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Purple Phoenix Games (2266 KP) rated Millennial Manatees in Tabletop Games
Mar 11, 2021
I am totes Gen X. Tail end, mind you, but still not a Millennial. That said, I can still appreciate things I have missed out on due to age gaps and generational differences. I want to make so many jokes right now but I genuinely do not want to offend anyone, let alone an entire generation of people. So I won’t. Enjoy the review.
Millennial Manatees is a worker-placement(ish) card(ish) game for one to four players. In it players are assuming roles of manatees tasked with paying off their identical student loan debt: 20 coins. The first player to make wise venture investments and create the best ROI will be crowned the winner! Please keep reading. This game is not at all a powerhouse economic simulation. It’s a fun game with manatees, avocado toast, and IT COMES IN A FANNY PACK.
DISCLAIMER: We were provided a copy of this game for the purposes of this review. This is a retail copy of the game, so what you see in these photos is exactly what would be received in your box fanny pack. I do not intend to cover every single rule included in the rulebook, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy online directly from the publisher (or Amazon if you wish) or from your FLGS. -T
To setup carefully empty the contents of the fanny pack game box(?) and unfold the game board. Upon it will be placed separated (but shuffled) face-up decks for Basic, Salty, and Big Mood venture cards. Next to these shuffle the Volunteer cards and place the deck face-down. Shuffle the remaining Manatee cards and place somewhere around the game board. Each player chooses a color of manatee and takes all the components matching its shirt color. Unlike the photo below place all “fanatee pack” tokens with the 7 coins side face-up and each player will start the game with three coins. The players will set their debt trackers at the starting position of the debt track, and the first player receives the avocado toast token. Yes, the big one you see below.
Each round begins with the avocado toast holder and continues around the table. The first player will place their manateeple (ooh I like that one) on any card or printed space on the game board. Options include: Basic, Salty, or Big Mood venture cards, Volunteer cards, Boomer Handout board space, Take the Toast board space, and Pay Back Student Debt board space. Once the current toast holder has placed their manateeple the next player may place on any other non-occupied space or card available. Note: the Pay Back Student Debt space is always available for any number of manateeples.
For the cost in coins printed on the cards, the Basic, Salty, and Big Mood venture cards can be purchased and placed in the player’s tableau of cards. This represents the player investing in certain business ventures in the hopes of earning more coins in the long run. Once a player has a venture card in front of them the card will specify how it will be activated and the benefit therein. Many cards allow the player to collect coins, but sometimes cards allow for stealing of other players’ coins or other nefarious doings.
The volunteer cards are drawn face-down and once read by the drawing player are kept face-down in their tableau until the proper game phase activates it or the player plays it to the discard pile.
Once a player decides they want to pay down their debt they will visit the Pay Back Student Debt space on the board. When they do this they will immediately use ALL coins they have earned and apply it directly to their debt by moving their tracker down the line by the amount paid.
By placing the manateeple on the Take the Toast space, that player simply takes the toast token and becomes the first player of the next round. By placing the manateeple on the Boomer Handout space the player will gain one coin during the Manatee phase.
The Manatee phase consists of the first player flipping the top card of the Manatee deck. Most of the cards in this deck are art depictions of manatees in different attire and hairstyles. When a Manatee card is flipped during this phase, all players reference any venture cards in their tableau to see if the manatee will trigger their card. For example, a manatee may be dressed in an orange shirt, wearing sunglasses, and holding a yoga mat. For those players whose venture cards are triggered by any of these items, their cards will bestow their benefits. There are two other types of cards in this deck as well, but I will let you experience these when you play.
Turns continue in this fashion of placing manateeples in unique spaces or cards, resolving any immediate effects, playing volunteer cards, flipping and resolving Manatee cards, and paying down student debt until one player has paid off the entire sum and wins the game! Then the hardest part of the game will commence: attempting to put all the components back in the fanny pack so that they are not damaged. Good luck.
Components. This game has some pretty spectacular components coupled with some really great art. Obviously, having a game packaged in a fanny pack is just delightful, even though I typically despise non-boxed games. Secondly, all the wooden manateeples and avocado toast tokens are just amazing to behold and handle. The cards are good quality and the game features incredible art throughout. I am a big fan of this art style – it is very cartoony and very cool. This theme is just perfection and the game that lies beneath the theme is very surprising.
I say the game beneath the great art and theme is surprising because I was completely not expecting to like this one as much as I do. At its heart it is a very light worker-placement game with hints of take that and based on using currency as victory points. I like all of those mechanics quite a bit, so combining these with aforementioned art and theme works for me on another level.
I feel this game is something I can bring out with almost any crowd of adults and have a smashing great time. There are so many little jokes packed into this little game that make me giggle every time I see them. And come on, a first player token that is avocado toast? It’s too good! I love all the colors assaulting my eyes, and I love all the hate-placement that happens, and I didn’t know that I love manatees as much as I now do.
Look, I am usually pretty positive about the games I play. But I also play a lot of stinkers. This one, thankfully, delivers a super fun game experience in an hour or less, even though the theme is absolutely ridiculous. But I also find that so charming. If you are looking for that special WOW game that is relatively light but incredibly satisfying to play, I strongly recommend checking out Millennial Manatees. Purple Phoenix Games gives this one 10 / 12 soy super americanos (is that a thing?). Display the pink fanny pack with pride next to all your super-serious games and watch as your visitors flock to it and ask what it is. Then play it with them and watch them fall in love as we did. I am very happy to now have this one in my collection.
Millennial Manatees is a worker-placement(ish) card(ish) game for one to four players. In it players are assuming roles of manatees tasked with paying off their identical student loan debt: 20 coins. The first player to make wise venture investments and create the best ROI will be crowned the winner! Please keep reading. This game is not at all a powerhouse economic simulation. It’s a fun game with manatees, avocado toast, and IT COMES IN A FANNY PACK.
DISCLAIMER: We were provided a copy of this game for the purposes of this review. This is a retail copy of the game, so what you see in these photos is exactly what would be received in your box fanny pack. I do not intend to cover every single rule included in the rulebook, but will describe the overall game flow and major rule set so that our readers may get a sense of how the game plays. For more in depth rules, you may purchase a copy online directly from the publisher (or Amazon if you wish) or from your FLGS. -T
To setup carefully empty the contents of the fanny pack game box(?) and unfold the game board. Upon it will be placed separated (but shuffled) face-up decks for Basic, Salty, and Big Mood venture cards. Next to these shuffle the Volunteer cards and place the deck face-down. Shuffle the remaining Manatee cards and place somewhere around the game board. Each player chooses a color of manatee and takes all the components matching its shirt color. Unlike the photo below place all “fanatee pack” tokens with the 7 coins side face-up and each player will start the game with three coins. The players will set their debt trackers at the starting position of the debt track, and the first player receives the avocado toast token. Yes, the big one you see below.
Each round begins with the avocado toast holder and continues around the table. The first player will place their manateeple (ooh I like that one) on any card or printed space on the game board. Options include: Basic, Salty, or Big Mood venture cards, Volunteer cards, Boomer Handout board space, Take the Toast board space, and Pay Back Student Debt board space. Once the current toast holder has placed their manateeple the next player may place on any other non-occupied space or card available. Note: the Pay Back Student Debt space is always available for any number of manateeples.
