squares, with diagonals allowed, but not through any part of an obstruction. In fact, obstructions and line-of-sight are big parts of the game, as several pages of the rulebook are devoted to them. To Challenge another character is the combat of the game. The attacker will typically throw two dice to initiate an attack and the defender will use as many dice as is printed on their character card. However, this is a Harry Potter game, so Challenges will also allow characters to use magic spells to augment their attacks or inflict other debilitations or statuses on their targets. Simple majority of successful results rolled wins the Challenge. Characters may be knocked down as a result of a Challenge, and if already knocked down and successfully attacked again, may also be knocked out of the game for a certain number of rounds (usually one).
To Interact with a token on the board a character will need to position themselves either directly on the token or one space adjacent. These tokens could be merely points on the board that earn points, as in the current scenario.
If adjacent to a downed ally, a player could use an Assist action to stand up the ally. However, a character may stand themselves up on their turn by using both actions to Rally. This is the character’s entire turn worth of actions, but may be necessary to avoid being knocked out and placed on the Cooldown Track.
Lastly, characters may need to spend actions to use an ability or an item in their possession. Each ability and item will have its own instructions written on their respective cards. These will be instantly recognizable to fans of the HP universe and will use Ability Tokens or require the user to place the Item Card on the Cooldown Track to be used on a future turn.
After alternating characters on each team has exhausted every character, the round ends. Players will refresh their characters and move all tokens or cards down a space on the Cooldown Track. Should end of turn activities score teams VPs, they will claim the shards for their collection. Once the scenario’s objective has been met a player will be crowned victor and forced to cast Riddikulus on their opponent(s).
Components. This game does not ship with a ton of components, but the bits and pieces contained in the box are wonderful. The cardboard map and pieces are nice, the cards are good quality, and all the tokens are great as well. I really enjoy the VP shards and of course the smaller Pops! that are the main characters. They are a bit smaller than all the Pops! I have, but I’m not really a huge Pops! collector, so that may be the norm nowadays. The art throughout is really well-done and evocative of the theme. Overall the components are brilliant.
I am no fan of Mage Wars style games, as I typically find those types of tactical games tiresome. I usually end up just moving around and casting a spell every once in a while, but then it’s just a tedious game of cat and mouse that I just don’t feel like ever playing. However, with the scenarios provided with HP Funko I feel like I have a mission other than knocking out my opponents. Yes, I could still do that during a scenario, but that’s not the main focus. I like that quite a bit. In fact, there are generic tokens in the game that would even allow players to create their own scenarios. I might be interested in creating my own to play with a younger crowd even.
Moving those big heads around is fun and makes me giggle a bit, especially when they knock into each other and fall down because of the elephantitis of the noggin. I also like being able to send in my Tenth Doctor to use his Sonic Screwdriver to take out he-who-must-not-be-named whilst Dr. Strange looks on in amusement. Being able to use your own Pops! is a great twist and I am definitely a fan.
I guess I DO like tactical move-around-the-board-and-do-stuff games after all! I just needed a little direction and a good theme to pull me into the genre. I also have the expandalone for the HP version of this that includes Malfoy and Ron, and can’t wait to add those in as well. And let me tell you how much I need the next expandalone that includes Dumbledore, Hagrid, Snape, and Umbridge. I need, like, I NEED to deal some damage to that pink witch SO MUCH. In any case, Purple Phoenix Games gives this one a patronus-fueled 10 / 12. If you are on the fence about this gimmicky-looking game, then let me help you – get it. Play it a lot and play it with lots of other people (when possible). Extra points to Hufflegriffinsnake if you yell out the spell names a la Harold Potter in the movies.

Purple Phoenix Games (2266 KP) rated Raccoon Tycoon in Tabletop Games
Jun 12, 2019
ALERT! This game has railroads! ALERT #2! This is NOT a train game! That makes ME feel lots better. Right now in my life train games and war games scare me. I don’t have the time, and frankly I do not think I am quite smart enough for either. But then this game comes along and it looks intimidating at first. Like games I am not smart enough to play, and that’s a huge compliment. Not because I think I am smart, but because this game seems like it would be way more complex than it actually is.
Technically, the players are these cute little Victorian-era anthropomorphized animals trying to become the wealthiest of all Astorians (the city is called Astoria). This is measured by Victory Points. You gain VPs in several ways and the actions you take on your turn are limited.
