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

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

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

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

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

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

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

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

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

https://purplephoenixgames.wordpress.com/2019/03/15/mystic-vale-review/
  
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Cooking Customers
Cooking Customers
2019 | Card Game
Raise your hand if you have ever worked in the food industry. Okay, I see a few hands. Now raise your hand if you have ever been so torqued by a customer that you wanted to cook them in a pie. Oh, thanks for your hand Mrs. Lovett. Good to know. Well this game is an experience of getting your money and getting out. Fastest one to do so will win, and if you have to stew a few eyeballs in the process, more power to you.

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. 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 or from your FLGS. -T

Cooking Customers is a card and dice game where the first player to amass $20 in “tips” will be crowned the winner. Players earn tips by serving enough meals to customers at each table. Players can receive meals by rolling them on dice, or by card manipulation. Let me explain.

To setup, place the meals (black discs) in the middle of the table for all to reach. Similarly, place all the dice nearby. These dice have three sides: FIRED, MEAL, and a blank side. Shuffle the mighty deck of cards and deal five to each player, placing the rest of the deck in the middle of the table. Finally, shuffle the Table cards and place somewhere near the other components. Players are now ready to begin!

On a player’s turn, they will first draw the topmost Table card to be placed in front of themselves. This card will show how many meals need to be served to it to be satisfied and earn tips. The Table cards will mostly just sit there in front of players collecting meal discs for the game’s duration. Once a Table card is drawn (and only one Table per player, please) the active player may then play cards from hand. A player may play one or two cards, but only one card may be played to the active player’s tableau, and only one card may be played on an opponent. Should a player not wish to play a card to anyone’s tableau, they must discard a card to the middle of the table. Then the active player will draw back to the hand size of five cards.

Cards played to other players are usually bad, Munchkin-esque cards that halt progression or just cause mayhem for their designs. I will not go into detail on these, as half the fun of this game is the Take-That of these cards. Cards played to a player’s own tableau can be a myriad choices: Cooks, Helpers, Kitchen Supplies, etc. The most important are the Cook cards. A player will need to have a Cook “hired” in front of them in order to participate in the next phase of the game: rolling dice. Players can have Helper cards (sous chefs) and Kitchen Supplies active without a Cook, but the player may not roll dice or serve meals without a Cook. Cooks and Helpers will dictate how many dice are rolled in the next phase of a turn, and rolling more dice is always better.

Once all cards have been played on a player’s turn, they may now roll the dice (though for a game with such a dark theme I say we use the “Roll Them Bones” colloquialism). When the dice are rolled, players are hoping for MEAL to show up on all dice. This is how a meal can be collected and served to the Table cards. However, if at any time all dice read FIRED then the player’s Cook is fired and they may not continue rolling dice. The Cook is discarded and play is forfeited to the next player. #cheflife amirite?

Once a Table card has all the meals it needs to be satisfied, the player may score it by flipping it over to reveal the amount in tips they have earned. Play continues in this fashion until one player has earned $20 in tips. They can then taunt the other players with their superiority.

Components. Cooking Customers is a BUNCH of cards, some painted wooden discs, and some embossed dice. The cards are good quality, the discs are good as well, and the dice are great. All the components are pretty darn good. The art, though gross at times, is really well-done (see what I did there) and kept us laughing throughout our plays.

I do have one qualm about this game: the rulebook. Though only six pages long and with lots of illustrations throughout, I found that reading it made me more confused than it should have. I did take the rulebook’s advice to go to the publisher’s website, goodenoughgames.com, and watch the rules explanation and playthrough. That helped immensely to clear up what the rulebook did to my brain.

All in all, we had a great time playing this one. We all like Munchkin, and though it is NOT Munchkin, Cooking Customers delivers a take-that dice and card game that really is worth checking out. If you are looking for something with a new theme that plays quickly and has some meat on its bones (and there), then we certainly recommend Cooking Customers. Purple Phoenix Games gives this one a hearty (food puns are too easy) 13 / 18. You can purchase a copy at goodenoughgames.com currently. While you’re there please watch the video.
  
Gideon's Angel
Gideon's Angel
Clifford Beal | 2013 | Fiction & Poetry, Paranormal, Science Fiction/Fantasy
10
10.0 (2 Ratings)
Book Rating
Note: this review is transposted from my personal review blog, and so was originally written several years ago. I figured if I reposted it here, someone might actually read it….


