Search

Search only in certain items:

The Festival (2018)
The Festival (2018)
2018 | Comedy
Jemaine Clement (0 more)
Fairly enjoyable comedy
The Festival is directed by Iain Morris, who co-created and wrote The Inbetweeners show and subsequent movies. It feels just like another Inbetweeners movie too, especially as star Joe Thomas plays what appears to be an exact copy of his Inbetweeners character Simon, pining for his girlfriend and obsessing over her throughout the movie. The result is a fairly likeable and enjoyable comedy, still a lot better than most movie comedies these days, and with some laugh out loud moments. But, you can't help comparing it to The Inbetweeners and, unfortunately, it's just nowhere near as good as that.

In The Festival, Joe Thomas plays Nick, preparing to graduate and soon to head off to a festival with best friend Shane and girlfriend Caitlin. After a cringe-worthy ejaculation gag involving his mother, getting dumped by Caitlin and having a breakdown on stage at his graduation ceremony, Nick becomes depressed and it's up to Shane to try and drag him along to the festival and moveon with life. On the train to the festival they meet up with Amy, who's also on her way to the festival, and when they do finally get there they end up camping right next to ex-girlfriend Caitlin and her friends.

Your level of enjoyment throughout The Festival is going to vary depending on how you feel about festivals as a whole. If you're like Nick for much of the movie, then you're going to share his discomfort with the mud, the toilets and the cramped camping arrangements, laughing at him and his frustrations with it all ("I just want to go home and have a nice shower and a poo!"). If you're a festival goer yourself then you'll revel in the whole experience lived out on screen, as the movie was actually filmed during a real festival. Along the way there's drink, drugs, druids(!) and nudity for Nick to endure as he hopes to get back with Caitlin, and then later on a blue smurf girl who he hooks up with for a one night stand.

The supporting cast are all fairly funny, particularly Hammed Animashaun and Claudia O'Doherty as friends Shane and Amy. But, it's the brilliant Jemaine Clement as Shanes stepdad who manages to steal every single scene he's in and is just hilarious. Sadly though he's not in it as much as he should be.
  
Truth Teller (The Truth Teller Series #1)
Truth Teller (The Truth Teller Series #1)
Kurt Chambers | 2012 | Fiction & Poetry, Science Fiction/Fantasy, Young Adult (YA)
9
5.0 (2 Ratings)
Book Rating
Remember when you were 6 or 7 and first read The Lion The Witch And The Wardrobe? Well I do and the whole 'you could go to another realm and be special' thing was such a key to drawing me into fantasy. And at that age the whole talking animals thing was entirely in keeping with my imagination.

But if you are a little older, nicely into double figures of age. Although the escape to another realm is still a terrific idea, the talking animals are just not going to fit anymore. What you need is a bit of action and likeable characters who are realistic while still being elves and dwarves. But if Narnia is no longer a viable destination at that age, where is?

Truth Teller fits the bill perfectly. Charlotte is a normal ten year old girl on holiday with her family. While wandering around the shops of the local town she finds a strange curio shop. She finds one of the objects in the shop interesting - a sort of snow globe without any snow. The odd little man who runs the shop gives it to her for free, but warns her that the price she pays might not be of the monetary kind.

That night while studying the globe she feels if she is falling into it and finds herself in a cold woodland, where she meets Elder. Very soon it is apparent to her that she is not anywhere near where she should be, if she is even on Earth at all anymore. Elder is an elf and he and his family try to help Charlotte find her way back home. Meanwhile dark forces are stirring and rumours of invasion are spreading.

Chambers has set out to provide an entry point into fantasy for younger (female) readers and has done a sterling job. My immediate reaction to this book was that it is flawless, in idea and execution. Although perhaps a little cliched for grizzle fantasy readers like myself it contains just enough strange creatures - elves, dwarves, giant wolves and druids - and a sprinkling of magic here and there to whisk the plot along. And it is whisked at some pace too, the narrative fluid and always in motion towards the books conclusion without much of a pause for breath.

Charlotte as the main character is well written and prone to modern turns of phrase that baffle her elven friends. Elder the elf boy she meets is charming and friendly even though he is as confused by Charlotte's plight as she is. The other characters are also very well drawn.