For the cost in coins printed on the cards, the Basic, Salty, and Big Mood venture cards can be purchased and placed in the player’s tableau of cards. This represents the player investing in certain business ventures in the hopes of earning more coins in the long run. Once a player has a venture card in front of them the card will specify how it will be activated and the benefit therein. Many cards allow the player to collect coins, but sometimes cards allow for stealing of other players’ coins or other nefarious doings.
The volunteer cards are drawn face-down and once read by the drawing player are kept face-down in their tableau until the proper game phase activates it or the player plays it to the discard pile.
Once a player decides they want to pay down their debt they will visit the Pay Back Student Debt space on the board. When they do this they will immediately use ALL coins they have earned and apply it directly to their debt by moving their tracker down the line by the amount paid.
By placing the manateeple on the Take the Toast space, that player simply takes the toast token and becomes the first player of the next round. By placing the manateeple on the Boomer Handout space the player will gain one coin during the Manatee phase.
The Manatee phase consists of the first player flipping the top card of the Manatee deck. Most of the cards in this deck are art depictions of manatees in different attire and hairstyles. When a Manatee card is flipped during this phase, all players reference any venture cards in their tableau to see if the manatee will trigger their card. For example, a manatee may be dressed in an orange shirt, wearing sunglasses, and holding a yoga mat. For those players whose venture cards are triggered by any of these items, their cards will bestow their benefits. There are two other types of cards in this deck as well, but I will let you experience these when you play.
Turns continue in this fashion of placing manateeples in unique spaces or cards, resolving any immediate effects, playing volunteer cards, flipping and resolving Manatee cards, and paying down student debt until one player has paid off the entire sum and wins the game! Then the hardest part of the game will commence: attempting to put all the components back in the fanny pack so that they are not damaged. Good luck.
Components. This game has some pretty spectacular components coupled with some really great art. Obviously, having a game packaged in a fanny pack is just delightful, even though I typically despise non-boxed games. Secondly, all the wooden manateeples and avocado toast tokens are just amazing to behold and handle. The cards are good quality and the game features incredible art throughout. I am a big fan of this art style – it is very cartoony and very cool. This theme is just perfection and the game that lies beneath the theme is very surprising.
I say the game beneath the great art and theme is surprising because I was completely not expecting to like this one as much as I do. At its heart it is a very light worker-placement game with hints of take that and based on using currency as victory points. I like all of those mechanics quite a bit, so combining these with aforementioned art and theme works for me on another level.
I feel this game is something I can bring out with almost any crowd of adults and have a smashing great time. There are so many little jokes packed into this little game that make me giggle every time I see them. And come on, a first player token that is avocado toast? It’s too good! I love all the colors assaulting my eyes, and I love all the hate-placement that happens, and I didn’t know that I love manatees as much as I now do.
Look, I am usually pretty positive about the games I play. But I also play a lot of stinkers. This one, thankfully, delivers a super fun game experience in an hour or less, even though the theme is absolutely ridiculous. But I also find that so charming. If you are looking for that special WOW game that is relatively light but incredibly satisfying to play, I strongly recommend checking out Millennial Manatees. Purple Phoenix Games gives this one 10 / 12 soy super americanos (is that a thing?). Display the pink fanny pack with pride next to all your super-serious games and watch as your visitors flock to it and ask what it is. Then play it with them and watch them fall in love as we did. I am very happy to now have this one in my collection.
Purple Phoenix Games (2266 KP) rated Gizmos in Tabletop Games
Apr 20, 2021
I have absolutely never been very good at science. At least not in school. So when I started reading the rule for Gizmos and found out it was set at a science fair I thought I was doomed. Well, turns out you don’t really need to know anything about science to enjoy this one or be decent at playing. So if you are like me and don’t remember anything besides the Mitochondria is the powerhouse of the cell, then read on about a great game called Gizmos.
Gizmos is a card drafting, energy collecting, engine building game about, well, building engines. Players will be attempting to draft machine parts from an offer pyramid and build them onto their master jalopy machine using energy marbles in order to chain actions together and maximize their turns. The victorious player is they that claims the most VP from cards and bonus VP tokens at the end of the game.
To setup, assemble the energy dispenser (the marble gumball machine looking component) and place it on the table. Fill it with all the marbles and marvel at the first six that come out into a chute display. Separate and shuffle the card decks by their backs and set out four cards of level I, three cards of level II and two cards of level III. Determine starting player and give them the starting tableau board. Each player will receive a tableau board, an energy ring, and a starting gizmo to be placed under the File section of their board. The game may now begin!
On a player’s turn they will be completing one action from the four actions printed on their player board: File, Pick, Build, and Research. The File action is used when a player chooses a card from the gizmo pyramid (from any level) and places it in their Archive – an imaginary area to the right (or even above I’ve found) their player board. At the beginning of the game players will be able to hold just one gizmo in their Archive, but as they draft and build Upgrades, this number can increase. When choosing the Pick action, the player will simply choose one of the energy marbles from the dispenser chute and place them in their energy ring. Initially rings are only able to hold five marbles, but this also can be increased on future builds. To Build a gizmo into a player’s machine, the player will spend a specific color and number of energy marbles printed on the chosen gizmo card to place the card into their player tableau. These gizmos could possibly be Upgrades, energy Converters, or upgrades to the File, Pick, and Build actions. Pay the energy marble to the dispenser supply. Players will choose to Research when they do not like the gizmos on display in the gizmo pyramid. Researching allows players to draw the top cards from any face-down level deck and choose one to either File or Build.
The game is super simple to this point, but this is where the true strategy and tactics come into play. Though there will always be nine gizmos on display during a player’s turn, the value of these gizmos are in how they are used in the player tableau. Yes each gizmo allows for some benefit, but successful players will be able to utilize these benefits to create chain reactions. When an action is spent to do a thing, gizmos in play in the tableau will sometimes link to the action, or to the placement of a certain type of card, or a certain energy type (color) of gizmo built. It is mastering these chain reactions that creates next-level strategizing and separates the players from the champions. Play continues on in this fashion until a player has built their fourth level III gizmo or their 16th gizmo in total. Count up VP from built gizmos and bonus tokens earned from built gizmos throughout the game to see who wins the science fair (is that what happens at science fairs? People win those, right?)!
Components. So the gizmo cards are fine, and the cardboard components are fine as well. The marbles are interesting and bubbled plastic (or resin, I told you I’m not great at science) and come in great colors. The true star component here is that energy marble dispenser. It is absolutely brilliant. The game comes with assembly instructions, thankfully, but once it’s built, it’s built forever. It packs neatly back into the box, and the insert is very very well done. The artwork on this is surprisingly secondary to me. In fact, I don’t really remember even looking at much of the artwork on the gizmo cards as I was playing because I concentrate so much more on the effects of the gizmos and trying to figure out my next move to really sit and gawk at the art. The iconography takes a little time to get used to, but once you have seen it in action for a few rounds, you catch on quickly. All in all, a fine set of components, but with the insert and dispenser, now a great set of components.
