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Brazen (Gilded, #3)
10
10.0 (1 Ratings)
Book Rating
<b><i>I received this book for free from Publisher in exchange for an honest review. This does not affect my opinion of the book or the content of my review.</i></b>
I love <i><a title="Gilded review" href="http://www.bookwyrmingthoughts.com/review-gilded-by-christina-farley"; target="_blank" rel="noopener tag">Gilded</a></i> and all (<i>Silvern</i> is my least favorite), but <i>Brazen</i> is either a tie or my favorite of the entire series.

The third and final book in the <i>Gilded</i> series takes off shortly after <i>Silvern</i> when Jae Hwa signs a contract with Kud, Lord of Darkness and Chaos, to leave behind her family and past life in exchange to save Marc's life. Under Kud's control, Jae Hwa finds ways to save Korea and possibly the world from Kud's potential rule.

There is never a dull moment in <i>Brazen</i> – the book is more action-packed and exciting than the first two books combined (those were exciting in and of themselves, but <i>Brazen</i> is so much more). Jae Hwa's seriously kick butt side also appears as Jae Hwa runs against time to find the Black Turtle orb and returning it to the Heavenly Chest before she loses her humanity or Kud finds the orb for himself. With the contract between Kud branded on her arm, Jae Hwa basically has no one on her side – the Guardians want her head on a platter, Marc is cold and indifferent towards her as expected from the Guardians, and Kud holds the constant threat of harming her loved ones on her head.

But even though almost everyone is against her, Jae Hwa is slowly losing her humanity, and Kud seems to be onto her act sometimes, Jae Hwa still manages to evade revealing her true intentions to the lord of Darkness.

Farley also introduces readers to a little bit of Chinese mythology and history on Jae Hwa's search for the final orb, with plenty of life-threatening trials and obstacles that consist of mercury, tombs, and skeletons (plus, drowning). It also promptly demanded me to suggest that Christina pull a Rick Riordan and collide Chinese and Korean mythology together in a spin-off series (I just read the Percy Jackson/Kane Chronicles crossover at the time...). Fangirl me squealed when Christina said she loved the idea. (Now I'm really going to start counting my lucky book stars for that to happen.)

In reality, the idea is partially for a selfish reason and I honestly don't want to be done with the entire series. Even though I had a few bumpy occurrences with the characters a few times in Gilded and <i><a title="Silvern review" href="http://www.bookwyrmingthoughts.com/arc-review-silvern-by-christina-farley"; target="_blank" rel="noopener tag">Silvern</a></i>, I've actually grown to like Jae Hwa and company. All of them have grown so much in the three books that it's really hard to let them all go and carry on with their happily fictional lives.

I also envy anyone who hasn't reached the final book yet. &gt;_&lt; (But I wouldn't have been able to "shove" the book in a friend's face if I didn't get introduced to the series.)

<a href="https://bookwyrmingthoughts.com/arc-review-brazen-by-christina-farley/"; target="_blank">This review was originally posted on Bookwyrming Thoughts</a>
  
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Purple Phoenix Games (2266 KP) rated Tiny Epic Quest in Tabletop Games

Jul 29, 2019 (Updated Jul 9, 2020)  
Tiny Epic Quest
Tiny Epic Quest
2017 | Adventure, Dice Game, Fantasy, Video Game Theme
Our next review in the Tiny Epic series is Tiny Epic Quest! I know that we have not been reviewing them in chronological order of release – we are kind of just reviewing them in the order we have discovered and played them. Every Tiny Epic game has its own place in the family, so how does Tiny Epic Quest fit in? Keep reading to find out!

A world at peace has been thrust into chaos once more as mysterious portals have opened across the lands, spewing forth treacherous Goblins! The citizens need heroes – and that is your specialty! Traverse the lands to fight Goblins, learn magic spells, and delve into ancient temples to find powerful artifacts to aid in your battle for good.

Disclaimer: I do not intend to rehash the entire rulebook in this review, but give a general overview of the rules and the gameplay. If you want to read the rules more specifically, pick up a copy of the game at your FLGS or directly from the publisher. – L

Tiny Epic Quest is a game of area movement, dice rolling, and push your luck, in which players are trying to amass the most end-game victory points. How do you earn VPs? By completing quests, fighting Goblins, and learning spells! A game of Tiny Epic Quest is played over 5 rounds, and each round is broken into 2 phases – the Day Phase and the Night Phase. The Day Phase consists of 4 turns where you will can move your heroes. A turn plays out like this: the starting player selects one of the 5 available movement cards and moves 1 hero according to those restrictions. Following clockwise, each other player may move 1 hero in the same manner, or choose to Idle and not move. Once everyone has moved or idled, the next turn starts and play continues as before. After 4 movement cards have been performed, the Day Phase ends.