What are these actions you can take on your turn? You may take one action on your turn: play a card from your hand to receive commodities (in really great meeples) and increase the price of commodities to be sold, sell commodities from your supply and decrease the price of the commodities by the number sold, purchase a town card using commodities, purchase a building using money earned, or begin an auction of a railroad using money. Each of these actions ultimately affects your opponents as they either adjust the market price of commodities, removes certain coveted assets from the offer, or otherwise depletes their resources. Also, there are mission cards in the box that are just not referenced in the rulebook, but two are to be dealt to the players and one chosen as a hidden goal for endgame scoring.
I will be honest. I would not normally be attracted to this style of game, and I may not have ever purchased it in the wild based on the box. I have zero games like it in my collection, and have not really played many that are similar. BUT, I absolutely love this game. Once you get the hang of the different actions you can really start planning ahead and creating your strategy based on what your opponents are doing and how the commodity market is shaping up. You can block opponents from monopolizing similar types of railroads, preventing them from scoring bulk points. You can just concentrate on liquidating assets for maximum return. All of this can be done by completing just one action on your turn, and it keeps you interested in what your opponents are doing as well. That is a mark of a great game. This isn’t just multiplayer solitaire at all.
Components. The box has really really great artwork on it. In fact, the whole game LOOKS incredible. I have seen some remarks that the artwork on the building tiles is in a different style from the rest of the game and it detracts from their enjoyment and immersion. I disagree. When we played the first time I asked if my opponent noticed the difference in art style and if it detracted from the enjoyment of the game. Nope. The game board is good quality and laid out well. The commodities tokens are really great. I do wish, however, that the meeple shape matched that of the icon shown throughout the game. This is apparent in coal and iron, specifically. The others are fine and they match well enough, but there is a missed opportunity. The town and railroad cards are of good quality, and the building tiles are very thick and chunky – and ultimately not necessary to be so since you don’t really handle them much, but it’s always nice to have deluxe-feeling components. The paper money is of good quality – for paper money, that is. The best component of the game – the 1st player marker. I didn’t get it in the shot below because it just woodent (I did that on purpose) fit! It is a HUGE brown raccoon meeple and it’s marvelous. Know what else I really appreciate? THERE IS NO INSERT. Nothing to throw away as soon as you open the box because undoubtedly once you punch everything and try to put it in the useless insert there is no way so you just throw it away anyway and are left feeling like maybe they could have saved some time and money not worrying about an insert that is actually pointless and detrimental to setup and teardown (I’m looking at you, pointless Fantasy Flight box-space-eater inserts).
I don’t know if you can tell from my verbosity in this review, but I adore this game. It is sleek, it is well-produced, and ultimately it is incredibly fun to play. We at Purple Phoenix Games give this one a VERY enthusiastic 14 / 18.
https://purplephoenixgames.wordpress.com/2019/03/01/raccoon-tycoon-review/
Technically, the players are these cute little Victorian-era anthropomorphized animals trying to become the wealthiest of all Astorians (the city is called Astoria). This is measured by Victory Points. You gain VPs in several ways and the actions you take on your turn are limited.
What are these actions you can take on your turn? You may take one action on your turn: play a card from your hand to receive commodities (in really great meeples) and increase the price of commodities to be sold, sell commodities from your supply and decrease the price of the commodities by the number sold, purchase a town card using commodities, purchase a building using money earned, or begin an auction of a railroad using money. Each of these actions ultimately affects your opponents as they either adjust the market price of commodities, removes certain coveted assets from the offer, or otherwise depletes their resources. Also, there are mission cards in the box that are just not referenced in the rulebook, but two are to be dealt to the players and one chosen as a hidden goal for endgame scoring.
I will be honest. I would not normally be attracted to this style of game, and I may not have ever purchased it in the wild based on the box. I have zero games like it in my collection, and have not really played many that are similar. BUT, I absolutely love this game. Once you get the hang of the different actions you can really start planning ahead and creating your strategy based on what your opponents are doing and how the commodity market is shaping up. You can block opponents from monopolizing similar types of railroads, preventing them from scoring bulk points. You can just concentrate on liquidating assets for maximum return. All of this can be done by completing just one action on your turn, and it keeps you interested in what your opponents are doing as well. That is a mark of a great game. This isn’t just multiplayer solitaire at all.