I adore this game! I love engine builders, and the chain reactions you can create with your gizmos are excellent and can be very powerful. You can try to generate tons of bonus VP from your gizmos, or concentrate on versatile energy marbles using a bunch of Converters, or simply go guns blazing on everything you can afford to try to blitz to 16 gizmos built. Whatever your play style, Gizmos can certainly allow you to play your way while giving you choices upon choices to make each turn.
With all these positives, I had to find a negative, right? Well, ok, yes, but it’s super minor to me here. I don’t really feel like the theme is very immersive. Not once have I felt like I am building a machine in order to win a science fair, but I do feel like I need to maximize my turn every time in order to grab more energy, or to build better Upgrades and Converters so I can grab any gizmo I want and build it right away. So, theme is there, but not at all strong.
Though the theme is just okay, the game play certainly is stellar. This one has everything I like in an engine building game, and has unique and interesting components. Would I like it more if the theme was different. I doubt it. The game play is just so good that the theme and artwork takes a back seat for me, and that’s super weird for me to type. Should you be looking for a great engine building game that looks awesome on the table, has cool components, and allows you to play differently every game, then go find yourself a copy of Gizmos. Purple Phoenix Games gives it an energetic 21 / 24. Now if only my 4-year-old could keep the energy marbles in the chute or the ring and not on the floor…
Gizmos is a card drafting, energy collecting, engine building game about, well, building engines. Players will be attempting to draft machine parts from an offer pyramid and build them onto their master jalopy machine using energy marbles in order to chain actions together and maximize their turns. The victorious player is they that claims the most VP from cards and bonus VP tokens at the end of the game.
To setup, assemble the energy dispenser (the marble gumball machine looking component) and place it on the table. Fill it with all the marbles and marvel at the first six that come out into a chute display. Separate and shuffle the card decks by their backs and set out four cards of level I, three cards of level II and two cards of level III. Determine starting player and give them the starting tableau board. Each player will receive a tableau board, an energy ring, and a starting gizmo to be placed under the File section of their board. The game may now begin!
On a player’s turn they will be completing one action from the four actions printed on their player board: File, Pick, Build, and Research. The File action is used when a player chooses a card from the gizmo pyramid (from any level) and places it in their Archive – an imaginary area to the right (or even above I’ve found) their player board. At the beginning of the game players will be able to hold just one gizmo in their Archive, but as they draft and build Upgrades, this number can increase. When choosing the Pick action, the player will simply choose one of the energy marbles from the dispenser chute and place them in their energy ring. Initially rings are only able to hold five marbles, but this also can be increased on future builds. To Build a gizmo into a player’s machine, the player will spend a specific color and number of energy marbles printed on the chosen gizmo card to place the card into their player tableau. These gizmos could possibly be Upgrades, energy Converters, or upgrades to the File, Pick, and Build actions. Pay the energy marble to the dispenser supply. Players will choose to Research when they do not like the gizmos on display in the gizmo pyramid. Researching allows players to draw the top cards from any face-down level deck and choose one to either File or Build.
The game is super simple to this point, but this is where the true strategy and tactics come into play. Though there will always be nine gizmos on display during a player’s turn, the value of these gizmos are in how they are used in the player tableau. Yes each gizmo allows for some benefit, but successful players will be able to utilize these benefits to create chain reactions. When an action is spent to do a thing, gizmos in play in the tableau will sometimes link to the action, or to the placement of a certain type of card, or a certain energy type (color) of gizmo built. It is mastering these chain reactions that creates next-level strategizing and separates the players from the champions. Play continues on in this fashion until a player has built their fourth level III gizmo or their 16th gizmo in total. Count up VP from built gizmos and bonus tokens earned from built gizmos throughout the game to see who wins the science fair (is that what happens at science fairs? People win those, right?)!
Components. So the gizmo cards are fine, and the cardboard components are fine as well. The marbles are interesting and bubbled plastic (or resin, I told you I’m not great at science) and come in great colors. The true star component here is that energy marble dispenser. It is absolutely brilliant. The game comes with assembly instructions, thankfully, but once it’s built, it’s built forever. It packs neatly back into the box, and the insert is very very well done. The artwork on this is surprisingly secondary to me. In fact, I don’t really remember even looking at much of the artwork on the gizmo cards as I was playing because I concentrate so much more on the effects of the gizmos and trying to figure out my next move to really sit and gawk at the art. The iconography takes a little time to get used to, but once you have seen it in action for a few rounds, you catch on quickly. All in all, a fine set of components, but with the insert and dispenser, now a great set of components.
I adore this game! I love engine builders, and the chain reactions you can create with your gizmos are excellent and can be very powerful. You can try to generate tons of bonus VP from your gizmos, or concentrate on versatile energy marbles using a bunch of Converters, or simply go guns blazing on everything you can afford to try to blitz to 16 gizmos built. Whatever your play style, Gizmos can certainly allow you to play your way while giving you choices upon choices to make each turn.
With all these positives, I had to find a negative, right? Well, ok, yes, but it’s super minor to me here. I don’t really feel like the theme is very immersive. Not once have I felt like I am building a machine in order to win a science fair, but I do feel like I need to maximize my turn every time in order to grab more energy, or to build better Upgrades and Converters so I can grab any gizmo I want and build it right away. So, theme is there, but not at all strong.
Though the theme is just okay, the game play certainly is stellar. This one has everything I like in an engine building game, and has unique and interesting components. Would I like it more if the theme was different. I doubt it. The game play is just so good that the theme and artwork takes a back seat for me, and that’s super weird for me to type. Should you be looking for a great engine building game that looks awesome on the table, has cool components, and allows you to play differently every game, then go find yourself a copy of Gizmos. Purple Phoenix Games gives it an energetic 21 / 24. Now if only my 4-year-old could keep the energy marbles in the chute or the ring and not on the floor…
Debbiereadsbook (1202 KP) rated An Unlocked Mind (Secrets #2) in Books
Apr 24, 2019
awesome follow up!
Independent reviewer for Divine Magazine, I was gifted the audio file of this book.
Rob is TRYING to be better person than the one who nearly ruined his brother’s life, he really is. But it’s hard when no one will help you. A visit to the opening night of Secrets is just what he needs. Til a demonstration has him running. But he returns the next week, and runs straight into Vic, along with giving Vic attitude. Rescuing the obnoxious little git wasn’t in Vic’s game plan for the evening, but he can’t leave Rob walking in the pouring rain. After depositing Rob at the train station, he never expects to see him again. Although, something about Rob calls to him, it really does. When Rob starts turning up every weekend, Vic begins to look forward to his visits. Then Life throws Rob under a bus and Vic knows this is his chance to get into Rob’s head, and for Rob to get out of it.
This is book 2 in the Secrets series, but you don’t NEED to have read/listened to book one first, but I think you should. It’s bloody good!
As is this one!