The story entwines the various threads into a whole that is easy to read and hard to forget. Reaching the last page was something I dreaded but like a lot of things the end of this book is just the start of the story of the Truth Teller.

If anyone is looking for a first book in fantasy, without the talking animals, this book fits the bill perfectly. Narnia for the iPhone generation? It's pretty close to that.
  
    Kingdom Rush Origins HD

    Kingdom Rush Origins HD

    Games and Entertainment

    (0 Ratings) Rate It

    App

    ***Best Mobile Game 2015 DICE Nominee*** The most addicting tower defense game returns in an...

    Kingdom Rush Origins

    Kingdom Rush Origins

    Games and Entertainment

    (0 Ratings) Rate It

    App

    ***Best Mobile Game 2015 DICE Nominee*** The most addicting tower defense game returns in an...

Mystic Vale
Mystic Vale
2016 | Card Game, Fantasy
The Land needs you, Druid! It is plagued, barren, in need of revitalization and only your Circle can cure it and bring vivacity back to our home. Earn as many VP crystal shards as you can to defeat the other Druids and re-beautify us!

DISCLAIMER: This review focuses on vanilla Mystic Vale. We have most of the expansions in our collections, and we may do reviews on them and how they change the experience. If we do, we will either update this review or link to the expansion reviews here. -T

Okay, so the last part of my intro doesn’t quite make thematic sense, but this is a competitive game. A really good competitive game where there really isn’t a ton of direct player interaction, so if you enjoy merely messing with your opponents’ plans and just seeming like an annoying bee sting, read on.

I will also get this out of the way early: this is my first Card Crafting Game and the first of its type (that I know of, anyway). The concept is explained in the next paragraph. There are now others, but this is the grand-daddy. I was skeptical at first and was late to hop on the bandwagon here, but when I did I was really blown away. You have your own deck of cards that is exactly the same as your opponents’ decks, with a different colored back. Throw those cards into the provided clear sleeves, set up the other decks from which you will be purchasing upgrade cards, and you are setup.

The game mechanics are familiar, where you are pushing your luck to flip over cards from your deck to create a hand of cards… or bust and do nothing. Using the symbols on these cards allows you purchase cards from the current offering grid. Once you have purchased your new card(s) you must put them in the sleeves along with your starting cards to improve those starting cards! How can we do this, you ask? THE CARDS ARE SEE-THROUGH PLASTIC CARDS. Some starting cards are completely blank, and so adding to them drastically increases their value. This is a twist on the old deck building mechanic where you are no longer adding cards to make your deck more plentiful, but you are improving the sleeved cards you already have.

The art on the cards you are purchasing from the offer are printed in a way where information is split into three areas – top, middle, and bottom. So, you may have a starting card that gives you one icon worth of purchasing power with art on the top section. You grab a card to add to that another purchasing icon, with art on the bottom section. Now the next time this card comes up in your hand it is worth two icons to spend on further cards. Simple, right? Well, there are several types of purchasing icons (stars, leaves, paws, etc), not just one general icon. Some cards will furnish you with the other icons that you can use to purchase Vale cards (see photo below). These are powerful cards that can provide VPs and other actions to propel you to victory.

There’s so much in this game, even with just the vanilla base cards, that I just cannot explain everything here. So I won’t. If you have questions, do let me know. Speaking of the base game, here’s what you get.

A box. The box is decent size and will accommodate an expansion. I believe it is supposed to handle more than one, but in my experience, I wasn’t able to fit a whole lot in there with the provided insert. So I made my own. The VP tokens are great. The plastic cards are really great, but they have a strange (or familiar if you have played games like Gloom) smell to them that takes a bit to get used to smelling. Also, the cards come with a protective cling-film layer that will eventually start peeling off. These are used to facilitate printing on the plastic, and can be kept on or taken off – your preference. I’ll tell you what though. The art on this game is absolutely stellar. I really haven’t seen much better on a game, so I definitely am keeping my protective film on mine. The sleeves are decent, but I have had a few blowouts from usage. The game comes with more sleeves than is necessary, so I am hoping I never run out.