Components. The box has really really great artwork on it. In fact, the whole game LOOKS incredible. I have seen some remarks that the artwork on the building tiles is in a different style from the rest of the game and it detracts from their enjoyment and immersion. I disagree. When we played the first time I asked if my opponent noticed the difference in art style and if it detracted from the enjoyment of the game. Nope. The game board is good quality and laid out well. The commodities tokens are really great. I do wish, however, that the meeple shape matched that of the icon shown throughout the game. This is apparent in coal and iron, specifically. The others are fine and they match well enough, but there is a missed opportunity. The town and railroad cards are of good quality, and the building tiles are very thick and chunky – and ultimately not necessary to be so since you don’t really handle them much, but it’s always nice to have deluxe-feeling components. The paper money is of good quality – for paper money, that is. The best component of the game – the 1st player marker. I didn’t get it in the shot below because it just woodent (I did that on purpose) fit! It is a HUGE brown raccoon meeple and it’s marvelous. Know what else I really appreciate? THERE IS NO INSERT. Nothing to throw away as soon as you open the box because undoubtedly once you punch everything and try to put it in the useless insert there is no way so you just throw it away anyway and are left feeling like maybe they could have saved some time and money not worrying about an insert that is actually pointless and detrimental to setup and teardown (I’m looking at you, pointless Fantasy Flight box-space-eater inserts).
I don’t know if you can tell from my verbosity in this review, but I adore this game. It is sleek, it is well-produced, and ultimately it is incredibly fun to play. We at Purple Phoenix Games give this one a VERY enthusiastic 14 / 18.
https://purplephoenixgames.wordpress.com/2019/03/01/raccoon-tycoon-review/

Rachel King (13 KP) rated Chocolat (Chocolat #1) in Books
Feb 11, 2019
I have lost count of the number of times I have watched the movie that is based off of this book, so I figured it was time for me to read the book. Like most movies based on books, the movie is only about half true to the book. In this case though, that did not really bother me.
Joanne Harris has a way of writing that has me savoring every word like one of Vianne Rocher's fine chunks of dark chocolate. What I would have given for a few recipes of the dishes she served in La Celeste Praline, especially the pots of chocolate that were served as frequently as coffee. The descriptions of the various confectioneries and even the non-chocolate dishes were detailed with a light touch, so that I never felt too overwhelmed -- but I still wanted to dive into the pages all the same.
All of the characters, large parts and small, were unique and original, even down to the quirky preferences and hidden burdens. I could easily relate to Armande's attraction to the color red and her unrefined mannerisms, as well as Guillaume's indulgence of his pet dog. So many of the characters could pass for people that I encounter every day -- from Roux's skepticism to Josephine's renewed independence to Caro's need to control. These characters will stay with me for a long time.
Probably the most interesting character, aside from Vianne Rocher, is the town's priest, Pere Reynaud. Like most of the rest of the town, he masks inner demons and makes up for them with his profession of choice. Though those inner torments are slowly revealed through the course of the book, I don't feel that his story was completely resolved, or that he even experienced any true character growth.
Vianne Rocher is certainly the most creative character in the book, both easily likeable and eternally mysterious. Haunted by memories of a nomadic lifestyle with her mother, she intermittently addresses her conflicting desires to both travel and put down roots even as her simple, self-taught cooking and hospitality brings about subtle and lasting change in the village of Lansquenet. A thread of fantasy runs through the plot as Vianne hints at the ability to read people's thoughts, choosing not to influence them, and consults her mother's tarot cards in her darker hours of contemplation. She even adds a touch of magic and mystery to her Chocolaterie to draw the wary villagers into the shop. Oh, what I would give to pay a visit to that amazing place myself.
Joanne Harris has a way of writing that has me savoring every word like one of Vianne Rocher's fine chunks of dark chocolate. What I would have given for a few recipes of the dishes she served in La Celeste Praline, especially the pots of chocolate that were served as frequently as coffee. The descriptions of the various confectioneries and even the non-chocolate dishes were detailed with a light touch, so that I never felt too overwhelmed -- but I still wanted to dive into the pages all the same.
All of the characters, large parts and small, were unique and original, even down to the quirky preferences and hidden burdens. I could easily relate to Armande's attraction to the color red and her unrefined mannerisms, as well as Guillaume's indulgence of his pet dog. So many of the characters could pass for people that I encounter every day -- from Roux's skepticism to Josephine's renewed independence to Caro's need to control. These characters will stay with me for a long time.