Moving on to the Night Phase, players have the opportunity to perform the actions associated with the card regions onto which they moved during the Day Phase. If you moved to a Goblin Portal, for example, you now have the chance to fight. On your turn in the Night Phase, you will roll the Adventure Dice and resolve them in an attempt to complete your goals – defeating goblins, completing temples, or learning spells. Quests can be completed in either the Day or Night Phase, depending on the requirements. When you complete a quest, collect the card and hang onto it for end-game scoring. The Night Phase ends when all players have opted to Rest (either by choice or by becoming exhausted), and the round is over. Perform the round resolutions (refill goblin portals, etc.), and then continue on to the next round. After 5 rounds, tally up your VPs, and the player with the most is the winner!

For such a ‘tiny’ game, Tiny Epic Quest definitely has a lot going on. The amount of strategy required for this game is pretty intense. You not only have to decide where to move your heroes, you also have to think about what you want to do and how you want to earn your VPs. Do you want to take a combative approach and try to kill as many goblins as possible? Do you want to try your luck at learning high-level spells? Or is your strategy dictated by the current quest cards in play? Not only do you have to figure out your own strategy, you are also trying to figure out how your opponents are playing as well. Will you try to beat them to a temple first or will you let them do their own thing as long as they don’t interfere with your plans? There is no single right way to play this game, and that’s what makes it so engaging and fun with every play.

That being said, this game also has a fair amount of push your luck in the form of the Adventure Dice. Not all of the die faces are beneficial to you, and they are resolved in a specific order. Damage always is dealt to you first, and if you take too much damage, you immediately become exhausted. When that happens, all of your heroes are returned to your starting castle, and any progress you had made on goblin fights, temple tracks, or spell-learning is lost. You really have to be thinking about how far you are willing to go, and if it is worth one more roll of the dice to risk success or complete failure.

Tiny Epic Quest is kind of a double-edged sword for me. I enjoy games that require decent strategy, but I also am not too fond of push your luck games. This game can sometimes feel like it’s working against you – all of your strategic setup in the Day Phase could be undone with some unfortunate dice rolls in the Night Phase. No matter how solid your strategy is, the dice will ultimately seal your fate. Don’t get me wrong, part of the fun of Tiny Epic Quest is figuring out how to bounce back after a poor Night Phase. But dice can be brutal sometimes and that can take away from your enjoyment.

So where does Tiny Epic Quest fit into the family? I would say it’s a cousin that you like, but don’t see too often. I enjoy playing this game from time to time, but it is definitely not my go-to Tiny Epic game. The rulebook could use some simplification, and for being a Tiny Epic game, it is kind of a table hog. Some of the strategy for me is negated by the dice-rolling mechanic, but it could also be because I am a notoriously bad dice roller… Would I recommend Tiny Epic Quest? Ultimately, yes I would. I may not personally like some of the aspects of play, but the game itself is engaging and entertaining. If you haven’t checked this one out yet, give it a shot! Purple Phoenix Games gives Tiny Epic Quest a valiant 9 / 12.
  
Hunting Sasquatch
Hunting Sasquatch
2017 | Dice Game, Party Game
Sasquatch. Nessie. La Chupacabra. The Jersey Devil. These are all examples of what is called “Cryptids.” These cryptids are mostly fairytale creatures, and have not been substantiated yet, but many a fool have hunted them nonetheless. You are one of those fools. Your target? Information on Sasquatch. Yeah, you might find other clues to fellow cryptids along the way, but you really need that sweet sweet clear photo to be crowned King Fool!

Hunting Sasquatch is a competitive press-your-luck card and dice game where players are attempting to gather clues to catch Sasquatch. The winner will be the player with the most Victory Points at the end of the game, if any VP are to be had before too many Hunters go missing in the woods.

DISCLAIMER: We were provided a prototype copy of this game for the purposes of this review. These are preview copy components, and I do not know for sure if the final components will be any different from these shown. Also, it is not my intention to detail every rule in the game, as there are just too many. You are invited to download the rulebook, back the game through the Kickstarter campaign, or through any retailers stocking it after fulfillment. -T


To setup shuffle the Location cards (big ones) and reveal as many locations as are players. Shuffle the Hunter cards and deal three to each player. Shuffle the Hunter’s Arsenal cards and place its deck near the Hunter deck on the table. Separate the various tokens by type and place them on the table nearby as well. Have the dice accessible to all players and the game may begin!
On a turn the active player will choose one of their Hunters to visit a Location. The Hunter may visit one of the face-up Locations or draw one to be placed on top of one of those revealed. If the Hunter draws a new Location they MUST visit this newly-revealed Location.