I received my copy of Gideon’s Angel through the Goodreads FirstReads program. This in no way influences my review, except to ensure that I was able to get ahold of this book and thus review it. I have to say, I really enjoyed this one. I want to describe it as “steampunk,” but my understanding is that steampunk is usually set in the 1800s (or at least that level of tech and society) whereas this work is firmly set in 1653. If there’s already a term for pseudo-historical fiction with a fantasy touch set in that timeframe, I apologize for not knowing what it is and using it accordingly.

Things are not going well for Richard Treadwell. The English Civil War is over, the King’s Cavaliers lost to the forces of Parliament and Oliver Cromwell, and Charles I has been executed. Treadwell has managed to escape the destruction of his cause, and has spent the past eight years in exile in France, performing a delicate balancing act between loyalty to his exiled king* and his employer, Cardinal Mazarin. When Mazarin informs him that someone is using the forces of Hell to tip the balance in their favor and asks him to spy on the exile court to find out if it is one of the king’s supporters, Treadwell decides that it’s time to get out of Paris. He accepts a mission for one of the king’s more militant supporters that will take him back to his beloved England–to lead a Royalist uprising, one last try to oust Cromwell and his Puritan cronies. Treadwell has other business to tend to as well, including a wife who by now probably considers herself a widow. Unfortunately for Treadwell’s simple worldview, it soon becomes clear that Cromwell’s power is the only thing preventing the more radical Puritan elements from running roughshod over the whole country. Worse still, a demon from the pits of Hell has appeared to a radical Puritan sect masquerading as an angel of light and ordering the death of Cromwell so that the Kingdom of God may be fulfilled. Now instead of assassinating Cromwell Treadwell will be forced to save him–if he can find a way to fight the forces of Hell, gain some allies in his quest, and avoid d’Artagnan, a young Musketeer dispatched by the Cardinal to bear him back to Paris….

I really enjoyed this book. It’s not exactly “high literature,” but I think I’ve very well established that I care far more about a work’s entertainment value than whatever it is critics look for. The world Beal creates here feels very real, slipping in background historical information without making you feel like you’ve been lectured. Some readers will probably wish for more background on the English Civil War, and that’s fine. If they care that much, there are numerous good books on the subject. If they don’t, there’s a Wikipedia article that should give you a good rundown on what happened. Beal manages to evoke seventeenth-century London in all its grimy glory, much as it would have actually been aside from the fact that all the magic we dismiss as superstition is actually going on behind the scenes. Moreover, this magic very much resembles what you would find depicted in the folklore of the era without obvious modern embellishment. I’m not really all that well versed in the history of the Freemasons, so I can’t accurately speak to how they were portrayed here except to say that I very much doubt their claim to date back to the builders of the pyramids. Then again, I doubt they have the tools to summon demons too, so maybe I shouldn’t be too critical. Secondary characters generally proved to be interestingly complex, especially Billy Chard, but I am seeing criticism of how the female characters in the book act. They aren’t weak characters by any means, but they are constrained by their roles in society. Treadwell’s wife has pragmatically joined her fate to that of the officer who took over Treadwell’s land when he was banished and is pregnant with his child. Is she weak for this? Or is she a strong female doing what she has to in order to protect what is left of her family? Treadwell’s Parisian mistress follows him to England rather than stay in Paris and face the scandal of their liasion alone. Weak, for needing Treadwell by her side? Or strong, for following him into whatever dangers he may be facing? Finally, Isabelle decides to follow her father and the rest of Treadwell’s band into battle against the forces of Darkness, deciding that it would be better to fall by his side than live on without him. Possibly a sign of weakness, but look at her situation realistically. She and her father were driven from Spain for their Jewish heritage, her mother dying along the way. Jews do not fare well in the Christian world of the seventeenth century, not even in England. The lot of a young woman alone in the world is already hard enough in this time without adding the burden of religious and ethnic persecution. She would have no respectable means of supporting herself, and could conceivably find herself forced into prostitution–on her own if she was lucky, as no more than a slave if she was not. Is preferring death in battle to such a fate a sign of weakness or of strength? She certainly has no trouble speaking her mind, and in fact berates Treadwell severely for endangering her father when they first meet. I suppose I can understand where some people would find these characters and their portrayal to be weak and sexist, but I respectfully disagree. I submit that instead they are strong characters reacting realistically to a world where women are not treated equally–in fact, I would have more of a problem with them if they demonstrated anachronistic modern sensibilities.** The ending was a little deus ex machina, but on the whole I didn’t mind. I would say that I want to read a sequel, but I don’t think the author could come up with anything to top this in terms of personal impact on the characters–Treadwell’s internal conflict between hating Cromwell and having to save him is very well done, and I fear Beal would prove unable to find something equally interesting as a follow up. We never really got to find out what happened to Treadwell back during the Thirty Years War that introduced him to the world of angels and demons, so I could see maybe writing that up….I’d buy it, anyway.