Vic isn’t what I would call a Dom Dom, his speciality is getting a sub out of his head, rather than floggers and whips. And he KNOWS something is eating away at Rob’s mind, he just needs to unlock it. But to do THAT, Vic needs to get to know Rob, on his weekly visits to London. When Rob loses his job in Manchester, Vic offers him a lifeline, under strict terms that Vic lays down. And Rob, desperate for help and starved of any real human interaction, jumps at the chance.
Rob did some things as a younger man, that come back to haunt him, that STILL haunt him. A conversation with his mother turns his brother against him, and Rob is suffering that guilt so bad, it’s a dead weight on his shoulders. Meeting Vic, though, lets something free in his soul, something he had been so afraid to admit before. Something his mother would not approve of. Something he so badly needs, it brings him to the brink of his limits and budgets and his money runs out faster than it should. But Vic? Vic gives him a chance, so long as he sticks with the rules, and those RULES are what Rob needs, He needs to find himself again, deep within himself, before he can forgive himself and to make amends with his brother, should his brother want to.
What I particularly loved about this one, was the lack of the physical BDSM stuff that usually comes with these books, I mean I LOVED the lack of it. Oh don’t get me wrong, this is a sexy book, and it has a crazy amount of heat but there is a distinct lack of floggers and paddles. This was very much a MENTAL book, as in Rob needed to get out of his head so bad, and Vic knew just how to do that.
Rob is, quite simply, a wreck at the start of this book, and it’s a long while before Vic can get him to admit what’s eating him the most. That is: what he did to his brother. But when the FULL picture comes clear, I cried for Rob, I really did. He felt so bad for something he did not do, it messed his head.
Vic, being the most laid back Dom I have quite possibly EVER come across, is just the man for Rob, just the Dom to get to the bottom of his pain and release it. Rob calls to his soul, he really does. But not immediately. It takes a little time for Rob to worm his way in, but once he does, Vic is all in.
I NEED to listen Rob’s story now though! I need to know what a little shit Rob was, and how Rob was affected by what happened, I really do. So, books one and two of Collars and Cuffs are nicely lined up for when I’ve got time.
Joel Leslie narrates this one, as he does book one. I cannot, CANNOT fault the narration of these books, this one especially. Leslie pours so MUCH into Rob, and to Vic to, but to a lesser extent. The emotion pouring out of Rob when he finally breaks down and tells Vic all made me cry, great wrecking sobs that I have no doubt might NOT have come had I been reading.
Leslie is, quite simply a Master at his craft, and coupled with the work of Wells and Williams, I can only give this book. . . .
5 stars for the book
5 stars for the narration
5 stars overall.
**same worded review will appear elsewhere**
Rob is TRYING to be better person than the one who nearly ruined his brother’s life, he really is. But it’s hard when no one will help you. A visit to the opening night of Secrets is just what he needs. Til a demonstration has him running. But he returns the next week, and runs straight into Vic, along with giving Vic attitude. Rescuing the obnoxious little git wasn’t in Vic’s game plan for the evening, but he can’t leave Rob walking in the pouring rain. After depositing Rob at the train station, he never expects to see him again. Although, something about Rob calls to him, it really does. When Rob starts turning up every weekend, Vic begins to look forward to his visits. Then Life throws Rob under a bus and Vic knows this is his chance to get into Rob’s head, and for Rob to get out of it.
This is book 2 in the Secrets series, but you don’t NEED to have read/listened to book one first, but I think you should. It’s bloody good!
As is this one!
Vic isn’t what I would call a Dom Dom, his speciality is getting a sub out of his head, rather than floggers and whips. And he KNOWS something is eating away at Rob’s mind, he just needs to unlock it. But to do THAT, Vic needs to get to know Rob, on his weekly visits to London. When Rob loses his job in Manchester, Vic offers him a lifeline, under strict terms that Vic lays down. And Rob, desperate for help and starved of any real human interaction, jumps at the chance.
Rob did some things as a younger man, that come back to haunt him, that STILL haunt him. A conversation with his mother turns his brother against him, and Rob is suffering that guilt so bad, it’s a dead weight on his shoulders. Meeting Vic, though, lets something free in his soul, something he had been so afraid to admit before. Something his mother would not approve of. Something he so badly needs, it brings him to the brink of his limits and budgets and his money runs out faster than it should. But Vic? Vic gives him a chance, so long as he sticks with the rules, and those RULES are what Rob needs, He needs to find himself again, deep within himself, before he can forgive himself and to make amends with his brother, should his brother want to.
What I particularly loved about this one, was the lack of the physical BDSM stuff that usually comes with these books, I mean I LOVED the lack of it. Oh don’t get me wrong, this is a sexy book, and it has a crazy amount of heat but there is a distinct lack of floggers and paddles. This was very much a MENTAL book, as in Rob needed to get out of his head so bad, and Vic knew just how to do that.
Rob is, quite simply, a wreck at the start of this book, and it’s a long while before Vic can get him to admit what’s eating him the most. That is: what he did to his brother. But when the FULL picture comes clear, I cried for Rob, I really did. He felt so bad for something he did not do, it messed his head.
Vic, being the most laid back Dom I have quite possibly EVER come across, is just the man for Rob, just the Dom to get to the bottom of his pain and release it. Rob calls to his soul, he really does. But not immediately. It takes a little time for Rob to worm his way in, but once he does, Vic is all in.
I NEED to listen Rob’s story now though! I need to know what a little shit Rob was, and how Rob was affected by what happened, I really do. So, books one and two of Collars and Cuffs are nicely lined up for when I’ve got time.
Joel Leslie narrates this one, as he does book one. I cannot, CANNOT fault the narration of these books, this one especially. Leslie pours so MUCH into Rob, and to Vic to, but to a lesser extent. The emotion pouring out of Rob when he finally breaks down and tells Vic all made me cry, great wrecking sobs that I have no doubt might NOT have come had I been reading.
Leslie is, quite simply a Master at his craft, and coupled with the work of Wells and Williams, I can only give this book. . . .
5 stars for the book
5 stars for the narration
5 stars overall.
**same worded review will appear elsewhere**
Purple Phoenix Games (2266 KP) rated Polemic in Tabletop Games
Nov 19, 2019
Apples to Apples. Cards Against Humanity. What Do You Meme? These are all party card games that are based upon similar card play: the active player plays a card and the rest of the players play cards to influence the active player to choose their response. Typically it is the funniest or, in the case of CAH, most disgusting and obscene cards that win. But what if we flip this party game model on its head a bit? Does it make for a better game or more enjoyable play? Let’s find out.
DISCLAIMER: We were provided a copy of this game and its NSFW expansion for the purposes of this review. These are final components, and the game is available from the publisher and other online retail stores. Also, I do not intend to explicitly cover every rule for the game, but to give an idea of game flow and play. -T
To setup a game of Polemic, each player will choose a color of cards and receive the small deck of the same color. Each player’s deck will include a Like, Dislike, and numbered cards 0-6. Shuffle the Topic cards (or Adult Topic cards – optional expansion) and place them face down in the middle of the playing surface – my band and I used a chair when we played. Choose who will be the first active player and you are ready to play!