The Hunter then rolls all eight of the green Hunter Dice. If the Hunter had gained any Anti- tokens (anti-camera, anti-book, etc) then those Anti- tokens cause matching dice to be removed from the turn immediately. The Hunter may now spend any Wildcard Tokens they may have earned previously to rotate a die’s value to anything wished.

Once the roll is ready to be resolved, the Hunter will reference the Location they chose for dice values. Each Location has Lost Conditions on the left and Victory Conditions on the right of the card. The Hunter must fill as many Lost Conditions as they have matching dice, and may then assign Victory Conditions dice to their places on the card. Should a Hunter fill up the Lost Conditions spaces with dice the Hunter is then lost to the hunt and their Hunter Card is discarded. Should the Hunter avoiding becoming lost and fill up the column of Victory Conditions they will score the booty from the box in the lower right-hand corner of the Location card (mostly VP, Evidence Tokens, Wildcard Tokens).

If neither column of icons on the Location Card have been filled completely and there are still dice available, the black Fate Die may be rolled. A successful Fate Die roll shows a lucky horseshoe and allows the Hunter to re-roll the available dice. An unsuccessful Fate Die roll shows a bear trap icon and forces the Hunter to apply the Trap conditions on the lower left-hand corner of the Location Card (usually Anti- tokens).


The game ends once a certain number of Hunters are lost (depending on number of players) or once any Hunter has collected all five Evidence Tokens.
Components. Again, this is a prototype copy of the game, so components will most likely be different as a result of a successful Kickstarter campaign. That said, I can comment on the direction the game is going, and I like it quite a bit. The tokens will need to be improved to be more usable, and obviously the dice will upgraded, but other than those I like everything else going on here. The cards are nice, easy to read, and have great artwork on them. Similarly the Location Cards are probably my favorite components of the game because they feature hilarious and wonderful artwork. The game looks great as is, but I am eagerly looking forward to what it will be once completely finished.

The gameplay is kind of a crapshoot in my experience. I have had several plays where too many Hunters were lost too quickly and the game ended in five minutes. I have also played games where Lady Luck was on my side and I was rolling like a king. I managed to get three Evidence Tokens that time. Each one of my games have ended in surpassing the total number of Hunters lost, but I feel like the game is winnable. Just probably by someone luckier than me.

I do really love dice games, and when they allow players to alter the face values, or the game alters them I find a great deal of satisfaction. And that is what Hunting Sasquatch delivers. It is a dice chucking game with dice alteration, amazing hilarious art, and a pretty tough difficulty level. It is perfect for gamers who enjoy dice games but find most to be too lame and easy.

I love this theme. I love this art style. I love the gameplay. I do not love the tiny and thin tokens (but I pray they get a huge upgrade for the final version). Hunting Sasquatch is another winner from Spyglass Games, who brought us the incredible VENOM Assault. I am a big fan of the games this publisher is putting out there and if you are like me, I think you will also like this one a lot. I invite you to check out their Kickstarter campaign when it launches, and remember: cryptids are just made-up stories. They cannot come to your campsite and eat all your jerky.
  
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Hazel (1853 KP) rated Stork Mountain in Books

May 25, 2017  
Stork Mountain
Stork Mountain
Miroslav Penkov | 2016 | Fiction & Poetry
7
7.0 (1 Ratings)
Book Rating
Captivating
I received this book for free through Goodreads First Reads.

Bulgarian-born, short storywriter Miroslav Penkov has turned to full-length novels with this captivating book, Stork Mountain. Set in the Bulgarian Strandja Mountains on the border of Turkey, he explores religion, mythology, the past and the present in a society affected by long-term political unrest.

The narrator, a young man who remains nameless throughout, relocated to the United States of America as a child after the fall of Communism. Now he returns to his home country to find his grandfather, an elderly man he lost contact with three years ago. However his real motive is purely for self gain: to sell his section of the family land in order to pay off student loans and his rising debt.