This review is long enough, but I wanted the reader to know that I hold this game in VERY high regard. It is well entrenched in my Top 10 list, and I don’t see it moving downward any time soon. The expansions definitely add a ton of replayability to it, but even as is, Purple Phoenix Games gives this one a revivified 21 / 24.

https://purplephoenixgames.wordpress.com/2019/03/15/mystic-vale-review/
  
Broom Service
Broom Service
2015 | Card Game, Fantasy
A show of hands for all of us who have dressed for Halloween as a witch, wizard, druid, fairy, or the like. My hand is raised. How awesome would it be to actually have power to fly – even by broomstick? Or to make some excellent magic potions? Well daydream no more. Broom Service puts you into the world of flying witches and gathering druids and even Weather Fairies all to help your business deliver potions to towers and other buildings with magical tenants.


At its heart Broom Service is a trick-taking card game with pick-up-and-deliver mechanics flowing to the board. Each player will be attempting to supply the board’s towers and castles with magic potions, but they will need to craft them first. AND one does not simply HAVE potion ingredients handy – they need to gather the correct supplies. The winner of Broom Service is the player who best can supply areas of the board by claiming tricks to increase production of said potions.
To setup place the board in the middle of the table (I am waiting for a game to come along that asks you to place the board in the Northwest quadrant of the table or something similar). Populate the board with the proper Heavy Cloud tokens to be whisked away by players for points and access to additional board areas. Place player score tokens on 10 VP along the VP track. Shuffle the Event deck and randomly place seven cards in a draw pile, revealing one into the discard. Each player will receive their two witch hat pawns to be placed on the main castles, a deck of 10 role cards from which they will choose four each round, a set of one each of the three colors of potions, and magic wands per the rules. The game can now begin!

On a player’s turn they will choose one of their four role cards and place it face down in front of themselves. Once all have done this, the starting player will announce their chosen role and declare that they wish to be Cowardly or Brave. For instance, a player may say, “I am a Cowardly Fruit Gatherer” whilst revealing their role card. By declaring Cowardly, the player immediately performs the action on the bottom of the card for Cowardly Fruit Gatherers: produce one purple potion. In order to perform the actions on top of the card the player would need to declare that they are Brave. The player will not perform the action quite yet as now play continues to the next player in line who, if they also chose to play the Fruit Gatherer card, will declare if they will also be Brave. If so, the newest player to claim Brave will be essentially winning the Brave Fruit Gatherer trick. This continues around the table until the very last Brave Fruit Gatherer has declared and won the trick. The winning player then performs the action while all other previous Brave Fruit Gatherers receive NOTHING. Brutal.

The game continues in this fashion of players bidding on Brave roles for better results (as in the example, a Brave Fruit Gatherer is able to make two purple potions AND another potion of their choice) until players have played seven rounds. They then add up their points per the rule book and the winner is determined!


Now, this is a brief explanation of the trick-taking aspect of the game, but other roles actually allow players to deliver the potions made, and still others allow players to use their magic wands to whisk away Heavy Clouds for VPs and remove their board space blocking qualities. Each time a potion is delivered, the player will earn VPs. The trick-taking aspect is simply the gist and also crux of the game.
Components. I love the components in Broom Service. The board is nice and super colorful, with all areas easy to read and understand (though some players have issues with where the towers actually lie on the board, but you must look at which area the BASES of the towers touch to determine this). The cards have wistful artwork on them and the art throughout is stellar. The wooden witch hats and potions are all great, and I love the colors used on these – I mean, orange and purple go super well together. And then there’s green. All in all the components in Broom Service are just great.

That said, I give Broom Service excellent marks because it truly is a better implementation of its predecessor, Witch’s Brew, in almost every aspect (even though my wife disagrees). The art is better, the components are better, the addition of the board and its mechanics add so much to the game. I love being able to travel to different areas of the board to deliver items, and I really don’t have too many pick-up-and-deliver style games, so this really fills a niche in my collection. Also, on another personal note, Halloween happens to be my favorite holiday and Broom Service is certainly a game for that season. I am definitely not alone in my assessment of this one, as Purple Phoenix Games gives Broom Service a whooshy 14 / 18. Come at me on this one because I am defo a Brave Mountain Witch… or just a normal reviewer who likes this game a whole lot.
  
The Druid Master
The Druid Master
2021 | Card Game
When it comes to fantasy worlds, I often think of powerful parties going on epic adventures – fighting monsters, delving through dungeons, and saving the world! But what about when the adventure is over and the party comes home? What do they do in their day-to-day lives? Well, The Druid Master helps give us a glimpse into the regular life of a Druid. Being the local healer might not always be glamorous, but hey, it’s a living!