The active player will draw a Topic card and read the provided topics silently. They will choose one topic to play, announce it to the group and lay the card in a discard pile. Now every player (active player included) will choose whether they Like or Dislike the topic. Simple as that. However, the players will also need to choose a card describing how many of the players will Like the topic. Herein lies the game.
You see, it’s not just deciding whether you Like the topic or not, but it’s also reading and knowing your fellow players to guess how many of them will also Like the topic. Example from photo below: I choose “dogs” as my topic. Obviously I Like dogs, so I will play my Like card and another numbered card as my guess to how many total players will Like dogs. It should be all of them, but I suppose there are those who are cat people as well. All players will reveal their Like/Dislike and numbered guess simultaneously and those that guessed the number of Likes correctly will each get one point. The game continues in this fashion until you run out of time to play or you have hit the agreed-upon point total for victory.
Components. To reiterate, we were provided a copy of this game along with the Adult Topics Pack. This game is a box with a bunch of cards. A ton of Topic cards are provided and enough personal decks for up to six players. The rules are also printed on a card. I LOVE this. The cards are good quality and I might even consider sleeving my personal decks as they are handled A LOT. I have no issues with the components at all.
Here’s the deal. We hear so many times that a game is a CAH-killer. And I, for one, hope that to be true every single time. While Polemic is not really akin to CAH, I can see how it would be classified similarly. However, Polemic is SUCH a great game of discovering what your playmates are into and what they think you enjoy as well. I would be remiss if I didn’t insist on also picking up the Adult Topics Packs, but be warned: once you go NSFW you may not want to play any other way. Unless you’re playing with your grandparents or in-laws or something. Then just be smart about what you choose to play with them. That said, Purple Phoenix Games (with help from 10 of Soul) give this one a resounding 11 / 12. Pick this up now before they are sold out.
DISCLAIMER: We were provided a copy of this game and its NSFW expansion for the purposes of this review. These are final components, and the game is available from the publisher and other online retail stores. Also, I do not intend to explicitly cover every rule for the game, but to give an idea of game flow and play. -T
To setup a game of Polemic, each player will choose a color of cards and receive the small deck of the same color. Each player’s deck will include a Like, Dislike, and numbered cards 0-6. Shuffle the Topic cards (or Adult Topic cards – optional expansion) and place them face down in the middle of the playing surface – my band and I used a chair when we played. Choose who will be the first active player and you are ready to play!
The active player will draw a Topic card and read the provided topics silently. They will choose one topic to play, announce it to the group and lay the card in a discard pile. Now every player (active player included) will choose whether they Like or Dislike the topic. Simple as that. However, the players will also need to choose a card describing how many of the players will Like the topic. Herein lies the game.
You see, it’s not just deciding whether you Like the topic or not, but it’s also reading and knowing your fellow players to guess how many of them will also Like the topic. Example from photo below: I choose “dogs” as my topic. Obviously I Like dogs, so I will play my Like card and another numbered card as my guess to how many total players will Like dogs. It should be all of them, but I suppose there are those who are cat people as well. All players will reveal their Like/Dislike and numbered guess simultaneously and those that guessed the number of Likes correctly will each get one point. The game continues in this fashion until you run out of time to play or you have hit the agreed-upon point total for victory.
Components. To reiterate, we were provided a copy of this game along with the Adult Topics Pack. This game is a box with a bunch of cards. A ton of Topic cards are provided and enough personal decks for up to six players. The rules are also printed on a card. I LOVE this. The cards are good quality and I might even consider sleeving my personal decks as they are handled A LOT. I have no issues with the components at all.
Here’s the deal. We hear so many times that a game is a CAH-killer. And I, for one, hope that to be true every single time. While Polemic is not really akin to CAH, I can see how it would be classified similarly. However, Polemic is SUCH a great game of discovering what your playmates are into and what they think you enjoy as well. I would be remiss if I didn’t insist on also picking up the Adult Topics Packs, but be warned: once you go NSFW you may not want to play any other way. Unless you’re playing with your grandparents or in-laws or something. Then just be smart about what you choose to play with them. That said, Purple Phoenix Games (with help from 10 of Soul) give this one a resounding 11 / 12. Pick this up now before they are sold out.
Movie Metropolis (309 KP) rated Non-Stop (2014) in Movies
Jun 11, 2019
On the wrong side of 60 you’d be forgiven for thinking that it was time for Liam Neeson to hang up his gun and move away from the cold, steely world of action films, into the fuzzy and sentimental territory of a rom-com.
Thankfully he and director Jaume Collet-Serra, who Neeson previously worked with on the disappointing thriller Unknown, have decided to continue with the action thriller theme in Taken on a Plane, sorry… Non-Stop.
Neeson plays troubled US air marshal Bill Marks as he begins a non-stop flight from New York to London, though from the outset it is obvious this will be no ordinary journey.
Marks is a man with a chequered past. From suffering with depression after the breakdown of his marriage to his subsequent alcoholism, everything seems to be utterly gloomy.
Soon after take off, Neeson’s character is sent numerous anonymous texts stating that a person on board will be killed every 20 minutes unless $150 million is transferred into a bank account.
Cue Neeson’s trademark gruff tone as he shouts about the cabin trying to discover just hr_Non-Stop_6who is behind the messages. It’s fair to say things aren’t as simple as that and Collet-Serra’s spirited direction keeps things moving with more twists than a curly-wurly.
Julianne Moore stars as Marks’s ‘seat neighbour’ and is as usual excellent but unusually bland, portraying a character that numerous other actresses could’ve fitted into quite easily – it’s a strange departure from Moore’s more deep characterisations, but she does it well despite the lack of material she’s given to work with.
The plot is well driven by the excellent cinematography, using the confined spaces of an aircraft to great effect with sweeping shots of the cabin over the heads of passengers and the use of aeroplane windows to move in and out of the fuselage.
Technology plays a huge part in Non-Stop, the constant stream of text messages that Neeson receives could have made the film fall flat, but thankfully each one is put up on the screen allowing the audience to read them in real time, rather than stopping the story dead and allowing boredom to set in.
Whilst the story and plot are first-rate, the special effects unfortunately are not such a blast. Whilst the majority of them are passable given the film’s relatively small budget of $50 million, the shots of the aircraft towards the finale are underwhelming and look like they belong in a video game, not a Hollywood blockbuster. It’s an unfortunate lapse in an otherwise very competent film.
Thankfully Neeson’s now applauded acting technique distracts from these moments enough to steer Non-Stop to a pulse-racing and very satisfying conclusion.
Overall, Non-Stop is good fun from start to finish and barely slows within its succinct running time. However, it all feels very familiar and this is a problem for its main star too. For all of Neeson’s fans this is another good notch on their bedposts – but I doubt it will bring any newcomers to his admittedly large following, meaning he runs of the risk of being typecast.
Nevertheless, apart from a few lapses in special effects and a rather bland Julianne Moore, Non-Stop is definitely worth a watch – even if there may be a sense of deja vu.
https://moviemetropolis.net/2014/03/01/non-stop-review/
Thankfully he and director Jaume Collet-Serra, who Neeson previously worked with on the disappointing thriller Unknown, have decided to continue with the action thriller theme in Taken on a Plane, sorry… Non-Stop.