Naturally, things do not go according to plan. The protagonist finds his grandfather hiding in the village of Klisura, a place divided between the Christians and the Muslims. He also discovers that there is no longer any land for him to sell, making his journey fairly pointless. Instead of returning to the Western world, he stays in his grandfather’s house and, very slowly, begins to learn the truth about his family’s past, the man his grandfather once was, and the superstitious pagan activities still affecting some of the village’s inhabitants today.

Stork Mountain is full of the history, folklore and mythology of a little known about European country. Although ultimately a contemporary novel, there is a lot to learn about events that led up to southern Bulgaria’s current condition. As well as being informative, Penkov plays with his readers’ hearts by including a Romeo and Juliet-esque relationship between the narrator and a Muslim girl, and also reveals a similar affair between a younger Grandfather and the girl of his dreams.

Books containing politics are often reserved for those with particular interest in the topic, however Stork Mountain is suitable for a much larger audience. The inclusion of Bulgarian folklore adds a dark fairytale-like quality to the story; and the romance, something for the reader to latch onto.

On reading the blurb I jumped to the conclusion that this book would be boring. I was wrong. Whereas stories with similar themes can be hard going, Stork Mountain was fast paced and easy to read. There were a few confusions about who was talking or whether the narrative was about the past or the future, but these issues may be something that is improved upon as the author finds his groove in full-length novels.

Even if, like me, you have prejudged this book to be boring, I urge you to give it a go. You may find yourself pleasantly surprised. Miroslav Penkov definitely has a future in the world of literature.
  
Our Chemical Hearts
Our Chemical Hearts
Krystal Sutherland | 2016 | Young Adult (YA)
4
6.0 (4 Ratings)
Book Rating
*I received a copy of this book from Netgalley and the publisher in exchange for an honest review*

So this is another book that was on my #Beatthebacklist TBR for 2017 and I don’t really know how I feel about this book!

Henry Page has always seen his friends fall in out of relationships so many times but that has never appealed to him before, he is more interested in his studies and becoming editor for the school newspaper. This all changes when Grace Town starts at Henry’s school and is offered co-editor. Grace is not like normal girls, she wears boys clothes, walks with a limp and her eyes constantly look pained. Whilst Henry gets to know Grace, he discovers the dark truths and how broken Grace Town really is.

My feelings on this book can be summed up in one word….MEH! I wasn’t blown away but I didn’t hate it either. I liked that this was told from a male perspective although written by a female author. I loved that there were references to fandom in the book.

At times this book was frustrating to read just because Henry knew that Grace was a broken soul and she had been telling him that and he just kept going back for more and get hurt over and over again. The problem is he see’s a picture of Grace on Facebook before all her troubles began and he wanted her to be like she was and he felt like he saw glimpses of that person break through when he was with her sometimes,however she was never going to be the same again and Henry just didn’t seem to realise this.

The characters were a bit hit and miss with this book, I really didn’t like his best friends. One was just portrayed as a stereotypical Australian with bad jokes and Lola just didn’t seem realistic. Henry was frustrating and a bit stalkerish. Grace was actually the only character that I thought felt genuine, she had flaws, she was grieving and very secretive about her past and she was a really fleshed out, three-dimensional character.

This is a short review as I don’t really know what to say. This book deals with grief, self harm and first loves. This has been compared as a hybrid between John Green and Rainbow Rowell. I can tell you now that the characters in this book are not as pretentious as the ones in TFIOS(sorry fans of John Green), but the book doesn’t have the same emotion and connection as Rainbow Rowell’s books.

I rated this book 2 out of 5 stars
  
Eminence Hill (2019)
Eminence Hill (2019)
2019 | Western
7
7.0 (1 Ratings)
Movie Rating
Characters – Noah is the leader of a religious group, he takes it into his own hands to play judge jury and executioner in his community and doesn’t take to lightly towards the Tullis Gang coming into his territory. Royce Tullis is the leader of the gang with his love Gretchen, they have been targeting jurors who sentenced his brother to death and now finishing their killing spree, they look to escape, only they both find themselves questioning their actions while being held captive by Noah. Quincy is the lawman that is trying to track down the Tullis Gang, he is uses his gun skills when needed and can read a person through any conversation.

Performances – Barry Corbin does bring his character to life in this film to change the tone of what we had seen. Clint James and Dominique Swain are both strong as the outlaw figures, not being full blown crazy evil like members of their gang. Owen Conway is the star of the show with his calm calculated character.