Probably the most interesting character, aside from Vianne Rocher, is the town's priest, Pere Reynaud. Like most of the rest of the town, he masks inner demons and makes up for them with his profession of choice. Though those inner torments are slowly revealed through the course of the book, I don't feel that his story was completely resolved, or that he even experienced any true character growth.
Vianne Rocher is certainly the most creative character in the book, both easily likeable and eternally mysterious. Haunted by memories of a nomadic lifestyle with her mother, she intermittently addresses her conflicting desires to both travel and put down roots even as her simple, self-taught cooking and hospitality brings about subtle and lasting change in the village of Lansquenet. A thread of fantasy runs through the plot as Vianne hints at the ability to read people's thoughts, choosing not to influence them, and consults her mother's tarot cards in her darker hours of contemplation. She even adds a touch of magic and mystery to her Chocolaterie to draw the wary villagers into the shop. Oh, what I would give to pay a visit to that amazing place myself.

Amanda (96 KP) rated Between the Sea and Stars in Books
Mar 11, 2019
Who doesn't love mermaids? If you don't...well you're entitled to your wrong opinion.
So, I had the opportunity to receive an advanced copy of this book. I enjoy Gadoury's stories. This one was, of course, no exception.
Lena is a merrow (mermaid) helping her brother take care of their father. They aren't rich or poor, but they get by with Javelin's (brother) sell techniques for the market and Lena's hunting skills. Lena dreams of exploring the human world. She hears stories of the merrow queen and how she traded her fin for legs for the love of her life. Tragedy strikes, however, when Lena must flee from the sea to avoid punishment, or worse, death. With the help of the merrow queen, Lena is bestowed a pair of legs and must leave her only family.
Lena is taken in by a poor family and begins working at an inn. Lena soon finds that not all humans are evil, like other merrows believe, but there are some that are truly awful.
First and foremost, do NOT go into this book thinking it's based on Disney. Disney did not write The Little Mermaid. Although the artwork is beautiful and the songs are catchy, it's not the original story. It is a Little Mermaid retelling, but not Disney. So there will be no crabby sidekick, lol.
I loved Lena. She was headstrong and while she had to adjust to whole other world, she was still the same Lena, just heart broken and trying to manage. Merrows have the same views for female merrows. They are expected to marry and bare children and be taken care of. While Lena toyed with the idea when she is proposed to by an old family friend, she's still hesitant.
Lena meets Edwin, a blind old man who can read cards...and knows what she is. We like Edwin, so don't judge. Jace (young son) was the one who found Lena on the beach and brought her to the inn. I'll try to stop there so I don't spoil anything.
I love Gadoury's writing style. You get a clear picture of Lena as a merrow and as a human and what she experiences, good and bad. There are these connections to Lena's life that involve the merrow queen, and her mother. You have to read the story.
My only complaint...
I must wait for a second book!! Oh well.
Grab this book and experience a new story under the sea.
So, I had the opportunity to receive an advanced copy of this book. I enjoy Gadoury's stories. This one was, of course, no exception.
Lena is a merrow (mermaid) helping her brother take care of their father. They aren't rich or poor, but they get by with Javelin's (brother) sell techniques for the market and Lena's hunting skills. Lena dreams of exploring the human world. She hears stories of the merrow queen and how she traded her fin for legs for the love of her life. Tragedy strikes, however, when Lena must flee from the sea to avoid punishment, or worse, death. With the help of the merrow queen, Lena is bestowed a pair of legs and must leave her only family.
Lena is taken in by a poor family and begins working at an inn. Lena soon finds that not all humans are evil, like other merrows believe, but there are some that are truly awful.
First and foremost, do NOT go into this book thinking it's based on Disney. Disney did not write The Little Mermaid. Although the artwork is beautiful and the songs are catchy, it's not the original story. It is a Little Mermaid retelling, but not Disney. So there will be no crabby sidekick, lol.
I loved Lena. She was headstrong and while she had to adjust to whole other world, she was still the same Lena, just heart broken and trying to manage. Merrows have the same views for female merrows. They are expected to marry and bare children and be taken care of. While Lena toyed with the idea when she is proposed to by an old family friend, she's still hesitant.