Neeson plays troubled US air marshal Bill Marks as he begins a non-stop flight from New York to London, though from the outset it is obvious this will be no ordinary journey.
Marks is a man with a chequered past. From suffering with depression after the breakdown of his marriage to his subsequent alcoholism, everything seems to be utterly gloomy.
Soon after take off, Neeson’s character is sent numerous anonymous texts stating that a person on board will be killed every 20 minutes unless $150 million is transferred into a bank account.
Cue Neeson’s trademark gruff tone as he shouts about the cabin trying to discover just hr_Non-Stop_6who is behind the messages. It’s fair to say things aren’t as simple as that and Collet-Serra’s spirited direction keeps things moving with more twists than a curly-wurly.
Julianne Moore stars as Marks’s ‘seat neighbour’ and is as usual excellent but unusually bland, portraying a character that numerous other actresses could’ve fitted into quite easily – it’s a strange departure from Moore’s more deep characterisations, but she does it well despite the lack of material she’s given to work with.
The plot is well driven by the excellent cinematography, using the confined spaces of an aircraft to great effect with sweeping shots of the cabin over the heads of passengers and the use of aeroplane windows to move in and out of the fuselage.
Technology plays a huge part in Non-Stop, the constant stream of text messages that Neeson receives could have made the film fall flat, but thankfully each one is put up on the screen allowing the audience to read them in real time, rather than stopping the story dead and allowing boredom to set in.
Whilst the story and plot are first-rate, the special effects unfortunately are not such a blast. Whilst the majority of them are passable given the film’s relatively small budget of $50 million, the shots of the aircraft towards the finale are underwhelming and look like they belong in a video game, not a Hollywood blockbuster. It’s an unfortunate lapse in an otherwise very competent film.
Thankfully Neeson’s now applauded acting technique distracts from these moments enough to steer Non-Stop to a pulse-racing and very satisfying conclusion.
Overall, Non-Stop is good fun from start to finish and barely slows within its succinct running time. However, it all feels very familiar and this is a problem for its main star too. For all of Neeson’s fans this is another good notch on their bedposts – but I doubt it will bring any newcomers to his admittedly large following, meaning he runs of the risk of being typecast.
Nevertheless, apart from a few lapses in special effects and a rather bland Julianne Moore, Non-Stop is definitely worth a watch – even if there may be a sense of deja vu.
https://moviemetropolis.net/2014/03/01/non-stop-review/
Little Ray Of Sunshine (41 KP) rated The Hunt in Books
Jan 11, 2019 (Updated Feb 10, 2019)
Book Review | The Hunt by T. J. Lebbon
Rose is the one that got away. She was the prey in a human trophy hunt run by an elite organisation known only as The Trail. She paid the worst possible price. Every moment since she has been planning her revenge. And now her time has come ...
Chris returns from his morning run to find his wife and children missing and a stranger in his kitchen.
He's told to run.
If he's caught and killed, his family go free. If he escapes, they die.
Rose is the only one who can help him, for her, Chris is bait. And The Trail have not forgotten the woman who tried to outwit them.
The Trail want Rose. The hunters want Chris's corpse. Rose wants revenge, and Chris just wants his family back.
THE HUNT IS ON ...
I was given this book by my friend she told me it was a great book. I don't usually read thriller books but this year I am starting to go out my comfort zone of romance. I have enjoy reading these thrillers and how they make my heart beat faster.
When I first saw the front cover it intrigued me and I wanted to get straight into the book and see what it like.
The book is about Rose she was the one who got away from a game where rich people pay to hunt people down its a sick game to play. While this is happening her family was taken hostage. She was told if she escape them her family will die. Rose outwitted them and escaped them as she thought they wont kill my family. But sadly they was killed and she went back to her house to find them dead and she is framed for their murder. So she goes on the run to find out more about what The Trail is and how she can hunt them down and seek revenge for what did to her family.
While she was searching on the internet to see if The Trail as took another family hostage she found out that there was another and this time it was a man called Chris he returned from a morning run to find hes family as gone missing and a stranger in hes kitchen. He was told if he escapes and they can't find him hes family will be killed. He feels all alone as he can't get in contact with hes family and friends.
But all a sudden this women comes to the rescue called Rose shes the only one who can help him and she knows more about The Trail. So she uses Chris as bait while she hunts each of the hunters down and kills them. Chris doesn't trust Rose he feels that she is in with the The Trail but he soons realise that she aint there to kill him but safe him from The Trail and save hes family too.
Wow this book is a page turner, I was intrigued what was happening through the book and I was thinking all the way through the book "Will they survive?" "Will they find Chris's family in time?" Also I wanted it to have a happy ending and The Trail need to be stopped!
I won't say anymore as I want you to decide what you think to the book and ending.
Thanks for reading x
Chris returns from his morning run to find his wife and children missing and a stranger in his kitchen.
He's told to run.
If he's caught and killed, his family go free. If he escapes, they die.
Rose is the only one who can help him, for her, Chris is bait. And The Trail have not forgotten the woman who tried to outwit them.
The Trail want Rose. The hunters want Chris's corpse. Rose wants revenge, and Chris just wants his family back.
THE HUNT IS ON ...
I was given this book by my friend she told me it was a great book. I don't usually read thriller books but this year I am starting to go out my comfort zone of romance. I have enjoy reading these thrillers and how they make my heart beat faster.
When I first saw the front cover it intrigued me and I wanted to get straight into the book and see what it like.
The book is about Rose she was the one who got away from a game where rich people pay to hunt people down its a sick game to play. While this is happening her family was taken hostage. She was told if she escape them her family will die. Rose outwitted them and escaped them as she thought they wont kill my family. But sadly they was killed and she went back to her house to find them dead and she is framed for their murder. So she goes on the run to find out more about what The Trail is and how she can hunt them down and seek revenge for what did to her family.
While she was searching on the internet to see if The Trail as took another family hostage she found out that there was another and this time it was a man called Chris he returned from a morning run to find hes family as gone missing and a stranger in hes kitchen. He was told if he escapes and they can't find him hes family will be killed. He feels all alone as he can't get in contact with hes family and friends.
But all a sudden this women comes to the rescue called Rose shes the only one who can help him and she knows more about The Trail. So she uses Chris as bait while she hunts each of the hunters down and kills them. Chris doesn't trust Rose he feels that she is in with the The Trail but he soons realise that she aint there to kill him but safe him from The Trail and save hes family too.
Wow this book is a page turner, I was intrigued what was happening through the book and I was thinking all the way through the book "Will they survive?" "Will they find Chris's family in time?" Also I wanted it to have a happy ending and The Trail need to be stopped!
I won't say anymore as I want you to decide what you think to the book and ending.
Thanks for reading x
<i>I received this book for free through Goodreads First Reads.</i>
“Violence always gets results.” But at what cost? Victoria Sadler’s dystopian novel <i>Darkness</i> explores and all too realistic scenario set in a not so distant future. The western world has fallen due to war and economic collapse. London has become a ghost city due to the death of thousands of people. Those not killed by bombs or deadly virus succumb to suicide or death by natural causes – if the cold and starvation can be labeled natural.