Story – The story here follows an US Marshall tracking down a group of outlaws, who have fallen into the hands of a religion community that want to make them pay for their sins. We do follow three different sides of the stories unfold, we get the outlaws planning their escape, they have US Marshall planning his way of capturing them and the religious group wanting to stay out of world’s view. We do get to see each side develop and with secrets behind certain ones being held back long enough. We do get to see just how every does feel like a chapter in a Red Dead Redemption chapter, where the outlaws meet a random group which will be the problem they need to overcome, while avoiding a fate coming for them.

Western – The western side of the film is well designed, showing us the outlaws, bounty hunter and strange groups that could have been built up not knowing too much more outside their comfort zones.

Settings – The settings are well crafted sets for the town, while the open plains represent the world in the era the film would be set in.


Scene of the Movie – Noah’s dinner offer.

That Moment That Annoyed Me – We could have spent more time on the Royce hunting down jurors.

Final Thoughts – This is a western that plays everything out well, without being as edgy as the subject matter wants to be, the religious group could have gone a lot darker, with plenty of signs of this, while the Marshall is the most interesting characters of the whole cast.

Overall: Western by the book.
  
Running with the Devil (2019)
Running with the Devil (2019)
2019 | Crime, Drama, Thriller
Characters – Noah is the leader of a religious group, he takes it into his own hands to play judge jury and executioner in his community and doesn’t take to lightly towards the Tullis Gang coming into his territory. Royce Tullis is the leader of the gang with his love Gretchen, they have been targeting jurors who sentenced his brother to death and now finishing their killing spree, they look to escape, only they both find themselves questioning their actions while being held captive by Noah. Quincy is the lawman that is trying to track down the Tullis Gang, he is uses his gun skills when needed and can read a person through any conversation.

Performances – Barry Corbin does bring his character to life in this film to change the tone of what we had seen. Clint James and Dominique Swain are both strong as the outlaw figures, not being full blown crazy evil like members of their gang. Owen Conway is the star of the show with his calm calculated character.

Story – The story here follows an US Marshall tracking down a group of outlaws, who have fallen into the hands of a religion community that want to make them pay for their sins. We do follow three different sides of the stories unfold, we get the outlaws planning their escape, they have US Marshall planning his way of capturing them and the religious group wanting to stay out of world’s view. We do get to see each side develop and with secrets behind certain ones being held back long enough. We do get to see just how every does feel like a chapter in a Red Dead Redemption chapter, where the outlaws meet a random group which will be the problem they need to overcome, while avoiding a fate coming for them.

Western – The western side of the film is well designed, showing us the outlaws, bounty hunter and strange groups that could have been built up not knowing too much more outside their comfort zones.

Settings – The settings are well crafted sets for the town, while the open plains represent the world in the era the film would be set in.


Scene of the Movie – Noah’s dinner offer.

That Moment That Annoyed Me – We could have spent more time on the Royce hunting down jurors.

Final Thoughts – This is a western that plays everything out well, without being as edgy as the subject matter wants to be, the religious group could have gone a lot darker, with plenty of signs of this, while the Marshall is the most interesting characters of the whole cast.

Overall: Western by the book.
  
Unmatched: Cobble &amp; Fog
Unmatched: Cobble & Fog
2020 | Book, Card Game, Fantasy, Fighting, Miniatures
You know when you read a rulebook and you just know you are going to love the game? This was me whilst reading the rulebook for Unmatched: Cobble & Fog. I will go into more detail why I enjoy the game near the end of my review, but just know, I loved it from the start.

In Unmatched: Cobble & Fog (which I will be calling Unmatched from here) players will be taking on the roles of either Dracula and his Sisters, Sherlock Holmes and Dr. Watson, Invisible Man, or Dr. Jekyll and Mr. Hyde in a battle to the death to claim victory in this, “Who would win in a fight”-style skirmish fighting game. The last hero standing wins, so as one of my favorite characters in literary history says, “The game is afoot.”


DISCLAIMER: Even though this review is for the Cobble & Fog version of Unmatched, the rules are the same throughout the entire Unmatched family of games. I have the original Unmatched: Battle of Legends, Vol. 1 and it plays exactly the same. I prefer the characters in this version, so that’s why I am reviewing it specifically. -T
To setup, the players will choose which side of the board they wish to play and set it on the table. Next, players will choose their hero and gather all accoutrements associated with their choice. All heroes come with a deck of 30 action cards, a mini of their figure, a character card, at least one health dial (more if their sidekicks have more than one health point), and some characters will have sidekicks that have tokens, or tokens for other reasons. The youngest player places their mini on the space with the number 1 on the board, and then the rest of the players place theirs on subsequently-numbered spaces. Players shuffle their decks of action cards and draw five cards for their first hand.