Lena meets Edwin, a blind old man who can read cards...and knows what she is. We like Edwin, so don't judge. Jace (young son) was the one who found Lena on the beach and brought her to the inn. I'll try to stop there so I don't spoil anything.
I love Gadoury's writing style. You get a clear picture of Lena as a merrow and as a human and what she experiences, good and bad. There are these connections to Lena's life that involve the merrow queen, and her mother. You have to read the story.
My only complaint...
I must wait for a second book!! Oh well.
Grab this book and experience a new story under the sea.

Billie Wichkan (118 KP) rated On My Life in Books
Mar 15, 2019
Framed. Imprisoned. Pregnant.
Jenna thought she had the perfect life: a loving fiancé, a great job, a beautiful home. Then she finds her stepdaughter murdered; her partner missing.
And the police think she did it...
Locked up to await trial, surrounded by prisoners who'd hurt her if they knew what she's accused of, certain someone close to her has framed her, Jenna knows what she needs to do:
Clear her name
Save her baby
Find the killer
But can she do it in time?
This is the first time I have read any novels by this author and I really loved this book.
I could not put this novel down. I read it from cover to cover in the space of a day. It was gripping, compulsive and a truly engaging and absorbing read!
This book is beautifully written, full of red herrings and her description of prison life for a Nonce was well researched. All the way through this book I had to stop reading as it was very distressing at times.
The novel opens with Jenna under arrest for the murder of Emily, her partners 14-year old daughter, after being found covered in blood cradling her dead body. Her partner, Robert, is missing, presumed also murdered and shocking images have been found on her laptop.
She is placed on remand and locked up in HMP Fallenbrook surrounded by prisoners who would certainly harm her if they learn of the crimes that she is accused of. Fearing that she has been framed by someone close to her, she then discovers that she is pregnant. Jenna is determined to clear her name and find the killer. An almost impossible task from inside prison with almost no resources. The cards certainly seem stacked against her.
Along with Jennas harrowing experiences in the prison, there are also flashbacks to her developing relationship with Robert and Emily.
What made this novel different from other novels in the thriller genre is the engagement with social issues associated with inmates, including new and expectant mothers, incarcerated in the U.K. prison system. In her Authors Note Clarke cites her sources and influences. In addition, she visits and teaches in prisons and was provided with firsthand accounts so that she can depict authentically the day-to-day life in a U.K. prison.
I would like to thank the author, Hodder and Stoughton and Netgalley for the advanced copy in return for giving an honest review.
Jenna thought she had the perfect life: a loving fiancé, a great job, a beautiful home. Then she finds her stepdaughter murdered; her partner missing.
And the police think she did it...
Locked up to await trial, surrounded by prisoners who'd hurt her if they knew what she's accused of, certain someone close to her has framed her, Jenna knows what she needs to do:
Clear her name
Save her baby
Find the killer
But can she do it in time?
This is the first time I have read any novels by this author and I really loved this book.
I could not put this novel down. I read it from cover to cover in the space of a day. It was gripping, compulsive and a truly engaging and absorbing read!
This book is beautifully written, full of red herrings and her description of prison life for a Nonce was well researched. All the way through this book I had to stop reading as it was very distressing at times.
The novel opens with Jenna under arrest for the murder of Emily, her partners 14-year old daughter, after being found covered in blood cradling her dead body. Her partner, Robert, is missing, presumed also murdered and shocking images have been found on her laptop.
She is placed on remand and locked up in HMP Fallenbrook surrounded by prisoners who would certainly harm her if they learn of the crimes that she is accused of. Fearing that she has been framed by someone close to her, she then discovers that she is pregnant. Jenna is determined to clear her name and find the killer. An almost impossible task from inside prison with almost no resources. The cards certainly seem stacked against her.
Along with Jennas harrowing experiences in the prison, there are also flashbacks to her developing relationship with Robert and Emily.
What made this novel different from other novels in the thriller genre is the engagement with social issues associated with inmates, including new and expectant mothers, incarcerated in the U.K. prison system. In her Authors Note Clarke cites her sources and influences. In addition, she visits and teaches in prisons and was provided with firsthand accounts so that she can depict authentically the day-to-day life in a U.K. prison.
I would like to thank the author, Hodder and Stoughton and Netgalley for the advanced copy in return for giving an honest review.

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