Laura Lewis is the sole survivor in her block of flats and now needs to make her way through the dangerous streets to St Paul’s Cathedral where what remains of the State will provide her with safety. However before she reaches her final destination she is ambushed by an army of women, a threat to the nation, known as RAZR – Resistance Against State Reformation. Jane, the leader of the resistance, believes she has saved Laura from a fate worse than death. But, as Laura discovers, RAZR may result in an even crueler future.
RAZR was born from a hatred of men, a guerilla feminist movement seizing the opportunity to obliterate the patriarchal society. Since the beginning of time men have oppressed women, regarding them as possessions with which they can do as they please. Despite the apparent equality achieved through past protests, the government, i.e. men, still control the lives of women. RAZR particularly focus on women’s rights to their own body, and are angry at the State’s current use for women: to procreate.
<i>Darkness</i> is full of radical violence, often ending in the mass death of male soldiers. With barely a break to take a breath, the narrative goes from one action scene to the next, heightening the excitement as the novel reaches its climax. As the reader learns more about RAZR and the State, opinions are constantly changed. Who is good, who is bad? Who can Laura trust? Then, to confuse things even more, Laura is not who she initially appears to be at all.
The amount of violence in this novel is disturbing, particularly as the majority of deaths are caused without guilty conscience. <i>Darkness</i> highlights the horrors of war and the wild nature of humanity. Without men and women being able to live in harmony there is no peace, on the other hand, complete equality is not possible. Furthermore, are RAZR feminists or terrorists? It is an obvious fact that the human race cannot survive with merely one gender of the species, so is RAZR doing more harm than good by fatally punishing all men?
Overall, <i>Darkness</i> poses more questions than it answers, yet it is such a griping novel. Women, particularly feminists will enjoy the powerful messages expressed by RAZR, but equally, readers will understand Laura’s hesitation. With so many plot twists to get your head around, you will never get bored of this story. With such an ambiguous ending, it is unclear whether <i>Darkness</i> will remain a standalone novel, or be continued with a sequel. Whatever the case, it will be interesting to read what the feminist, Victoria Sadler, comes up with next.
“Violence always gets results.” But at what cost? Victoria Sadler’s dystopian novel <i>Darkness</i> explores and all too realistic scenario set in a not so distant future. The western world has fallen due to war and economic collapse. London has become a ghost city due to the death of thousands of people. Those not killed by bombs or deadly virus succumb to suicide or death by natural causes – if the cold and starvation can be labeled natural.
Laura Lewis is the sole survivor in her block of flats and now needs to make her way through the dangerous streets to St Paul’s Cathedral where what remains of the State will provide her with safety. However before she reaches her final destination she is ambushed by an army of women, a threat to the nation, known as RAZR – Resistance Against State Reformation. Jane, the leader of the resistance, believes she has saved Laura from a fate worse than death. But, as Laura discovers, RAZR may result in an even crueler future.
RAZR was born from a hatred of men, a guerilla feminist movement seizing the opportunity to obliterate the patriarchal society. Since the beginning of time men have oppressed women, regarding them as possessions with which they can do as they please. Despite the apparent equality achieved through past protests, the government, i.e. men, still control the lives of women. RAZR particularly focus on women’s rights to their own body, and are angry at the State’s current use for women: to procreate.
<i>Darkness</i> is full of radical violence, often ending in the mass death of male soldiers. With barely a break to take a breath, the narrative goes from one action scene to the next, heightening the excitement as the novel reaches its climax. As the reader learns more about RAZR and the State, opinions are constantly changed. Who is good, who is bad? Who can Laura trust? Then, to confuse things even more, Laura is not who she initially appears to be at all.
The amount of violence in this novel is disturbing, particularly as the majority of deaths are caused without guilty conscience. <i>Darkness</i> highlights the horrors of war and the wild nature of humanity. Without men and women being able to live in harmony there is no peace, on the other hand, complete equality is not possible. Furthermore, are RAZR feminists or terrorists? It is an obvious fact that the human race cannot survive with merely one gender of the species, so is RAZR doing more harm than good by fatally punishing all men?
Overall, <i>Darkness</i> poses more questions than it answers, yet it is such a griping novel. Women, particularly feminists will enjoy the powerful messages expressed by RAZR, but equally, readers will understand Laura’s hesitation. With so many plot twists to get your head around, you will never get bored of this story. With such an ambiguous ending, it is unclear whether <i>Darkness</i> will remain a standalone novel, or be continued with a sequel. Whatever the case, it will be interesting to read what the feminist, Victoria Sadler, comes up with next.
Kirk Bage (1775 KP) rated His Dark Materials in TV
Mar 3, 2020
Any fan of Phillip Pullman’s epic trilogy will tell you that His Dark Materials is one of the best stories ever told. There is so much scope to adapt and interpret the narrative, so rich are the textures, characterisation and pure weight of its many themes. Which is perhaps why any re-imagining will always come under such intense and divisive scrutiny.
The American studio version, patronisingly renamed The Golden Compass for the hard of thinking, was absolutely woeful, despite some canny casting. Choosing to focus too much on the potential of spectacular effects, rather than concentrating on the key elements of plot that make Northern Lights the perfect exposition for a much larger message.
You could always trust the BBC in conjunction with HBO not to make that same mistake. Which is why this version largely succeeds, regardless of some valid criticism concerning clunky dialogue and some creative re-arranging of events from the book. Yes, there is still a lot of telling rather than showing, in an attempt to engage an audience that have yet to read the source material; but, really, it didn’t bother me at all.
Casting Logan’s Dafne Keen as Lyra was the first stroke of genius. This girl has some serious potential, and, as the episodes unfold, she more than holds her own against more experienced actors in key roles. Her presence is a driving force from the get go that at times left me breathless at just how much she understands this complex young character. Truly exciting for the next chapter…
Of course, Ruth Wilson is more than capable of fulfilling the nuance of the sinister Mrs Coulter. And James McAvoy does an admirable job also, in a pivotal, but thankless role (for now) as Lord Asriel. But, no part is neglected, in this cast of dozens, which depends hugely on the idea of adults trying to control a world (eventually many worlds) in crisis!
The casting throughout is immensely bold – hardly a single actor matched my inner vision of them from the book, but the more I came to trust the production, the more I appreciated the clever choices made in this respect. Again, story-telling is always more important than spectacle, and episode to episode I simply began to believe in this version whole-heartedly – and I include in that all the voice actors who bring to life the demons, bears and all other CGI characters.
It is easy to gripe about what is wrong about it all. I can’t ever imagine a perfect visual re-telling of HDM that doesn’t disappoint at some level… but, more important to see what is very right about it! I felt moved, shocked, excited and elated at all the right moments! Basically, I got onboard and allowed myself to enjoy the story.
And what a story! Northern Lights exists as a phenomenon on its merits, but The Subtle Knife is where the themes of this idea really take off! Almost a year to wait for the next season… All I can say is, what an opportunity to make this one of the best things BBC has ever done.