On a turn a player may take two actions from the choice of: Maneuver, Scheme, Attack. When a player chooses to Maneuver they will draw a card into their hand, then move the amount of spaces noted on their character card (typically two spaces). These movement values may be boosted by also discarding additional cards for their boost value and adding it to the number of spaces moved.

All action cards will specify which character may use it for attack, defense, or Scheme action. These Scheme cards have a lightning bolt icon on them to indicate that they are played face-up to the table, resolved, and then discarded.

Finally, if a melee-based character is positioned adjacent to an opponent, or if a ranged character is in the same zone as an opponent, they may Attack said opponent. To Attack, the active player declares which opponent will be attacked, and each player involved will choose cards from their hands to use in the battle. The attacking player will need to use attack or versatile (either used for attack or defense) cards to try to inflict damage, while the defending player will need to play defense or versatile cards in defense. The difference of the values printed on the cards will determine which character wins the battle and if health points are to be deducted from the health dial.

Many cards will have action instructions that trigger either immediately during battle or even after the battle concludes. Resolve these actions when appropriate and try to stay on your feet.


Play continues in this fashion of moving around the board to gain cards or using the cards to scheme or attack/defend. The winning player is they who survives at the end and vanquishes all foes on the board.
Components. I love everything about the components in this game. The box is great. The insert is really incredible and well thought out. The cards are great quality and the game features spectacular art all around. The minis are cool and luckily are fitted inside colored bases to remind players which mini is theirs. The sidekick tokens are excellent thick plastic and color-matched to the bases of their hero counterparts. The board is nice and double-sided, and all the rest of the cardboard components are excellent.

It’s no secret here – I absolutely love this game. I have always been a big fan of Sherlock Holmes, and this set also includes other interesting characters to play. Each one is highly unique in style and that’s one of the reasons I am so intrigued by this system. I say system because this is not the only game in the Unmatched family. As of today the Unmatched system boasts all of these as playable characters from different sets: King Arthur, Alice, Medusa, and Sinbad from the “Battle of Legends, Vol 1” set; Robert Muldoon and raptors from the “Jurassic Park, InGen vs Raptors” set; the “Robin Hood vs Bigfoot” set; Bruce Lee; and Buffy, Spike, Willow, and Angel from the “Buffy the Vampire Slayer” set in addition to these here. I know more Jurassic Park sets are on the horizon, and I just cannot wait to see what other sets will be released in time.

Why do I love this game so much when I am not really a fan of moving and dueling games (I’m looking at you Mage Wars)? In these style of games I feel the movement is unnecessary as I just stand and fight. In this system, the only way to draw more cards from your deck is to enact the Maneuver action. There have been several times where I didn’t necessarily want to initiate a battle, but I saw opponents sitting with no cards in their hand. That means no defense cards can be played. Easy chunks of health taken by picking off the stationary few. Unmatched forces players to move around and I love that. Yes, there are opportunities to unleash giant blows or have double-digit health drops in battle, and that’s just delicious. Also there are times during play where mathing out exactly where to place your mini or sidekick is paramount to lay plans of ambush.

I mentioned earlier that I knew right away I would love this one. Opening the cover of the rulebook sold me immediately. As this set utilizes literary characters found in old timey Europe the game utilizes a period art style as well and I’m still fawning over it. Everything clicks for me and I can now understand why so many people were dying (not literally) to get copies of the game Unmatched is based on, Star Wars: Epic Duels. It is extremely fun and each character is interesting and unique. Purple Phoenix Games gives this one a well-earned GOLDEN FEATHER AWARD! If you need a skirmish style game with excellent theme and art, you must grab this post haste. If you and I fall on the same side of the coin with our gaming preferences you NEED to have this in your collection.

I don’t know how many other sets I will be looking to add to my collection at this point, but I cannot tell you how excited I would be to pit Bigfoot against Bruce Lee. Or King Arthur against Dracula. It just feels epic and wonderful. Great job to the team at Restoration Games. This is a huge win for my collection.
  
The Trial of the Chicago 7 (2020)
The Trial of the Chicago 7 (2020)
2020 | Drama, History, Thriller
The epic ensemble cast (1 more)
The direction from Aaron Sorkin
“Trial” is a less wordy triumph for Sorkin
So, "The Trial of the Chicago 7" is one which I was unfortunately unable to catch on its short "Oscar-nom" cinema release, but is now on Netflix. And boy, for older viewers who prefer historical drama over wham-bam action, this is definitely worth the watch.