CONTENT: R-rated language, occasionally harsh but I would argue not gratuitous. Moderately explicit sexual content, as you would expect from a work in this vein.*** A fair amount of violence, from both man and demon. Not usually too gory in its description. There is also a good deal of occult content, as the villains are summoning a demon they believe to be an angel. This demon’s lesser minions dog Treadwell and his friends, and there are multiple encounters with them. One is implied to be a golem, others appear as strange amalgamations of beast(s) and man. For me, this is adequately balanced by the recognition that, as powerful as the forces of Darkness are, God is far more powerful than they. Bottom line: if you’re mature enough to handle the other content, I don’t believe the occult elements should prove to be an issue.

*Charles I was executed, while his son Charles II went into exile. Just in case you were concerned with the historical accuracy of the book. So far as I can tell, this is pretty accurate. You know, aside from the demons and fictional characters roaming London…..

**Please understand, I’m neither defending nor endorsing the inequality of the seventeenth century. Neither is Clifford Beal, for that matter. I’m simply pointing out that it was how it was, and this was the world the characters would have come from. I’m all for equality, but to whitewash history and pretend it was different from it was….that way lies dangerous waters.

***This evokes more than anything a supernatural-tinged Alexandre Dumas novel for me….and you know how bawdry his musketeers could be when they wanted to be.

Original post: https://jordanbinkerd.wordpress.com/2013/10/24/review-gideons-angel-by-clifford-beal/
  
WT
Worth the Wait (Guthrie Brothers #2)
6
8.0 (2 Ratings)
Book Rating
Worth the wait is a follow up book to Don’t Tempt Me, which was first released in July 2016. I happened upon Don’t Tempt Me after completing a book by another author. I loved it and was hungry for a continuation of the Guthrie Brothers story. After waiting for months and months its finally available to read to be transported to Clearbrook once again. Lori Foster, honestly, is one of my favorite authors. She has the ability to put you right in the middle of each and every book she writes. You feel the emotions each character feels, you can hear the sounds, almost smell the smells, and picture each character by her incredible descriptions of people and their surroundings. Worth the Wait is about main characters Hogan Guthrie and Violet Shaw. We met both characters in Don’t Tempt Me and got a muted sense of their attraction to one another. While I loved the characters of Hogan and Colt in Don’t Tempt Me, I don’t know if that transferred over to Worth the Wait where Hogan is concerned. Colt is a dream kid, funny, helpful, loves his family. But I found myself wishing I knew more about Hogan, overall his back-story seemed rushed along.

As with most Lori Foster novels we find ourselves getting involved in secondary characters and stories both separate from or including main characters. Some we hope to see get a book of their own (Barber, Colt) and some well maybe we don’t. Worth the Wait has a possible don’t with a secondary romance between Nathan Hawley and Brooklin Sweet. I enjoyed Nathan’s brief introduction in Don’t Tempt Me but I felt like his story was just randomly inserted in the book as a way to fill the pages. After finishing the book I feel like I know a little more about Nathan but mostly that his story was just a way to fill the pages between Hogan and Violet’s dance around each other. I know Nathan wasn’t a main character for this book and I know he was a friend of Hogan and Jason. I also know his story with Brooklin ties in to the story of Hogan and Violet, I just don’t feel like his time was in this book.

Seemingly I felt like the story between Hogan and Violet dragged on a little long with some interactions taking a long time on mundane things and speeding through things that may have set up a bigger connection between them. I think more time could have been spent on Violet’s family life, her connection with her uncle etc and grow that a little more for her back-story. Both main characters fell a little flat with detail on the who/what/why of their pasts. Don’t get me wrong, they definitely felt right for each other, I just didn’t get swept away by their romance as I normally do with a Lori Foster novel.

Overall I enjoyed Worth the Wait, even the parts that bug me like being able to see someone roll their eyes behind big ridiculous sunglasses, but it probably won’t be one book I go back to read and read over again (i.e. Rowdy, Trace, Zane to name a few). Sadly this book just didn’t grab my uninterrupted full interest, this time. But I know Lori Foster will grab my attention over and over again with each new book she publishes. I received Worth the Wait as an ARC in exchange for an honest review (watch out because blunt is my middle name). Hope this review helps now hurry and buy your own copy of Worth the Wait to prove me wrong, everyone loves to be right!!
  
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