Too many debating points for a brief summary. Keep watching is all I would say to anyone. Or perhaps I just want it too much…
The American studio version, patronisingly renamed The Golden Compass for the hard of thinking, was absolutely woeful, despite some canny casting. Choosing to focus too much on the potential of spectacular effects, rather than concentrating on the key elements of plot that make Northern Lights the perfect exposition for a much larger message.
You could always trust the BBC in conjunction with HBO not to make that same mistake. Which is why this version largely succeeds, regardless of some valid criticism concerning clunky dialogue and some creative re-arranging of events from the book. Yes, there is still a lot of telling rather than showing, in an attempt to engage an audience that have yet to read the source material; but, really, it didn’t bother me at all.
Casting Logan’s Dafne Keen as Lyra was the first stroke of genius. This girl has some serious potential, and, as the episodes unfold, she more than holds her own against more experienced actors in key roles. Her presence is a driving force from the get go that at times left me breathless at just how much she understands this complex young character. Truly exciting for the next chapter…
Of course, Ruth Wilson is more than capable of fulfilling the nuance of the sinister Mrs Coulter. And James McAvoy does an admirable job also, in a pivotal, but thankless role (for now) as Lord Asriel. But, no part is neglected, in this cast of dozens, which depends hugely on the idea of adults trying to control a world (eventually many worlds) in crisis!
The casting throughout is immensely bold – hardly a single actor matched my inner vision of them from the book, but the more I came to trust the production, the more I appreciated the clever choices made in this respect. Again, story-telling is always more important than spectacle, and episode to episode I simply began to believe in this version whole-heartedly – and I include in that all the voice actors who bring to life the demons, bears and all other CGI characters.
It is easy to gripe about what is wrong about it all. I can’t ever imagine a perfect visual re-telling of HDM that doesn’t disappoint at some level… but, more important to see what is very right about it! I felt moved, shocked, excited and elated at all the right moments! Basically, I got onboard and allowed myself to enjoy the story.
And what a story! Northern Lights exists as a phenomenon on its merits, but The Subtle Knife is where the themes of this idea really take off! Almost a year to wait for the next season… All I can say is, what an opportunity to make this one of the best things BBC has ever done.
Too many debating points for a brief summary. Keep watching is all I would say to anyone. Or perhaps I just want it too much…
Purple Phoenix Games (2266 KP) rated Funny Pages: A Comical Puzzle Game in Tabletop Games
May 26, 2021
I have been intellectually burned by Enigma Emporium before. So it was with a bruised ego that I agreed to check out their next game, Funny Pages. Now, I don’t fancy myself a fool, but boy did their previous offerings knock me down a peg. But what about an innocently-titled game about (and containing) comic book panels? So far I have solved two of the seven provided to me. Here we go again.
Funny Pages is a puzzle game for any number of players and any gaming skill level. In fact, as there are so few rules, this may be a somewhat perfect game (game?) for non-gamers. Read on.
DISCLAIMER: We were provided a prototype copy of the Promo Pack for the purposes of this preview. These are preview copy components, and I do not know for sure if the final components will be any different from these shown. You are invited to back the game through the Kickstarter campaign, or through any retailers stocking it after fulfillment. -T
To setup, open the envelope (or box, if playing the boxed final version) and display the cards. Done. Easy like Sunday morning.
Funny Pages is not a turn-based game, but rather an exercise in visual clue-hunting and some amount of Google-fu. In this Promo Pack, each card represents a day of the week, and some must be on Easy mode, because I was able to solve them pretty quickly. Others, I believe, echo the difficulty of the aforementioned Wish You Were Here.
In any case, the goal of this Promo Pack is to match up the puzzle with the correct day of the week. And while that sounds very easy, the puzzles certainly are not. Good luck to all who attempt!
Components. Well, these are large, oversized cards with linen finish and obviously amazing art. I am unable to speak on the final components, but have been assured that the game is 100% ready to go, so if it mimics the provided Promo Pack, these are a great size and feel.
I will be poring over these cards much much more until I absolutely figure every one of them out. I am still a bit away from that goal, but these puzzles are definitely more my speed than what I experienced previously. Some of the comics are actually funny, even when taken out of context of the game. I like the comic art style (naturally), and having clever puzzles embedded just makes them even more enjoyable.
I must admit that after solving a few of these I am feeling more confident in my ability to solve the others. I just need to take more time and think with alternate logic. Is alternate logic a thing? If not, I call dibs on coining the term. I very much enjoy these, and I think it is partly due to the fact that they look great and all seem to offer a different type of puzzle on each card. If this is something that piques your interest, then I recommend you check out the upcoming Kickstarter campaign to add this little gem to your collection. If nothing else, use it as a distraction for unwanted guests on your coffee table. Challenge them to solve the lot in a time frame and watch them go to town.
PS – Please do not ask me for hints. I may be wrong on some of my solutions.
Funny Pages is a puzzle game for any number of players and any gaming skill level. In fact, as there are so few rules, this may be a somewhat perfect game (game?) for non-gamers. Read on.
DISCLAIMER: We were provided a prototype copy of the Promo Pack for the purposes of this preview. These are preview copy components, and I do not know for sure if the final components will be any different from these shown. You are invited to back the game through the Kickstarter campaign, or through any retailers stocking it after fulfillment. -T
To setup, open the envelope (or box, if playing the boxed final version) and display the cards. Done. Easy like Sunday morning.
Funny Pages is not a turn-based game, but rather an exercise in visual clue-hunting and some amount of Google-fu. In this Promo Pack, each card represents a day of the week, and some must be on Easy mode, because I was able to solve them pretty quickly. Others, I believe, echo the difficulty of the aforementioned Wish You Were Here.
In any case, the goal of this Promo Pack is to match up the puzzle with the correct day of the week. And while that sounds very easy, the puzzles certainly are not. Good luck to all who attempt!
Components. Well, these are large, oversized cards with linen finish and obviously amazing art. I am unable to speak on the final components, but have been assured that the game is 100% ready to go, so if it mimics the provided Promo Pack, these are a great size and feel.
I will be poring over these cards much much more until I absolutely figure every one of them out. I am still a bit away from that goal, but these puzzles are definitely more my speed than what I experienced previously. Some of the comics are actually funny, even when taken out of context of the game. I like the comic art style (naturally), and having clever puzzles embedded just makes them even more enjoyable.
I must admit that after solving a few of these I am feeling more confident in my ability to solve the others. I just need to take more time and think with alternate logic. Is alternate logic a thing? If not, I call dibs on coining the term. I very much enjoy these, and I think it is partly due to the fact that they look great and all seem to offer a different type of puzzle on each card. If this is something that piques your interest, then I recommend you check out the upcoming Kickstarter campaign to add this little gem to your collection. If nothing else, use it as a distraction for unwanted guests on your coffee table. Challenge them to solve the lot in a time frame and watch them go to town.
PS – Please do not ask me for hints. I may be wrong on some of my solutions.
Food Diary:Daily Bits
Health & Fitness and Food & Drink
App
The easiest way to track your food. ABOUT THE APP: Keeping track of what you eat has been shown to...