I know a decent bit of 20th century history, but this is a story I knew nothing about. At the 1968 Democratic Convention in Chicago, anti-Vietnam protests resulted in a violent and brutal confrontation with the police. Eight of the ring-leaders were rounded up and charged with inciting the violence. What happens in the court with the eight convicted men, in front of an old and partisan judge (the wonderful Frank Langella), is simply amazing.

There's a nice wiki article on the history you can look up. But its worth watching the movie blind, since it's a great rollercoaster ride.

If you read my blog regularly, you'll know that one of my favourite of the awards in award season is the "Ensemble Cast" award from the Screen Actor's Guild (SAG). I think a good measure of which movies might be good candidates for this award is when you find it difficult to single out particular actors for an individual award when they all work so well together. For this is a cast to die for:

- Sacha Baron Cohen, as Abbie Hoffman: an intelligent 'straight' role, poles apart from Borat and Bruno, that he delivers on 100%;
- Jeremy Strong as Hoffman's buddy Jerry Rubin, doing an enormously entertaining turn;
- Eddie Redmayne as the apparently 'sensible one' Tom Hayden. A bit similar to his role in "Les Miserables", but diving off in a different direction at a key point;
- John Carroll Lynch as the genuine 'boy scout' David Dellinger, so good in "The Founder" and here as the only family man under the judgmental stare of his wife and son;
- Yahya Abdul-Mateen II as Black Panther member Bobby Seale - the "minus 1" from the title - in an astonishingly powerful performance;
- Joseph Gordon-Levitt as the prosecutor Richard Schultz - always quietly dependable;
- And the fantastic Mark Rylance as the defense attorney William Kunstler. I appreciate I am having a tendency to gush in this review, but Rylance expresses such a range of frustration and disgust here that his performance is nothing short of electrifying.

There's also a cracking cameo from Michael Keaton playing the former US Attorney General, Ramsey Clark.

I would think that any of these performances might be Oscar-worthy (somewhere in the Actor/Supporting Actor categories) but my personal choices would be Rylance for Best Actor and Baron Cohen and Langella for Best Supporting Actor nods.

One of my issues with the scripts of Aaron Sorkin is that they tend to be overly dense and wordy. In epic TV like "The West Wing" he could spread the dialogue over a whole series, but in a feature film it can become very dense and verbose. I found that in both of his last two films - "Molly's Game" and "Steve Jobs".

Here, in "The Trial of the Chicago 7", even though there's a lot of speechifying, to me it never felt over the top. Although an epic courtroom drama (akin to his debut script "A Few Good Men") the characters are given time to breath between the lines. And many of those lines are real zingers, particularly out of the mouth of stand-up anarchist Abbie Hoffman (Sacha Baron Cohen).

Aside from the script being a zinger, the direction here from Aaron Sorkin is also top-notch. If you thought a courtroom drama was going to be static and boring, think again. The camera never rests, and inserted flashbacks (excellent film editing from Alan Baumgarten) maintain the momentum of the story.

Overall, this is a movie tour-de-force from Sorkin, and a fantastic watch. Could this be a writing/directing double Oscar nom for Sorkin?

(For the full graphical review, check out the bob the movie man review here - https://rb.gy/y6bxtf . Thanks.)
  
Lost Ruins of Arnak
Lost Ruins of Arnak
2020 | Adventure, Ancient, Exploration, Travel
If you are reading this review, chances are you have heard something about the board game “Lost Ruins of Arnak.” If not, continue forward, as there’s a lot to discover in this jungle adventure experience. “Lost Ruins of Arnak” for those that have not already been exposed to the exciting hype leading up to its release date, is a board game that delves deep into the jungle, not unlike a 1980’s Indiana Jones film. It has treasure, hidden idols, lost artifacts, guardians of the jungle, and exploration in the form of a very large game board. The box boasts of multiple gaming mechanisms that all work in tandem for one epic journey. From deckbuilding, exploration, worker placement, to resource management this game throws the entire kitchen at the players. Whether that is a positive or negative is up to each player. I share my thoughts at the very bottom if you want to skip past the gameplay portion of the review.

Players, or “archaeologists” as the game coins them, will have only 5 rounds to explore as much of the board as possible, which includes a hidden temple as well as the jungle proper. At the end of the 5 rounds, players will add up all victory points they have obtained from the temple, any treasure they have left, points on any cards collected, and guardians they have overcome.