Disclaimer: We were provided a PnP of The Druid Master for the purposes of this preview. The artwork and design of the cards is not yet finalized, so what you see pictured below is not necessarily what the production copies will look like. It is also important to note that although the game is about natural medicines/remedies, it does not replace professional medical advice and treatments. -L

In The Druid Master, players will take on the roles of (you guessed it) Druids who have mastered the ancient arts of healing, through use of plants, herbs, and other natural elements. Ailing patients will come to you (and your rivals) for help, so you must work quickly to concoct the most effective remedy to heal them back to normal! To setup for a game, each player receives a Player Screen, 1 Effect card, and 7 Plant cards. The remaining Effect and Plant cards are shuffled to form draw decks, and the Event deck is placed nearby as well. Place the deck of Patient cards facedown within reach of all players, and set the Cure tokens to the side. The game is now ready to begin!

Over the course of 8 rounds, players will be using Plant and Effect cards to best help the ailing Patient for each given round. Once the 8th and final Patient card has been resolved, points will be counted to determine the ultimate Druid Master! To start a round, an Event card will be revealed. These Events will alter the round in some way, putting your strategic thinking to the test. For example, an Event card might limit the number of cards you can play this round. After the Event is resolved, the Patient card will be revealed for all players to see. The Patient will have a list of symptoms/ailments, with a percentage corresponding to the severity of the issue. Each player will then secretly select 1-3 Plant cards from their hand to be used to heal the Patient. The different Plant cards offer remedies for the various symptoms/ailments, and also list a corresponding percentage as to how much it will help. Effect cards can also be used during this phase of the game to obtain bonuses/negatively affect opponents. Use them wisely!


Once everyone is ready, all Plant cards will be revealed, and players will determine who has best cured the Patient. Compare the percentages on your Plant cards against those of the Patient – if you have failed to completely cure a symptom, take a Cure token that represents the missing percentages from your played cure. When all Plant cards have been checked, the player that was able to Cure the Patient completely (was able to match all Patient percentages with their played Plant cards) is the winner of the round. They will take the Patient card for end-game scoring. If nobody completely Cured the Patient, the player who accumulated the least number of Cure tokens (thus curing the most Patient percentages of the group) wins the round and collects the Patient card. All Plant and Effect cards used this round are discarded, and each player will draw 2 new Plant cards for the next round. Play continues in this fashion until the 8th Patient has been Cured. Players will count up their points earned from Cured Patients, and the player with the highest score is named the winning Druid Master!
I should say right off the bat that I’m not really a person who is into natural medicine. But my personal preferences do not stop me from playing and enjoying The Druid Master. If you think about it, natural medicine is very thematically appropriate for fantasy worlds, so it makes sense in this setting. Ok, so what about the gameplay? It is very straight-forward, which lends itself to fast teaching, learning, and playing. Ultimately, you are trying to match your Plant cards as best you can to the Patient card in play. And since you can only play a maximum of 3 cards each round, you really have to consider your options. If you aren’t able to completely Cure the Patient, can you play your Plant cards in such a way that you will collect the fewest Cure tokens? It’s all about how you strategize. Another thing that I really like about the gameplay is that all Plant cards are selected secretly and revealed simultaneously. So nobody is at an advantage by being able to see that an opponent was not 100% successful. It adds a little element of risk and hidden information to the game that makes it more engaging.


As I mentioned earlier, this is a PnP version of the game, so these components are not what will be received in a production copy. Also, the card layouts and artwork are not completely finalized either. But going on what I have, I do like the simplicity of the components. The symbolism is clear, the percentages are easy to read, and the text/pictures are informational as well. Once this game is printed on real cards and with cardboard tokens, I know it will be a decent quality production.
So overall, how does The Druid Master fare? I’d say fairly well. The rules and gameplay are straight-forward, it is fast and easy to teach and play, and it keeps all players engaged throughout the entire game. This is certainly not the most complicated or heavy game in existence, but it does offer hints of strategy that will keep the gameplay fresh and players invested. If you are looking for a nice little filler-type game set in a fantasy realm, I would recommend checking out The Druid Master. It is coming to Kickstarter soon, so be on the lookout!