“Lost Ruins of Arnak” takes place on, well… Arnak. It’s a fictional jungle that is teeming with wild animals and guardians which keep watch over various treasures all over the expansive island, from here forward referred to as the giant game board. These guardians appear when you explore a new jungle tile for the first time. They attack only if you stay in the location longer than a turn OR if you return to the location on a subsequent turn. If you eliminate a guardian, they provide a couple victory points towards your overall total at the end of the game, and a slight bonus when collecting artifacts from other locations later. Being attacked by a guardian isn’t the end of the world, but can have detrimental effects on your personal deck of cards if you fail to overcome a guardian too many times.


While in the jungle, you may place a single meeple, or “archaeologist” on your turn to discover a new area, or visit a previously discovered one. These new areas contain a guardian and some sort of gold amount or trinket (idols, artifacts, or jewels). These items can be used to push your token further through the hidden temple (see below) OR to purchase cards to improve your play deck going forward. While navigating this mysterious jungle can seem exciting at first glance, you have to be careful not to let your gold fever take over, as it may leave you with minimal points by not using some worker placement to explore the mysterious temple ruins further.
While the jungle takes up a majority of the board, there is a temple which players navigate through simultaneously on the right hand side of the giant board. While it isn’t as visually appealing as the jungle portion of the board, it serves by far the highest purpose by scoring victory points. As your token travels through this temple, more and more treasure (victory points) await. It is not suggested in the rulebook, but should be noted that failing to spend ample treasure to work your way through the temple is almost a sure-fire means of not having a chance to win the game. The mechanic of exploring the temple is unique, but can be costly in terms of managing your resources properly. In my opinion, this takes away from the luster of traversing through a hidden temple and finding as much fat loots as possible. Rather, it feels like another board game I own, where you are furiously chucking dice just trying to get through with no time to look around.


The final mechanic of the game, which, as I read reviews myself prior to purchase, thought would be more prominent, is the deck building mechanic. You are provided a few cards at the start, which is similar to most any deckbuilding game. These basic cards are your first few resources to use for traveling around the board OR for their monetary value in either gold or scrolls. Using the cards for travel allow you to explore different levels of the jungle on the game board. The lower areas of the board require less travel points, while the more lucrative spaces higher up in the jungle require more. To get more travel points, you will need better cards from the decks provided. By using your gold, also an aspect of each card, you may purchase stronger cards from the supply. So, there is a balance you must find between using your cards for travel or for purchases each turn. This can be very limiting with only having the 5 rounds in which to play.
My final thoughts: I am a total sucker for pretty much anything that says the words “deck building” on them, and this game was no exception. I went into this game thinking there was going to be this new way of using a deck building mechanic to also explore a really well crafted game board. I could not have been more wrong. The deck building aspect got so lost in the other mechanics, that I felt like I rarely had the opportunity to actually build my deck. After 3-4 plays of this game, with varying player counts from 2-4, I always ended up with a deck no bigger than about 15-20 cards. When I think deck build, I think of those powerhouses like Marvel Legendary, Ascension, or Star Realms where you are really transforming your deck into a large deck by the end. On top of that, most highly regarded deck builders require you to strategize somewhat in which cards that you buy to compliment your current deck further. Arnak completely leaves both of these elements out. Most times I found myself only able to purchase 1 card in the supply due to lack of resources that I did not have any choice in how that card would compliment my deck or not. It was merely just collecting a card to try and give my deck any sort of a distinct advantage going forward. Now, don’t get me wrong, like the game board, the artwork on the cards is stunning. By far this saves the poor mechanism of the actual cards themselves.

To me, the amount of mechanisms in the game is what gets in its own way. Its that classic, everything but the kitchen sink expression. The exploration gets in the way of the deck-building, which gets in the way of the worker placement, which gets in the way of the resource management. When I found myself wanting to build my deck, it was more crucial that I move up the temple one step. When I wanted to move up the temple, I was missing a certain idol, so I had to resort to wasting cards for gold to purchase a card for my deck that I really didn’t want. So while I think the premise is really thrilling for what this game could have been, in my opinion it just fell short. I left me wanting to explore the upper part of the jungle I never got to. I left me wanting to look at more of the artwork on the cards I never was able to purchase. In the end, I made it to the top of the temple. I couldn’t wait to enjoy my heaping pile of fat loots that awaited my studded archaeologist. However, once I turned over the treasure token, I only acquired another measly 12 victory points. This feeling left me wanting more from this game that was so hyped for its gameplay. I no longer felt like Indiana Jones, and more like I was in a bad B movie hoping for a better acting career.